T O P I C R E V I E W |
Phaerimm Bane |
Posted - 05 Jun 2005 : 05:40:12 Volmu everyone!(Dwarven for greetings to everyone), I am now currently engaged in big wars with the drow of the Underdark and to be striaght, I need information on Lolth and her priestesses clerical spells, as my band of adventurers are hard pressed at the moment. Information on Lolth and her priestesses clerical spells will be welcome. |
6 L A T E S T R E P L I E S (Newest First) |
Alaundo |
Posted - 05 Jun 2005 : 09:33:27 quote: Originally posted by The Sage
Errr... Shadovar, I feel that I should point out that if all this drow/Lloth material you've been posting recently is taken from source material, then you should really quote the source of the tome, otherwise you could create complicated legal issues for Big Al and his team here at Candlekeep.
Well met
Ahh, thank ye, Sage. Indeed, I have just found this scroll after mentioning such over here. When using official sources, it is preferable to include as little text as possible and instead list the name of the sourcebook and page number. However, if some text is required, please give the appropriate source and copyright. |
warlockco |
Posted - 05 Jun 2005 : 06:31:16 Some of that information also appears to be very outdated, as far as Crunch goes. Like the stats for Lolth, those look like they might be from the 1E Fiend Folio. |
Shadovar |
Posted - 05 Jun 2005 : 05:50:13 My apologies to everyone for I apologise for my lack of consideration to the Candlekeep team, I will certainly take note of what The Sage has said. Thank you for your comments and reminder. |
The Sage |
Posted - 05 Jun 2005 : 05:47:16 Errr... Shadovar, I feel that I should point out that if all this drow/Lloth material you've been posting recently is taken from source material, then you should really quote the source of the tome, otherwise you could create complicated legal issues for Big Al and his team here at Candlekeep.
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Shadovar |
Posted - 05 Jun 2005 : 05:43:51 And Lolth herself:
quote: Abyssal Lord Lolth (Queen of Spiders)
CLIMATE/TERRAIN:The Abyss FREQUENCY:Unique ORGANIZATION:Planar Ruler ACTIVITY CYCLE:Any DIET:Carnivore INTELLIGENCE:Godlike (25) TREASURE:Q (X5), R, X (X3) ALIGNMENT:Chaotic Evil NO. APPEARING:1 ARMOR CLASS:-10 (-2) MOVEMENT:1, Wb 9 (15) HIT DICE:14, hp 66 THAC0:7 NO. OF ATTACKS:1 and 1 (1) DAMAGE/ATTACK:4-16 and webs (by weapon type) SPECIAL ATTACKS:Poison SPECIAL DEFENSES:See Below MAGIC RESISTANCE:70% SIZE:L (M) MORALE:Fearless (19) XP VALUE: 13000 The fiend Lolth is a very powerful and feared abyssal lord. She usually takes the form of a giant black widow spider when she is on the Prime Material Plane, and sometimes assumes this form on her own plane as well, but she also enjoys appearing as an exquisitely beautiful female dark elf (the statistics for this form are given in parenthesis). Little is known about her aims, and only the fact that the drow worship of Lolth causes her to assume form on the earth permits compilation of any substantial information whatsoever. Lolth has S 21, D 21, C 21, I 21, W 16, Ch 3 (23). Lolth enjoys the company of spiders of all sorts-giant species while in her arachnid shape, those of normal, large and even huge species while in her humanoid form. She is able to converse with all kinds of spiders, and they understand and obey her unquestioningly.
Combat: Although the Queen of Spiders has but 66 hit points, her high armor class prevents most damage, and she is able to heal herself at will, up to thrice per day. As Lolth enjoys roving about in one form or another, she will seldom be encountered in her lair no matter what the plane, unless worshipers have invoked her to some special shrine or temple. In the form of a giant spider, Lolth is able to cast web strands 30 feet long from her abdominal spinnerets which are equal to a web spell with the addition of 1-4 points of damage per round accruing to webbed victims due to a poisonous excretion upon the strands; and during the same round, she is able to deliver a vicious biting attack for 4-16 hit points of damage plus death if the victim fails to make his, her, or it's saving throw vs. poison at -4. In her humanoid form, Lolth will use weapons common to drow. As a giant spider, Lolth can use any one of the following powers, one per round, at will: comprehend languages, confusion (creature looked at only), darkness (10-foot radius),dispel magic, feather fall; once per day clairvoyance, dimension door, domination, gate in a vrock (45%), glabrezu (35%), or hezrou (20%) with a 66% chance of success, summon 9-16 large (20%), 7-12 huge (30%), 2-8 giant (40%), or 1-4 phase (10%) spiders, teleport with no error, tongues, true seeing; twice per day use phase door, read magic, and shape change. In her humanoid shape, Lolth is a 16th level priest/14th level wizard with commensurate abilities. However, in spider form she is unable to wear armor of any sort. Lolth is not affected by weapons which are not magical, silver does her no harm (unless magicked to at least +1), and cold, electrical and gas attack forms cause only 1/2 damage. Acid, magic missiles (if her magic resistance fails her, of course), and poison affect her normally. Lolth is especially susceptible to holy water, taking 6 points of damage from a splash and 6-21 points (3d6+3) from a direct hit. Her visual range extends into the infrared and ultraviolet spectrums to a normal distance of 120'. Lolth has limited telepathic communication ability.
