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Magic is an inherent part of drow life, both on a personal level, and on a societal one. Though traditionally feared for the divine magics that the priestesses of Lolth use to cow their own people and wreak havoc upon others, there is a strong presence of wizardly magic within drow society that should not be overlooked by any means.
Below, the primary aspects of magic in drow society will be discussed. First, this page delves into the inherent spell-like abilities that all drow possess. Then a glimpse is given of the various items of magic they have created and employed down the millennia. Finally, some of the more common spells that drow utilize and/or have created will be touched up on.

All civilized drow receive some amount of training in wizardly magic, both to test their aptitude for casting spells and to train them in the mental concentration necessary for control of their natural spell-like abilities. These innate powers, so called because all drow are born with them, and can learn to utilize them of their own volition without formal tutelage, are the abilities to evoke Dancing Lights, Faerie Fire, and Darkness.
These powers sometimes vary slightly from place to place according to lineage, natural differences between individuals, differences in the prolonged favor of drow deities, and variations in the local intensity of the natural radiation of the Underdark (or lack thereof, in the case of surface-dwelling drow). A dark elf's control over them can vary with mental state, sickness, age, level of training, and other conditions. For example, a dying drow may knowingly pour his or her remaining life-force into the exercise of these powers, doubling or even trebling their area of effect, duration, and/or damage, if the DM desires.

In game terms, these powers may all be used only once per day. For example, a drow who uses Darkness may not re-awaken that natural power until 24 hours have passed from the time they invoked it. For purposes of determining numerical effects of the spell, such as duration and area of effect, consider the abilities as the spells of the same name, with a caster level equal to the employing drow's total character level. These spell-like abilities follow all other rules on the maintaining and usage as presented in the core rules.

Dark elven ties to magic do not stop with "offensive" abilities--they are infused with some magically defensive capabilities as well. All drow are inherently resistant to magic, which in game terms grants them Spell Resistance equal to 11 + 1 per character level. Drow are completely immune to magic Sleep spells and effects. Their elven blood (tainted as it is) also grants drow a +2 racial bonus against all Enchantment spells and effects. These innate defenses, combined with a drow's strength of will grants an additional +2 racial bonus on all Will saves against spells and spell-like abilities.

[ NOTE: The following information was present in 2nd Edition AD&D rules for drow, and though how it was incorporated was altered to fit version 3.X, we utilize this as part of our House Rules. However, we also provide the information on how to include these options via feats, for those wishing to follow the core rules. ]
As drow mature and grow in power (i.e. level up), they learn to harness additional spell-like abilities. Upon reaching 4th character level, a drow gains Levitate, Detect Good, and Detect Magic, each usable once per day.
Priests and priestesses of Lolth (and the clerics of other drow deities at the DM's discretion) also gain additional spell-like abilities through divine favor. These include Clairaudience/Clairvoyance, Discern Lie, Dispel Magic, and Suggestion. As with all other spell-like abilities, they are usable once per day each.

  • Highborn Drow
    You have learned how to tap into the advanced magical abilities of your drow noble heritage.
    PRE: Drow, base Will save +2.
    You may use Levitate, Detect Good, and Detect Magic once per day as spell-like abilities with a caster level equal to your character level.

  • Lolth's Blessing
    The Spider Queen has blessed you with additional magical abilities.
    PRE: Drow, WIS 15, patron deity Lolth, able to cast 3rd level divine spells.
    You may use Clairaudience/Clairvoyance, Discern Lie, Dispel Magic, and Suggestion once per day as spell-like abilities with a caster level equal to your character level.

