The Drow 
Magic
 
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All civilized drow receive 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. Spell-like abilities fade with time on the surface world, and eventually fade
completely away.
 
     These innate “base powers”, so-called because all drow are born with them, and with practice can learn to use them without formal tutelage, are the abilities to evoke dancing lights, faerie fire, and darkness. These powers 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. 
Drow control over them varies with mental state, sickness, age and training, and other conditions. A dying drow may knowingly pour his or her life-force into the exercise of these powers, doubling or even tripling
their area of effect, duration, and/or damage. Concentration is not necessary for a drow to control base power effects. 
 
     In general terms, these powers may all be used only once every 24 hours. For example, a drow who levitates may not re-awaken that natural power until 24 hours have elapsed from the instant the levitation ceased. Any natural spell-like power can be used continuously for a period of time related to the level of the drow. It can be ended prematurely by certain hostile magical effects (such as dispel magic), by the will of the drow employing them, or by the undertaking of spellcasting or the use of another base power by the same drow (drow must concentrate to maintain their spell-like powers, and can only use one at a time). 
 
     The base powers create effects independent of a drow’s person; once unleashed, they can be moved about by the creating drow by effort of will. 
     ....The darkness cast by the natural power is globe-shaped. Its “base” size is a sphere of 20’ radius. Like the darkness created by a priests’ spell, it is impervious to both infravision and normal sight. True seeing and the vision of certain creatures (such as extra-planar creatures and inherently magical or created creatures such as gargoyles, golems, and homunculi) can penetrate
drow darkness. Certain magical devices are also effective against it: for example, a gem of seeing sees through it, noting its presence as only a dark tint over a distinct area, and the “pale light” property of a gem of brightness dispels it. (Use these references as a guide in judging the results of drow-darkness contacts with other magic.) 
     Drow of above fourth level gain “mature powers” of levitate, know alignment, and detect magic.  Drow priests and priestesses also gain additional spell-like powers (in addition to their spells) through divine favor. These include clairvoyance, detect lie, suggestion, and dispel magic.
 
Optional additional abilities include detect undead, ESP (other drow only, 20’ maximum range), and invisibility to undead. (It is suggested that clerical drow have more of a chance of improving an existing power and a small chance at gaining a new power, for each level attained; augment
these chances to simulate deities rewarding truly exceptional service.) 
 
Drow of noble blood or name typically gain the ability to use all of their base and mature powers more than once a day. An additional daily use is granted at the end of each decade of life; senior noble drow have practically unlimited use of their powers. 
 
     All exceptionally intelligent drow or exceptionally experienced drow can wield a natural spell-like power and a spell simultaneously (e.g. casting a spell while levitating), or employ a maximum of two natural spell-like powers simultaneously (e.g. levitating while launching darkness to enshroud the head of an opponent). 
 
     The presence of strong light hampers drow concentration. Common and untrained drow typically lose the ability to cast any spells or use any base powers (though they can maintain already-active ones) in any light equal to or greater than normal sunlight. 
 
     Noble drow must make a saving throw versus spell to launch any spell or spell-like power (already-active ones are automatically retained), and all drow are reduced to the use of one spell-like power or spell at a time; no combinations are possible. The creation of light in any meetings with drow typically brings instant drow attack, and the launching of hand of darkness
spells against the light source. 
 
     Drow also possess an incredibly high natural magic resistance. Newborn babies and infants have weak, fluctuating magic resistances (continuously varying from 02-40% at any given time). To protect endangered young, drow alchemists have devides a potion of magic resistance, whose use in battle has spread among the race. This resistance grows and stabilizes
as drow mature. A drow youth has 40% magic resistance, and by adolescence, it has reached a stable 50%. Magic resistance increases from this 50% base by 2% for every level of advancement gained by a drow individual, above 1st. (Multi-classed drow gain this bonus only from the class in which they have the highest level, not from both classes.) All drow evade spells that would effect either themselves or the items they carry with more aptitude than a human or surface elf. 
 
 
 
 
 
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