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Shadovar |
Posted - 05 Jun 2005 : 05:42:42 Well on the clerical spells utilized by Lolth, tehy are:
quote: Many spells developed by the clergy of Lolth long ago have been requested in parallel form from other drow powers or other nondrow powers and have passed out of exclusive Lolthite usage. Of them, only darkfire is detailed here. Note that any spell once specified as either a drow priest spell or Lolth priest spell that has passed into general usage is still available as a religion-specific Lolth priest spell; priests of Lolth can still receive the spell no matter what its sphere.
1st Level
Cloak of Dark Power (Pr 1; Evocation, Alteration)
Sphere: Necromantic Range: 0 Components: v,s Duration: 3 rounds+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 caster's body and anything she or he wears or carries is 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 that are worn or carried by the caster do not begin to lose their power, and the drow caster suffers no bright light combat penalties while under the effects of a cloak of dark power. A continual light spell cast directly agianst a cloak of dark power negates both spells.
A priest shrouded in a cloak of dark power functions as if she or he possessed one additional level of experience in all dealings with undead. Arachnids (and others using arachnid forms) attack a cloak-wearer at a -3 penalty.
2nd Level
Darkfire (Pr 2; Alteration)
Sphere: Elemental Fire Range: Touch Components: V,S,M Duration: 2 rounds/level Casting time: 5 Area of Effect: One fire source Saving Throw: Special
This magic was developed for use in rituals of worship to Lolth, but has since been adapted into an offensive battle spell. The spell transforms a normal fire or ignites unlit fuel into darkfire.
Darkfire gives off no light at all, although creatures with infravision see darkfire as brighter signature than regular flame. All of its combustion is bent to producing heat and magical energy, which it does very well: Contact with a brazier, lantern, or lamp of darkfire typically inflicts 2d4 points of damage, plus flammable items or garments worn or carried by the target must succeed at item saving throws vs. magical fire.
In battle, darkfire is usually caused to emanate from one of the caster's hands. It does not harm the caster at all, except to burn away clothing it touches. A blow from a flaming hand inflicts ld8 points of fire damage.
Darkfire from a flaming arm can be willed into handfuls and thrown. One ball per round can be so thrown, and such a ball attacks as if the caster were striking directly and has a 10-foot range. Thrown darkfire does ld3 points of damage plus 1 point per level of the caster upon striking, to a maximum of 10th level. In the event of a miss, its flame affects wherever it lands. When it misses, it rages where it lands for ld2 rounds before burning itself out.
3rd Level
Conceal Item (Pr 3; Illusion/Phantasm)
Sphere: Protection Range: Touch Components: V,S,M Duration: 1 turn+1 round/lev. Casting Time; 1 Area of Effect: One item Saving Throw: None
This magic enables the caster to render utterly undetectable, except to himself or herself, any single nonliving item smaller than his or her total body mass as long as she or he is carrying or touching it. The spell conceals even magical or alignment auras and shows true seeing a blank, wavering 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 cast on any holy symbol, spell duration is tripled.) Developed by a priest of Lolth, this spell has been requested of Vhaeraun by most of his priests and granted to them also.
Its material component is a small handful (about 2 ounces) of the dust of any powdered gemstone. (Cheap stones, such as quartz, are fine.)
