Tuesday, August 20, 2013

Rumors

Rumor puts the count of drow cities to around forty or so but the harsh conditions of the Underdark can change that number on a regular basis.  A typical drow city has around 35,000 drow besides sometimes up to double that number of slaves.  Menzoberranzan is a relatively small city of 20,000 drow but it is known as Menzoberranzan the Mighty.  The faithful Menzoberranyr drow know that if they call upon Lolth in need they may receive aid.  There is a 10 percent chance per level of this happening (minus 10 percent for each time aid has been called for in the last 33 days).  Such aid will always be temporary and accompanied by the arrival of some sort of spider.  Lolth always exacts her price later; often a difficult, dangerous mission or service.  Alternatively, Lolth may send spiders to attack foes of beleaguered drow; this form of aid does not “cost” anything.

Eryndlyn – a fierce three way rivalry between the worshippers of Lolth, Ghaunadaur, and Vhaeraun.  This city is also known to trade with humans along the Sword Coast from hidden caves somewhere in the High Moor.

Llurth Dreier – known for worship of Ghaunadaur only, a city of 400,000 drow ruling vast fungi-farm caverns under The Shaar, northwest of The Deep Realms of the dwarves.

Sshamath – somewhere beneath The Far Hills, there is a drow city dominated by mages with the priestesses in positions of minor power.

Sschindylryn – a distant city, rumor of a gate being discovered to another plane

Maeralyn – far, far to the south, this city has invaded another drow city, that of Jhachlkhyn

Dusklyngh – in the Northern Cold Reaches of the Underdark, has recently expanded tunnels created by purple worms to allow easy access for surface raids


Other Deities


Malyk – The Dark Mage, represents wild and evil magic – all that is mysterious and a challenge to authority.  Some wild mages will worship him and folk of the Underdark will begin hearing of him and his servants more and more.

Fifth Level Priest Spells

Imbue Undead With Spell Ability (Necromancy)
Sphere: Necromantic
Range: touch
Components: V, S, M
Duration: 10 turns/level
Casting Time: 8
Area of Effect: one undead
Saving Throw: none

This spell allows the cleric to turn a single undead creature into a spell focus for the purpose to funnel cleric spells too.  The stored spell is emitted from the undead, but all casting activity is at the priest power level.  A priest can cast multiple spells into the undead focus creature; maximum of one per level of the priest.  Once the spell is cast onto the focus undead the spell is exhausted from the priest spell list for the day.  The spells stored in the undead focus creature last 10 turns per level of the caster or until used.  As long as the spell caster can "see" the focus undead creature, the caster can mentally command the undead to cast one spell instead of attacking.  With this spell, a hidden priest can avoid direct casting and can go for a full fighting-focus.  This makes it difficult to tell high level drow warriors and priests apart.  A Dispel Magic cast on such an augmented undead will only end one stored spell (chosen randomly).


The material component is a single drop of the casters blood, applied to the undead creature's head.

Spider Summoning (Conjuration/Summoning)
Sphere: Animal
Range: 0
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 8
Area of Effect: special
Saving Throw: none

This spell calls 1d4 "large" spiders per level of the caster, to serve the priest.  They 'fade' into view within 100 feet of the caster, on the round after casting, and obey the caster's command on the round thereafter.  They have full possible hit points and poison reserves, and fight to the death for the caster with utter loyalty, following the caster's silent mental urgings as to targets, direction to move, and tasks to do.  The caster can cast other spells without ending this spell's control.  At the spell expiry, surviving spiders 'fade away,' returning whence they came.

Only true arachnids can be summoned by this spell, no similar insect creatures.  The spell cannot be used to command or repel encountered spiders; it only allows the caster to command the arachnids it summons.  The spell's material component is a dried arachnid corpse.