Drow have traditionally crafted items, namely weapons and armor, over the millennia that utilized the properties of the Underdark radiation known as Faerzress, which granted such items quasi-magical abilities and bonuses, though this practice has fallen out of favor as of late in some drow cities. The reliance on being within the area of effect of an Earth Node (the source of Faerzress) is a limitation that some drow would rather not deal with, either through choice or forced circumstances.
While within an Earth Node or it’s surrounding zone of Faerzress, a drowcraft weapon or armor gains and provides enhanced properties, as detailed below. Outside the influence of Faerzress, however, such items function at their normal, base abilities.
Another consideration for drowcraft weapons and armors is an inherent weakness when exposed to sunlight. When such an item is exposed to sunlight, it must make a DC 8 Fortitude save or dissolve utterly. A new save at the same DC is required for each day of exposure. Covered items and items exposed to indirect sunlight (such as indoors) are still vulnerable to this effect, but a drowcraft item can be kept safe indefinitely if sealed within a lead-lined case. Drowcraft items treated with Darkoil (see below) are immune to the effects of sunlight.

  • Drowcraft Weapon Special Ability
    As long as a weapon with this ability remains within an Earth Node or a zone of Faerzress, it grants it’s wielder a +2 Luck bonus on attack and damage rolls, in addition to its normal enhancement bonus. Outside of a Faerzress zone (for example, aboveground), the weapon does not grant the luck bonuses, but it otherwise works normally.
    Strong Evocation; CL 12th; Craft Magic Arms and Armor, drow, Contingency, Disintegrate; Price +1 bonus

  • Drowcraft Armor Special Ability
    Drowcraft armor provides a +2 Deflection bonus to Armor Class if the wearer is in an Earth Node or zone of Faerzress. Outside these areas, the deflection bonus is lost, but the armor otherwise functions normally.
    Strong Abjuration; CL 12th; Craft Magic Arms and Armor, Contingency, Disintegrate, drow; Price +1 Bonus

  • Darkoil
    Darkoil is a rare mineral oil specially prepared with various alchemical reagents. It protects drowcraft weapons and armor from the effects of sunlight. A vial of Darkoil is sufficient to protect a weapon for 3 days or a suit of armor for 1 day. Applying Darkoil to any item requires one minute.
    Cost per vial 25 gp; Weight: negligible.

As magic is an inherent part of drow society, they have created (or been accredited with the creation of) several true magic items as well, meaning items which do not require Faerzress to function. They have also been credited with creating various spells down the millennia which are now widespread, which are discussed further down on this page.

Some examples of specific drowcraft and non-drowcraft magic items, weapons, and armor are included below.

  • Scourge of Fangs
    This scourge has a handle of adamantine and five serpentine constructs as lashes. The snakes are extensions of the will of the scourge’s wielder, hissing and writhing in response to the thoughts and emotions of the character carrying it. At the wielder’s mental command, the serpents attack as separate and independent creatures, using the statistics below.
    With an attack action, the whip wielder can cause one of the snake heads to attack; as a full attack action all the heads can attack.
    If a good-aligned character tries to wield the scourge, the snakes attack the wielder instead of the intended target. The snake heads have the following characteristics:
    • Tiny Construct; HD 2d10; hp 11; Init +3; Spd 0 ft.; AC 17 (touch 14, flatfooted 14); Atk +5 melee (1d2–2 and pain, bite); SA Pain; SQ Construct; AL NE; SV Fort +0, Ref +3, Will +0; Str 6, Dex 17, Con —, Int —, Wis 11, Cha 1.
      Feat: Weapon Finesse (bite).
      Pain (Su): The venom of the serpent’s bite causes wracking pains, imposing a –4 penalty on the victim’s attack rolls, skill checks, and ability checks for 2d4 rounds. A successful Fortitude save (DC 19) reduces the penalty to –2.
    If a snake head is destroyed, it falls off the whip. The remaining heads continue to function normally until all are destroyed.
    CL 5th; Craft Wondrous Item, Animate Objects, Bestow Curse; Price 30,000 gp.