5th Level
Undead Focus (Pr 5; Necromancy)
Sphere: Necromantic Range: Touch Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: One undead creature Saving Throw; None
Undead focus allows one undead creature to become a spell focus for the caster. The undead creature can be controlled by the command undead priest ability or by spells without hampering this spell, but the spell does not grant automatic control of the undead creature. The caster can funnel any chosen currently carried spell through the undead being. Such spells are emitted from the undead creature, but the priest performs all casting activity, including component use. The amount of space between the caster and the undead creature does not matter, but priest and undead creature must remain on the same plane. Unless the caster keeps the undead being and its surroundings in sight, other spells are used to see it and its surroundings, or it is in an extremely well-known location, spells must be hurled blindly from the creature.
Spells to be cast through the undead can be chosen as needed. A priest can cast multiple spells, one per round, through the undead creature until it is destroyed or a maximum of one spell per level of the priest has been cast, exhausting the undead focus pell. The spell also expires after 10 turns per level of the caster have expired.
With this spell, a hidden priest can avoid direct combat, employing an undead being as a spellcasting righting focus. It can be cast on undead creatures affected by revenance and/or undead battlemight, and the spells function simultaneously. A dispel magic cast on such an augmented undead creature ends only one of these spells (choose which randomly).
The material component is a drop of the caster's blood.
Spiderform (Pr 5; Alteration, Necromancy)
Sphere: Animal, Necromantic Range: Touch Components: V, S, M Duration: 4 rounds+1 round/level Casting Time: 2 per target to a maximum of 1 round Area of Effect: One small living animal or arachnid/level one drow Saving Throw: None
This spell enables a priest to turn one or more small living animals or arachnids into giant spiders. (See the Spider entry in the MONSTROUS MANUAL tome; these spiders are the giant spiders that are similar in shape and abilities to large spiders.) Unlike normal giant spiders, the bite of the spiders created by this spell is not a fatal poison; instead, failure of the poison saving throw results in the victim being stunned (no attacks or deliberate activities) for 1 round and slowed (as the slow wizard spell) for the rest of the spell duration.
Even if a transformed creature is an arachnid that is normally poisonous, the spell transforms it into a giant spider as described above. The giant spiders created are unable to spin webs but can readily navigate in existing webs, even the sticky strands of web or spellweb spells. If spellcasting is interrupted for any reason or the arachnids to be transformed already bear a magical dweomer (for example, they are other creatures polymorphed into spiders), the spell is ruined, and the would-be caster is stunned (unable to think or act coherently) for 1 round.
If this spell is used on any drow and overcomes his or her magic resistance, the drow is temporarily transformed into a drider under the caster's control. (See the Elf, Drow entry in the MONSTROUS MANUAL tome for a description of driders. Note that transformed drow retain their own spells, hit points, intellect, and many class abilities.)
This control is like a charm spell and lasts for 1 round per level of the caster. It is broken instantly if the drider is commanded to do anything contrary to its nature, the known wishes ofLolth, or its superiors, or that would be anything clearly fatal to itself. Transformation to and from drider form takes 1 round, during which time the drider can take no action, and occurs at the spell's expiration or upon the verbal command of the caster. The affected drow usually (unless Lolth desires otherwise) remembers nothing of its time and actions as a drider.
The material component of this spell is a spider of any type small enough to be held in the caster's hand.
Spider Summoning (Pr 5; Conjuration/Summoning)
Sphere: Animal Range: 0 Components: V,S,M Duration: 1 round+1 round/level Casting Time: 8 Area of Effect: 1d4 spiders Saving Throw: None
This spell calls ld4 large spiders (detailed in the MONSTROUS MANUAL tome) per level of the caster to serve the priest. Only true arachnids are summoned by this spell, not similar insect creatures or beings using magic to take arachnid form (such as Lolth or a wizard using spider shape). They appear within 100 feet of the caster on the round of the spell's casting and obey the caster's command on the round thereafter. They have their natural maximum 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. When the spell expires, any surviving spiders disappear, returning whence they came.
The spell's material component is a dried arachnid corpse.
6th Level
Meld of Lolth (Pr 6; Enchantment/Charm)
Sphere: Charm Range: Touch Components: V,S Duration: 1 hour/level Casting Time: 1 turn Area of Effect: One being Saving Throw: Special
Often used by a priest to link herself to a powerful drow male before a battle (to control him when necessary), this spell enables the caster to join mind with another creature. The meld allows the caster to see through the other being's eyes, read its thoughts, and communicate telepathically with the linked being.
The caster can act, speak, and cast spells normally without ending the link and is able (whenever not casting another spell or using any psionic abilities) to dominate the linked being completely, controlling its body regardless of distance. The spell is broken if caster and linked being end up on different planes. The caster can use the linked being as the focus (source of emission) of a currently memorized spell, casting it through the linked being, but this ends the meld instantly.