Fifth Level Wizard Spells

Spidercloak Armor (Conjuration)
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: the caster
Saving Throw: none


The Spidercloak Armor spell surrounds the caster with a floating, swirling, shadowy network of non-sticky webs and magical shadows.  This magical, partially-solid barrier helps to deflect both physical and magical attacks, improving armor class each round as the shadows fluctuate.  Each round roll 1d3+2 and improve the caster's armor class by that amount.  Spidercloak Armor also gives a variable aid to saving throws, of either nothing (odd roll) or +1 (even roll).  Check each round for the saving throw bonus as well as the armor class adjustment.  The saving throw bonus is cumulative with any other protective spell or item.  Spidercloak Armor also conceals the caster's alignment aura, and any magical auras carried on his or her person, from magical scrutiny.  The Material component of this spell is a bit of spiderweb, or living spider that is crushed during casting.

Passweb (Abjuration/Alteration)
Range: Touch
Components: V, S
Duraton: 1 round/level
Casting Time: 4
Area of Effect: one creature
Saving Throw: special

The Passweb spell enables one creature to pass through existing webs, both natural and magical, as though they did not exist.  It also permits passage through barriers of rope or vine, provided the area to be passed through incorporates only non-magical, organic materials.  The webs are not disturbed or altered in any way by this spell or the passage through them.

A recipient of this spell may try to free creatures or objects already trapped in a web.  Three successful Strength checks and a Dexterity check must be made in the same round for an attempt to be successful.  If a trapped being is unwilling to be freed, and able to actively resist, failure is automatic.

Tuesday, July 30, 2013

Fourth Level Wizard Spells

Backlash (Necromancy)
Range: Touch
Components: V,S, M
Duration: Special
Area of Effect: one target
Save: Neg.

This spell is little-known save the powerful Drow Mage Lords of the Underdark.  The caster of a Backlash spell prepares a mixture of incense and oils (valued at 250gp in the Underdark) and then during the ritual for protection, the spellcaster crushes a gem (500gp value) and sprinkles the powdered crystal over themselves to complete the ritual.  The Backlash spell is a defensive spell that will last 24 hours or until an offensive spell is cast upon the spellcaster of Backlash. The Backlash spell leaves only a faint dweomer, waiting inactive for later triggering.  It cannot be removed by a dispel magic, but it will be ended by a remove curse or more powerful spell.  An emplaced Backlash takes effect only when an offensive spell that then the caster of Backlash saves, resists, or is immune to.  Consequently, Backlash causes the spell to work with full effect on the offensive spellcaster and Backlash negates saving throws, magic resistance, or immunities that would normaly apply.  Basically, when protected by a Backlash spell, the next time an offensive spell would be targeted at the spellcaster and the spellcaster of Backlash saves; then the offensive spell hits the original caster for full effect.  Backlash does not protect against non-targeted attacks (web, fireball, lightning bolt, and so forth).

Stop (Alteration)
Range: 10 feet/level
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: One Creature
Saving Throw: Special

This spell instantly confines the movements of any one target creature within range to the spatial location occupied when the spell takes effect.  In other words, the targets motion, airborne or otherwise, is instantly halted, and cannot be moved away from that spot.  The stopped creature has full freedom of movement, but will remain in one spot for the duration of the spell.  Stop affects only one creature so it can therefore serve to separate a chosen rider from an unaffected mount.  Creatures able to plane shift or become astral or ethereal can escape a Stop spell.  Creatures with a Ring of Free Action or affected by a similar spell are unaffected by Stop.







Fourth Level Priest Spells

Stone Walk (Alteration)
Sphere: Elemental
Range: 0
Components: S
Duration: 1 round + 1 round/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

A development of the meld into stone spell, this magic allows a caster to merge into solid stone and travel short distances through it at movement rate of 10 feet/round. Travel is possible through loose, or broken stone, but not mud, sand, or fine gravel

If spell duration permits, a caster can enter stone, leave it, and re-enter it or another mass of stone, without casting a second stone walk. While in stone, the caster can sense any ending or edges of stone within 120 feet, as well as the presence, location, and size of any cavities, fissures, air pockets, and beings such as digging or imprisoned creatures, and any others able to pass through stone. The stone blocks all hearing, but some vibrations can be felt. The caster can walk up or down as well as horizontally, and can tell direction relative to the natural grain of the rock.