  • Drow Mission Blade
    This weapon is a +1 Drowcraft Finder short sword. (As detailed above, a drowcraft weapon grants the wielder a +2 Luck bonus on attack and damage rolls in addition to its normal enhancement bonus, so a Drow Mission Blade functions as a +3 weapon in areas of Faerzress.) In addition to gaining bonuses on various skill checks (namely a +4 Insight bonus on Search, Spot, and Survival checks made underground, as per the Finder ability), the wielder can use Blindsight (as detailed in the spells section of the Underdark book, caster level 3rd) as a standard action once per day.
    Strong Varied; CL 12th; Craft Magic Arms and Armor, drow, Blindsight, Contingency, Disintegrate, Divination; Price 15,270 gp; Cost 7,790 gp + 598 xp.

  • Hand Spinneret
    A favored drow weapon, the Hand Spinneret is a +3 Drowcraft Unholy hand crossbow. (As detailed above, this functions as a +5 weapon in areas of Faerzress). In addition, the wielder can use Web (Caster level 8th) as a standard action three times per day.
    Strong Evocation; CL 12th; Craft Magic Arms and Armor, Contingency, Disintegrate, Web, drow; Price 90,400 gp; Cost 45,400 gp + 3,600 xp.

  • Queen’s Scourge
    This black, whiplike weapon appears to be crafted of thick webs woven through with cruel barbs. A Queen’s Scourge is a +2 Drowcraft scourge (meaning it is +4 in areas of Faerzress). A character proficient with either the scourge or the whip may employ the Queen’s Scourge at no penalty. Like a spiked chain, it may be used to strike adjacent opponents or opponents 10 feet away. In addition, once per day, the wielder can choose to affect a living creature struck with the Queen’s Scourge with Inflict Critical Wounds, dealing 4d8+12 points of damage (Will DC 17 half) in addition to the weapon’s normal damage.
    Strong Evocation; CL12th; Craft Magic Arms and Armor, drow, Contingency, Disintegrate, Inflict Critical Wounds; Price 47,250 gp; Cost 23,920 gp + 1,888 xp.

  • Death Spear (Lesser or Greater)
    This +1 longspear is bathed in an aura of negative energy that deals an additional 1d6 points of negative energy damage on a successful attack. In addition, the spear can be used to deliver an Enervation (Lesser) or Energy Drain (Greater) effect on a successful hit. A Death Spear has 10 charges when created, and each use of such a spell effect uses one charge. When drained of charges, the spear retains the aura of negative energy and its enhancement bonus.
    CL 7th (Lesser) or 17th (Greater); Craft Magic Arms and Armor, Energy Drain (Greater) or Enervation (Lesser); Price 13,905 gp (Lesser) or 38,905 gp (Greater); Cost 7,105 gp + 544 xp (Lesser) or 19,605 gp + 1,544 xp (Greater).

  • Lash of Torment
    This whip is embedded with cruel spikes of iron and glass, effectively making it a whip-dagger. (Whip-daggers are exotic weapons from Sword and Fist and the Arms and Equipment Guide. They cost 25 gp, deal 1d6 points of slashing damage, score a critical on a 19-20, and weigh 3 lbs. They are identical to whips in all other respects. Mighty versions are also available.) It is usually found in the possession of drow slavers or torturers. In the hands of a non-drow, the Lash of Torment acts merely as a +1 Whip Dagger. In addition, every time that the non-drow wielder misses, the Lash of Torment curls back and strikes the wielder. This curse has been placed on the weapon to prevent slaves from taking it up against their masters.
    In the hands of a drow, the Lash of Torment functions as a +3 Wounding Whip Dagger. On a critical hit, the Lash of Torment also causes tremendous pain. The victim suffers wracking pains, resulting in a -2 penalty to Dexterity and a -4 penalty to all attack rolls, skill checks, and ability checks. A Fortitude save (DC 18) negates this effect. Both effects last for 1d10 minutes, and any additional hits from a Lash of Torment during this time have no further effect on the victim beyond the normal damage inflicted.
    CL 15th; Craft Magic Arms and Armor, Mordenkainen's Sword, Symbol. Price 98,325 gp; Cost 49,162 gp + 3933 xp.

