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.

First Level Cleric Spells

Cloak of Dark Power (evocation, alteration)
Sphere: Necromantic
Range: 0
Components: V,S
Duration: 1 round/level
Casting Time: 4
Area of Effect: the caster
Saving Throw: none

This spell creates a dark aura of coursing, swirling power around the caster.  The priest's body and anything worn or carried are protected by this aura from the effects of full sunlight, even under the open, daytime sky of the surface world (arms and armor imbued with the radiations of the Underdark don't begin to lose their power, and the drow caster suffer no Bright Light combat penalties.  This magic is specifically fashioned to prevail against a light spell.  A priest shrouded in a cloak of the dark power functions as if one experience level higher, in all dealings with undead.  Arachnids and other using arachnid form attack the cloak wearer at -3 to hit.

Spider Climb (alteration)
Sphere: Necromantic
Range: touch
Components: V,S
Duration: 1 round + 1 round/level
Casting Time: 1
Area of Effect: creature touched
Saving Throw: neg.

This version of spider climb used by drow priestesses is a slight improvement over the wizard spell.  Bare hands and feet are required and the affected creature moves at MV 9 (6 if encumbered).  Movement is slient unless loose rock or etc. is dislodged.  Objects tat weight less than 1 pound will stick to the affected being's hands and feet for the spell duration, making certain types of spellcasting virtually impossible.  The effect of spider climb can be ended with but a word.  Sufficient force will tear a spider climbing being away from the surface he or she is clinging to (the DM must determine what occurs according to the situation).  Unlike the wizard spell, no material components are required.


Spidereyes (alteration)
Sphere: Animal
Range: special
Components: V,S,M
Duration: 1 round/level
Casting Time: 1
Area of Effect: special
Saving Throw: none

Same as the level one wizard spell of the same name



Sunday, May 26, 2013

Third Level Wizard Spells

Dark Wings (alteration)
Range: Touch
Components: V,S,M
Duration: 1 round/level
Casting Time: 3
Area of Effect: one creature
Saving Throw: neg.

This spell transforms a piece of bat wing and a piece of bone into a short-lived, magically-assisted pair of giant bat wings.  These powerful appendages have a 15' tip-to-tip spam, and a sprout from the shoulders of the caster or one who is touched by him (who must save to negate the spell, even if willing).  The wings allow the affected being to fly clumsily (MV Fl 17 (D)), but with great power.  With these wings, a being can slow a fall, carry companions or gear of up to twice his normal body weight, or glide to bring up to three times the winged being's normal body weight to a harmless landing.  In flight, the wings can buffet other creatures for 2d4 damage per round (slowing movement to 7) or can be used to shield the winged creature, giving an AC bonus of +4 if not used to attack.  The wings can take any amount of damage without collapsing or harming their owner.  They slow walking movement rate to a maximum of 7, however, dragging behind the being on which they have grown.  They cannot be removed before the spell expires without use of dispel magic or polymorph magics.


Hand of Darkness (alteration)
Range: 10 yards/level
Components: V,S,M
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: light sources withing a 30' radius sphere
Saving Throw: none

This spell cloaks the light sources that drow hate so much, quickly and with great precision.  On the round after casting, the radiances caused by glowing magic items, light, and continual light spells, torches, fires, and other light sources within 30' radius area of effect go out.  The sources themselves are not extinguished (an unseen fire still burns fuel, and beings coming into contact with it), but simply give off no light.  Creatures requiring light for vision suffer Total Darkness penalties while this spell is in effect.  Hand of Darkness cannot be dispelled by subsequent casting of light or continual light spell.  The effect continues until the hand spell expires or is specifically dispelled.  Beings in the area cannot see light from outside, and light sources brought into the area have their lights extinguished.  The material components of this spell are a piece of coal or handful of ash, a small sphere of black glass or stone, and a scrap of black cloth, fur or hide.

Second Level Wizard Spells

Circle Dance (divination) reversible
Range: 0
Components: V,S,M
Duration: 1 round
Casting Time: 2 rounds
Area of Effect: the caster
Saving Throw: none