If the caster is trapped alive in solid stone (if the spell duration ends) then the caster is entombed.  The caster can struggle thru the stone at movement rate of 5 feet/round but taking 2d6 damage each round (1d6 damage if a System Shock roll is successful).


Passweb (Abjuration/Alteration)
Sphere: Necromantic
Range: Touch
Components: V,S
Duration: 1 round/level
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special

This spell enables one creature to pass through existing webs, both natural and magical, as though they did not exist. It also permits passage through barriers of rope or vine, provided the area to be passed through incorporates only non-magical, organic materials. The webs are not disturbed or altered in any way by this spell or the passage through them.

A recipient of this spell may try to free creatures or objects already trapped in a web. Three successful Strength Checks and a Dexterity Check must be made in the same round, for an attempt to be successful. (If a trapped being is unwilling to be freed, and able to actively resist, failure is automatic.)

Monday, May 27, 2013

Third Level Cleric Spells

Conceal Item (illusion/phantasm)
Sphere: Protection
Range: touch
Components: V,S,M
Duration: 2 rounds + 1 round/level
Casting Time: 6
Area of Effect: one item
Saving Throw: none

This magic enables the caster to render utterly undetectable, except to himself, any single non-living item smaller than his total body mass, as long as he is carrying or touching it.  The spell conceals even magical or alignment auras, and shows a spy using "true seeing" a blank, shifting-outlines area of white fog where the item is.  This spell is usually used to conceal a carried magical item or weapon; priests of Vhaeraun typically use it to hide holy symbols when in Lolth dominated cities.  The material components are a small handful of dust of any powdered gem or gemstones of at least 200 gp value.


Continual Faerie Fire (alteration)
Sphere: Weather
Range: 120 yards
Components: V,M
Duration: permanent
Casting Time: 6
Area of Effect: 12 sq. feet/level within a 70-foot radius
Saving Throw: none

This spell allows a priest to permanently paint an object with a pale glowing light.  This radiance may be of any hue desired (amber, green, red, and ale-brown seem most popular).  The area can be of any size up to the priest's limitations but must be continuous.  The material components of this spell are a piece of foxfire, a drop of water, a pinch of ash, and pinch of bone dust.  This spell is most often used to illuminate temples or other important buildings.  Outside cities, drow most often use it in the Underdark to illuminate areas where slaves of surface races must work, and to mark trails, landmarks, or borders (often with coded messages).

Second Level Cleric Spells

Mindtouch (divination)
Sphere: Divination
Range: 5 yards/level (90 yards max.)
Components: V,S,M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: one creature
Saving Throw: neg.

Similar to the wizard's spell ESP, a mindtouch allows the caster limited contact with the minds of nearby living creatures.  Surface thoughts can be read, but no mental influencing or direct communication is possible.  Unintelligent creatures will yield only emotions and instinctive thoughts.  One creature per round can be probed: the priest can freely switch the mindtouch from one being to another.  The priest can even engage in spellcasting or activities requiring intense concentration without ending the spell -- but any round in which the priest does not concentrate on the thoughts of a being is a round wasted.  The caster can use the spell to help determine if a creature lurks in ambush; even if no thoughts can be read, the priest can "feel" the presence of a mind and gain some idea of it's current state.  Even a clear reading will not always reveal what sort of creature is being read.  The priest's holy symbol is the material component of this spell.


Revenance (necromancy)
Sphere: Necromancy
Range: touch
Components: V,S,M
Duration: special
Casting Time: 5
Area of Effect: 1 undead/level
Saving Throw: none

The caster affects one touched undead per level, making it immune to an initial attempt to turn, destroy, or command it by another priest, paladin, or other being with power over undead.  The spell ends as it prevents that one attempt; later attempts have a normal chance of success.  Protected undead radiate a faint magical aura.  The material components of the spell are a drop of blood and a pinch of dust per undead to be affected.