  • Bolt of Discord
    Delighting in sowing chaos among their enemies, the drow have created weapons that disrupt and confuse, therby prolonging the conflict. A Bolt of Discord is a +1 crossbow bolt covered in bizarre sigils that seem to move on their own accord. Upon impact, the bolt releases a Confusion spell with a 15-foot radius, as if cast by a 13th level wizard (DC 16 Will save negates). In addition, if a creature is directly struck by the Bolt of Discord it is affected by an insanity spell as if cast by a 13th level wizard (DC 20 Will save negates).
    Strong Enchantment; CL 13th; Craft Magic Arms and Armor, Confusion, Insanity; Price 3250 gp; Cost 1625 gp + 130 xp.

  • Death Armor
    This +3 Glamered Shadow Slick Silent Drowcraft spiked leather armor is legendary. While wearing it, an Underdark assassin can complete his mission under almost any conditions and in any guise. In addition to its other properties, it allows the wearer to use Greater Invisibility (Caster level 8th) on himself once per day, as a standard action.
    Strong varied; CL 12th; Craft Magic Arms and Armor, Contingency, Disintegrate, Greater Invisibility, drow; Price 75,730 gp; Cost 37,970 gp + 3,021 xp.

  • Daylight Pellet
    This nasty weapon was devised by drow for use against other drow, but it is equally useful against any light-sensitive creature. Daylight Pellets are simply small pieces of glass, rock crystal, or igneous rock coated with grease and covered with clay, then baked until hard. When thrown (a standard action), a Daylight Pellet shatters on impact and activates a Daylight spell.
    Daylight Pellets are usually found in pouches in quantities of 3d4 pellets.
    Faint Evocation; CL 5th; Craft Wondrous Item, Daylight; Price 750 gp per pellet.

  • Sun Flash Pellet
    Like Daylight Pellets, Sun Flash Pellets are simply small pieces of glass, rock crystal, or igneous rock coated with grease and covered with clay, then baked until hard. When thrown (a standard action), a Sun Flash Pellet shatters on impact and activates a Sunburst spell. These items are especially useful against creatures vulnerable to sunlight, such as vampires.
    Due to the high cost of these items, it is rare to find more than a single pellet at a time.
    Strong Evocation; CL 15th; Craft Wondrous Item, Sunburst; Price 6,000 gp per pellet.

  • Driftdisc
    Drow Matrons and other prominent drow use animated, 6-foot-diameter stone disks to travel in state for important ceremonies or occasions. Every so often an eccentric drow may even use a Driftdisc as a bed. The disc can carry up to 300 pounds and may fly at a speed of 30 feet with perfect maneuverability. Unattended Driftdiscs customarily float 3 feet above a horizontal surface.
    Each Driftdisc is activated by a different command word. If the device is within voice range, the command word activates it, whether the speaker is on the disc or not. The disc can then be controlled telepathically by the creature that spoke the command word. Mentally commanding the disc is a free action, and the user can do so at a range of up to 120 feet. The user retains control of the disc until he uses another command word to deactivate it. At that point, another creature could speak the activating command word and take control of the Driftdisc.
    Once per day, the user can animate the Driftdisc as though with an Animate Objects spell. The animated disc is a Large animated object (see Monster Manual) with a fly speed of 90 feet and perfect maneuverability. As an animated object, it fights and moves as directed by its user.
    (As per the old rules dictating Driftdiscs, they could be fitted with Drow House Insignia [see below]. In such a case, all the powers of the Insignia could be used by (or against) beings carried by the disc, as if they wore the Insignia directly. The values that follow do not include the value of a fitted Insignia.)
    Moderate Evocation and Transmutation; CL 11th; Craft Wondrous Item, Animate Objects, Detect Thoughts, Overland Flight; Price 113,760 gp; Weight 1,500 lbs.