Circle Dance enables the caster to learn something of another creature.  A gem or gems of not less than 1,000 gp total value are powdered before spellcasting.  The caster sprinkles this powder in a circle of at least ten feet in diameter on any solid surface and dances an intricate, weaving pattern within it while concentrating on the target creature and singing a repetitive rhyme ("reveal to me/For I would see..." or the like) which names the target creature concentrated upon.  This naming is a forcing aid, and need not be accurate.
  If the spell is successful, the dance ends with the caster receiving mental images and impressions of the target creature.  If the sought-after creature is on another plane, that much is made clear - but which lane, and any details of the current surroundings and state of the target, remain unknown.  If the target creature is on the same plane as the caster, the caster gains a vague idea of how distant the target is from the circle dance and some indication of the target's current surroundings and physical or mental state.
  The base chance of success is 4% per level of the caster, plus cumulative bonus as follows:
+ 25% if the target is fairly well known to the caster or +40% if the target is intimately known
+10 % if the target is upset or excited
+15% if the target is currently spellcasting or actively using a magic item
+5% if the target is near (within one mile per level of the caster)
  The total percentile score of the caster determines how much the circle dance reveals: a total 100% will yield a clear mental picture of the target's surroundings and a precise distance and direction to that locale.  This is not an ESP spell, and does not allow hearing of or spellcasting at the target (it is not "seeing" the target for the purpose of casting similar spells, but may well aid in the casting in the use of a teleportation spell).
  The reverse of the spell is Circle Charm, which involves the same material component and a reversed dance.  It has the effect of hiding the caster and objects on his or her person from all other circle dance, locate object, ESP, know alignment, and other spells that locate and divine the thoughts or natures of the caster.  This protection lasts for one day per level of the spell caster.
  Neither form of this spell affects a "sending" or "wizard eye" or functions as any sort of psionic barrier or protective aid.


Immunity to Spider Venom (abjuration)
Range: Touch
Components: V,S,M
Duration: 2 rounds + 1 round/level
Casting Time: 2
Area of Effect: creature touched
Saving Throw: neg.

This spell confers upon the caster or another touched creature absolute immunity to all effects of the venom, internal fluids, digestive juices, secretions, or spilled gore of any arachnid (corrosive as well as poison effects are negated).  Fresh-spun webs will not adhere to the protected being, and the spell recipient is even immune to the blinding effects that would normally result from being sprayed in the face by such fluids.  The spell confers upon protected being a +2 saving throw bonus against all other acids, venoms, and poisons (ingested, contact, or insinuative).  The material component of this spell is a whole poisonous spider of any size, alive or dried; it is crushed during spellcasting.


Improved Spider Climb (alteration)
Range: Touch
Components: V,S,M
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: creature touched
Saving Throw: neg.

This spell is an improved version of the first level spell spider climb.  The recipient can climb on the vertical surfaces and hang upside down from ceilings, moving at a rate of 8 (4 if at all encumbered); bare hands and feet are not required, and small objects do not stick to the recipient's body: a recipient can easily cast spells while sticking to a wall with feet and or back.  The caste can end the effect with but a word.  Sufficient force or impact can also tear the recipient free; the DM must assign a saving throw based on the circumstances.  The material components for this spell a drop of bitumen (pitch) or tree gum and a live spider, both of which must be eaten by the recipient.

First Level Wizard Spells

Cling  (alteration)
Range: Touch
Components: V, S
Duration: 1 round + 1 round/level
Casting Time: 1
Area of Effect: creature touched
Saving Throw: none

Cling allows the caster or another touched being to adhere to any surface regardless of gravity, winds, weight, or surface viscosity.  This allows a slipping or leaping creature effected by the spell to stick fast to any surface.  The caster can end the effect with but a word.

The Clinging being chooses a body area as the holding surface (ie. hand, foot, back...).  As long as the holding surface does not move the cling effect remains in place.  Cling ends immediately if the spell recipient moves about or the surface clung to is shattered.  If the effected creature is opposed by a stronger force the effected creature makes a Strength Check to remain adhered to the surface.

Immunity to Adherence (abjuration, alteration)
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: creature touched
Saving Throw: none

This spell gives the effected being touched temporary immunity to magical and natural webs, viscid globs, the sticky secretions and natural glue-like properties of quicksand, roper strands, mimic pseudopods, cave fisher filaments, and similar impediments.  These perils do not hamper or cling to the spell recipient, who may move and act normally.  The material components for this spell are a milkweed seed or other windborne seed "key" or "puff," and a drop of water, alcohol, tears, or spittle.

Spidereyes (alteration)
Range: Touch
Components: V,S,M
Duration: 1 round/level
Casting Time: 1
Area of Effect: special
Saving Throw: none

This spell allows the caster to temporarily see through the eyes of any living arachnid, which must be touched.  This creature, and a strand of spiderweb, are the material components of the spell.  This spell does not give the caster any direct command over the spider.  Most spiders have eight eyes (two compound, six simple) whose vision is not readily understandable to most intelligent races.  The spell allows the caster to comprehend what the spider sees within range and focal point of the spider.