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The Tome Of Drow Lore.pdf - RoseRed

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202<br />

Vile Infestation (Lesser)<br />

Conjuration (Summoning)<br />

Level: Clr 5<br />

Components: V, S, DF<br />

Casting Time: 1 standard action<br />

Range: Close (25 ft. + 5 ft./2 levels)<br />

Target: One corporeal creature<br />

Duration: 1 round<br />

Saving Throw: Fortitude half<br />

Spell Resistance: Yes<br />

Lesser vile infestation infects the subject with a swarm of<br />

tiny vermin (in the case of priestesses of the Dark Mother,<br />

the infestation is of spiders, other deities of the drow have<br />

different vermin). <strong>The</strong> vermin manifest inside the target’s<br />

body, just below the skin and immediately begin eating their<br />

way out. <strong>The</strong> spell inflicts 1d4 points of damage per level<br />

of the caster (maximum 10d4), and living creatures with<br />

a circulatory system take an additional point of damage<br />

per d4 in blood loss as the vermin burst through their skin.<br />

Creatures without a circulatory system, such as undead or<br />

plant-based creatures do not take this additional damage.<br />

Damage reduction is ineffective against the vermin created<br />

by lesser vile infestation.<br />

Viper Bite<br />

Transmutation<br />

Level: Sor/Wiz 2<br />

Components: V, S, M<br />

Casting Time: 1 standard action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level<br />

Casting viper bite causes two of the caster’s teeth to grow<br />

into fangs, which he can use to deliver a deadly poisonous<br />

bite. One of the caster’s normal unarmed attacks each<br />

round becomes a bite attack, dealing a base d4 damage. <strong>The</strong><br />

caster’s fangs inject venom into the foe on any successful<br />

bite attack. This venom is enhanced by the power of the<br />

spell and may be resisted by successful Fortitude saves (DC<br />

11 + caster level) for both initial and secondary damage<br />

(initial and secondary damage are both 1d6 Constitution).<br />

Material Component: A drop of poison from any venomous<br />

snake.<br />

New Magic Items<br />

Armour Enhancements<br />

Invisibility<br />

By simply willing the magic to activate, the wearer of this<br />

armour can become invisible, as per the spell. <strong>The</strong> wearer<br />

may still be heard if he moves about in armour.<br />

Faint Illusion; CL 5 th ; Craft Magic Arms and Armour;<br />

invisibility; Price +20,000 gp<br />

Nimble<br />

This armour is created with extra flexibility in all<br />

joints, and is enchanted to aid the wearer in performing<br />

several Dexterity-based skills. Armour with the nimble<br />

enchantment provides a +6 bonus to Balance, Escape Artist<br />

and Tumble checks. Any skill check penalties to armour<br />

still apply, according to armour type.<br />

Faint Transmutation; CL 3 rd ; Craft Magic Arms and<br />

Armour; cat’s grace; Price +18,000 gp<br />

Specific Armour<br />

Trollskin armour<br />

This armour is made from the skin of a troll. <strong>The</strong> magic<br />

expended in its creation enables the armour to retain a portion<br />

of its regenerative capabilities and pass that ability on to its<br />

wearer. Though not as impressive as the regeneration of a<br />

living troll, this ability alone makes trollskin armour highly<br />

valued among the drow. Trollskin armour protects and<br />

encumbers exactly like studded leather +1 and it imbues its<br />

wearer with Regeneration 1, taking normal damage from<br />

fire and acid like a troll.<br />

Strong Conjuration; CL 13 th ; Craft Magic Arms and<br />

Armour; animate dead, regenerate; 90,000 gp; Weight 20<br />

lb.<br />

Boneforged armour<br />

Boneforged armour derives its primary magical abilities<br />

from the undead creature whose bones were used to create<br />

the armour. Any powers of the armour which depend<br />

upon the abilities of the undead are set at the time of the<br />

armour’s creation, and may never be modified or added<br />

to in any way. However, it is still possible to add other<br />

armour enhancements (such as nimble) to the boneforged<br />

armour after the time of its creation. Magical boneforged<br />

armour must be enchanted to at least a +1 as part of the<br />

creation process; otherwise the bones will not retain any of<br />

the undead abilities. Further, the bones must be in large,<br />

contiguous pieces for the boneforged item to retain undead<br />

abilities, meaning that only armours such as the breastplate<br />

and half-plate can be made from the undead bones. Note<br />

that although armours such as half-plate and full plate<br />

consist of multiple plates of bone, the suit of armour is

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