  • Spider Masks
    Found only in the possession of high-ranking clerics of Lolth, these masks grant great power, but they extract a terrible price upon the wearer. Once donned, the mask fuses itself to the wearer's face and cannot be removed short of use of a Limited Wish, Miracle, or Wish. Even if the mask is successfully removed in this manner, the wearer must make a DC 25 Fort save or be instantly killed by the fury of Lolth. Seeing such a mask, most drow immediately treat the wearer with a great deal of respect. There are three known types of mask:
    • Black Widow
      This mask is midnight-black, with the distinctive red hourglass shape of the black widow spider located on the forehead. Unlike the other masks listed here, the wearer's mouth is visible, although it looks like he possesses huge, spiderlike fangs. Eight small spider eyes are scattered evenly on the mask's surface. The wearer gains the following abilities:
      • +4 Profane bonus on Listen, Move Silently, Search, and Spot checks
      • Cause Fear at will as if cast by a 15th level Sorcerer
      • The wearer gains the ability to make a single bite attack each round. This bite deals 1d8 damage and poison (DC 18 Fort save; initial and secondary damage 3d6 CON)
    • Brown Recluse
      This dull brown mask completely covers the wearer's head, with only eight black eyes and two huge hairy fangs breaking the surface. The wearer gains the following abilities:
      • +4 Profane bonus on Spot and Listen checks
      • Jump and Spider Climb at will
      • The wearer gains the ability to make a single bite attack each round. This bite deals 1d6 damage and injects a terrible poison that begins to rot the victim's flesh (DC 18 Fort save; initial and secondary damage 2d6 CON)
    • Phase Spider
      This mask resembles that of a phase spider: white and blue, with eight silvery white eyes. The wearer gains the following abilities:
      • +2 Profane bonus on Spot, Search, and Listen checks
      • The wearer gains the ability to make a single bite attack each round. This bite deals 1d6 damage and poison (DC 13 Fort save; initial and secondary damage 1d6 CON)
      • As a move action, the wearer can shift from the Ethereal Plane to the Material Plane. Shifting back to the Ethereal Plane also takes a move action. The ability is otherwise identical to the Ethereal Jaunt spell as cast by a 9th level cleric. The wearer can shift between planes at will.

    Strong Necromancy; CL 15th; Craft Wondrous Item; Jump, Poison (Brown Recluse); Ethereal Jaunt, Poison (Phase Spider); Cause Fear, Poison (Black Widow); Price 37,840 gp (Brown Recluse), 56,150 gp (Black Widow), 115,440 gp (Phase Spider)

  • Web Choker
    Strung of barbs and black webbing, with nine gray spheres depending from it, this choker is considered high fashion for drow priestesses. The wearer (and only the wearer) can detach and hurl the spheres up to 70 feet. When a sphere arrives at the end of its trajectory, it bursts, generating a Web effect (DC 14). Once all nine spheres have been used, the Web Choker is nothing other than a simple choker.
    Faint Conjuration; CL 5th; Craft Wondrous Item, Web; Price 2,700 gp.

  • Amulet of the Dark Blessing
    Made from an iridescent black gemstone found in the Underdark, these amulets are identical in function to the devices surface dwellers know as Amulets of Laeral’s Tears. These drow devices bestow 24 temporary hit points on the wearer. When those temporary hit points have been expended, the amulet crumbles into worthless dust.
    CL 12th; Craft Wondrous Item, Aid, Shield Other; Price 1,200 gp.

  • Eyes of the Spider
    This device fits on the head in such a way that it covers the wearer's left eye. Eight rubies are set into its silver surface, starting directly over the covered eye and rising in a line toward the top of the head. The jagged shape of the item is reminiscent of a spider's legs. A character wearing Eyes of the Spider cannot also wear a pair of eye lenses or goggles (though he or she can wear a single eye lens on the right eye) or a headband, hat, or helmet.
    When the Eyes of the Spider are first put on, the device extends a protrusion into the wearer's left eye socket. This causes excruciating pain and deals 2d6 points of damage. Once this occurs, the device cannot be removed until the wearer is dead.
    Three times per day, the wearer of the Eyes of the Spider may use a standard action to make a gaze attack identical to the corrupting gaze ability of some ghosts. The range of the attack is 30 feet, and the target must succeed at a Fortitude save (DC 19) or take 2d10 points of damage plus 1d4 points of Charisma drain.
    The character gains the benefits of a continual true seeing spell (the divine version) to a range of 120 feet. Because the device also grants all-around vision, the wearer cannot be flanked and gains a +4 bonus on Spot and Search checks.
    Finally, the Eyes of the Spider make the wearer immune to all mind-affecting effects.
    CL 11th; Craft Wondrous Item, Eyebite, Circle of Death, Prying Eyes; Price 212,000 gp.

  • Fang Scarab
    A fang-shaped crystal dangles from a loop of finely wrought silver chain in the center of this spiderweb medallion. When the chain is used to wrap the fang scarab around a monstrous spider's waist (the juncture of its cephalothorax and its abdomen), the creature can hear Lolth's dark whispers in its subconscious. This gives it an instinctive knowledge of what the next moment will bring, which manifests in a +1 insight bonus on attack rolls. (This ability does not function during Lolth's Silence.)
    Because the fang scarab is designed for spiders, it's not useful to most adventurers. A nonspider can make a fang scarab function with a successful Use Magic Device check (DC 25), but doing so also fuses it permanently to the user's neck, near the Adam's apple. Nothing short of the wearer's death can then remove it.
    Though the fang scarab grants its wearer the same attack bonus that it would to a spider, it also initiates a metamorphosis that can change the wearer into a half-spider abomination over time. When the scarab first attaches itself, the wearer’s canine teeth enlarge and coarse black hairs appear on the back of his or her neck. No further changes occur until the character attains levels in the Fang of Lolth prestige class.
    CL 5th; Craft Wondrous Item, Divination; Price 3500 gp.

  • Piwafwi, Lesser
    This cloak of deep black color is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.
    Faint Illusion; CL 3rd; Craft Wondrous Item, Invisibility, creator must be drow; Price 2,500 gp; Wt 1 lb.

  • Piwafwi, Greater
    As the Lesser Piwafwi, above, but it also confers resistance to fire 5, negating 5 points of fire damage per round.
    CL 5th; Craft Wondrous Item, Invisibility, Endure Elements, creator must be drow; Price 6100 gp; Wt 1 lb.

  • Hand of Kiaransalee's Glory
    Very similar to the Hand of Glory described in the DMG, this item is a mummified drow hand with a silver ring on each finger. As with the Hand of Glory, a magic ring placed on one of the fingers (as a replacement for one of the silver rings) functions normally for the character who wears the hand.
    In addition, each of the five silver rings allows the wearer of the hand to use a specific spell effect. Each ring can produce one of the following effects once per day: Deeper Darkness, See Invisibility, Ray of Enfeeblement, Chill Touch, and Spectral Hand. If the wearer replaces one of the five silver rings with another magic ring, he or she must sacrifice one of these spells in order to replace it with the magic ring's power. If removed from the hand, the silver rings have no magical power.
    CL 9th; Craft Wondrous Item, Animate Dead, Chill Touch, Deeper Darkness, Ray of Enfeeblement, See Invisibility, Spectral Hand; Price 19,000 gp; Wt 2 lbs.

  • Drow House Insignia


    ©2005 Jenny Dolfen

    This metal token is normally worn on a chain or in a pouch tied around the neck, occupying the same space as a necklace. Each bears a symbol of a noble house from a particular drow city and requires a secret command word to activate it. An insignia has a single minor magical ability that can be used once per day, usually a 1st, 2nd, or 3rd level spell. Those belonging to powerful drow often have multiple abilities of various power levels (making them more in tune with the 2E version of House Insignia, which we use in our campaign, and rules for which are presented on our accompanying message boards). Typical spells for a house insignia are Blur, Cat's Grace, Cloak of Dark Power, Comprehend Languages, Feather Fall, Jump, Levitate, Read Magic, Scatterspray, Shield, Spider Climb, Unseen Servant, and Water Breathing.
    Each insignia is slightly different, even those from the same noble house, so a person aware of the unique shape of a person's insignia can magically locate that person.
    CL 5th; Craft Wondrous Item, appropriate spell (or spells); Price 360 gp (1st level ability), 2160 gp (2nd level ability), 5400 gp (3rd level ability).

  • Rod of Tentacles
    This disturbing looking rod looks as though it is made out of a coiled mass of tentacles. It is warm and rubbery to the touch and wiggles slightly when held. If used in melee combat, the rod of tentacles acts as a +1 heavy mace.
    The rod of tentacles allows the wielder to cast Evard's Black Tentacles up to three times a day as if cast by a 15th level wizard. Once per day, the rod can be turned into a bizarre creature that follows the commands of the wielder. When hurled to the ground and a command word is spoken, the rod turns into a mass of writhing, slimy tentacles. It remains in this form for a number of rounds equal to the wielder's character level. The tentacle beast has the following statistics and abilities (click the link for stats).
    If the tentacle beast is killed, it immediately reverts back into the rod form and cannot be used for a full 24 hours. If the tentacle beast is destroyed through use of a Disintegrate, Limited Wish, Miracle, or Wish spell, the rod is completely destroyed.
    CL 15th; Craft Rod, Animate Object, Evard's Black Tentacles; Price 86,000 gp; Cost 43,000 gp + 3440 xp.

This section details a few common and important spells used by drow. Some of these magics were created and are used by various surface-dwelling races. Drow have stolen both spells and wizards during night raids on The World Above, and have also independently devised spells known in surface realms.

Several spells (some since refined and altered by drow) may date from before the Descent, when the drow progenitors dwelt in the Terrible Lands of Light. DMs and players alike are encouraged to create new and terrible spells unique to individual drow cities and families, and to advance drow mastery of magic with the same vigor and success that surface wizards attain.

In addition to the spells listed below, the drow have a strong affinity for magical glyphs and runes. As a race, they have long warded their homes with potent magics woven into various sigils and runes placed where they can ward against intrusion. These glyphs are similar to those created by the Glyph of Warding and Greater Glyph of Warding spells, except that they remain in place even after discharging their power.
Drow glyphs fall into one of three categories: way-marker runes (used in areas patrolled or traveled by drow but not inhabited by them), sacred glyphs (special glyphs placed by clerics of Lolth to protect areas sacred to the Spider Queen), and house defense glyphs (specialized glyphs developed by members of noble houses to protect their homes and families). These runes are most often placed by drow clerics who have become runecasters and often contain unique spells that have been researched specifically for a particular rune or location.

NOTE: The spells below will be linked to pages with full descriptions as we post such spells on our parent site. Some of the spells have not yet been converted to D&D version 3.5, so that is something we will undertake at the appropriate time.

Sorcerer/Wizard Spells

  • Level 1
    • Spidereyes
  • Level 2
    • Skyhook
  • Level 3
    • Dark Wings
    • Hand of Darkness
  • Level 4
    • Acid Bolt
    • Backlash
    • Stop
  • Level 5
    • Passweb
  • Level 6
    • Summon Spider
  • Level 7
    • Vipergout
  • Level 8
    • Death Spider
  • Level 9
    • Black Blade of Disaster

Cleric Spells

  • Level 1
    • Spidereyes
  • Level 2
    • Mindtouch
  • Level 3
    • Continual Faerie Fire
    • Darkfire
    • Giant Spider
    • Spellweb
    • Venom Immunity
  • Level 4
    • Attunement
    • Passweb
  • Level 5
    • Control Vapor
    • Summon Spider
    • Undead Regeneration
  • Level 6
    • Spider Bite
  • Level 7
    • Repulsion
  • Level 8
  • Level 9

Page Last Updated March 4th, 2006

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