If the linked being's Intelligence is less than the caster's, it is allowed a saving throw vs. spell once per turn to break the meld. If the linked being is as intelligent as the caster or more so and is or becomes unwilling to be in the meld (for instance, when ordered into danger), it gets a saving throw vs. spell once every other round to escape the meld.
Whenever the linked being suffers damage, the caster must succeed at a saving throw vs. death. If the saving throw fails, the pain-wracked caster suffers 1d6 points of damage. If the linked being dies, the caster must succeed at a system shock roll or die instantly. The caster can willingly end a meld 1 round after deciding to do so.
Spider Bite (Pr 6; Evocation)
Sphere: Combat Range: 0 Components: V,S Duration: Special Casting Time: 9 Area of Effect: The caster Saving Throw: None
Poison Effects if Save Failed/Succeeded 20 points/1d3 points 25 points/2d4 points 30 points/2d6 points 30 points/2d6 points Death/20 points
Also known as venom bite, this spell confers the poisonous biting ability of a spider to the caster. A successful attack roll is required to administer the poison, and the caster can only bite exposed or clothed flesh; armor cannot be bitten through. The number of times the bite has venom effects, and the power of those effects, depends on the caster's level:
Rounds Level Uses to Onset 11-13 1 bite only 2d6 14-16 1 bite only 1d4+1 17-18 1 bite only 1d2 19-20 2 bites 1d2 Over 20 2 bites Immediate
Spider bite can be saved for hours or days after casting. However, a bite delivered, whether it successful in poisoning a victim or not, is considered to expend one use of the magic. Victims receive a saving throw vs. poison at -3 to avoid the bite effects.
For the entire time this spell is in effect, the caster is immune to poison. No more than two spider bite spells can be active on the caster at one time.
7th Level
Cloak of Gaer (Pr 7; Necromancy)
Sphere: Healing Range: Touch Components: V,S,M Duration: Special Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None
This powerful spell surrounds the protected creature with a faint magical aura. It takes effect (days or perhaps years later) when the being it is cast on is forced to make a system shock survival roll or when the being reaches 6 hit points or less. It can also be cast on a just-injured being. In the round that the protected creature must make a system shock survival roll or is reduced to 6 hit points or less, the cloak of Gaer is triggered and the following occur:
* The system shock roll succeeds automatically, regardless of the creature's Constitution.
* The protected creature regenerates severed or missing limbs or body extremities.
* The cloak purges the protected creatures of all poisons, diseases, insanity, charm effects and outside mental influences, curses and geas effects, possession or symbiotic/parasitic life (even if friendly and desired), and feeblemindedness. It also cancels the effects of any forget spells previously cast on the protected being.
* The cloak restores the being to full wakefulness, alertness, sobriety, and and a pain-free state.
* The cloak heals the protected being of 4d8 points of damage.
If this spell is cast on a hurt being within 2 rounds after the major injury that reduced it to 6 hit points or required a system shock survival roll, it has the above effects and allows a victim who has failed a system shock survival roll and died a second chance. This roll is made at a +22% bonus. If it fails, death occurs, but the purge and regenerate effects still occur to the corpse.
If this spell is applied 3 to 9 rounds after a being has been stricken, it allows a second system shock survival roll, but without any bonus; other spell effects occur as noted here. If the spell is applied later, it only purges and regenerates (even on bodies).
The spell's material components are four drops each of holy water, the caster's blood, and dew. A dispel magic cannot end this spell while it waits to be activated. This magic has enabled many dead drow to return and hunt down foes. Certain drow wizards are rumored to use a similar spell.
Repulsion (Pr 7; Abjuration)
Sphere: Guardian Range: 0 Components: V, S, M Duration: 1 round/2 levels Casting Time: 7 Area of Effect: Creatures in a 10-foot-wide path that is 10-feet long/level of caster Saving Throw: None
When this spell is cast, the priest is able to cause all creatures in the path of the area of effect to move directly away from his or her person. Repulsion occurs at the speed of the creature attempting to move toward the caster. The repelled creature continues to move away for a complete round even if this takes it beyond the area of effect. The caster can designate a new direction each round, bur use of this power counts as the caster's principal action in the round. The caster can, of course, choose to do something else instead of using the repulsion attack.
This spell is not effective against any drow or creatures of chaotic evil alignment, but other evil creatures are affected. The priest must be able to confront the creatures to be affected: She or he must see them and be seen. As the casting ends, flickering black flames seem to emanate from the caster, streaming outward to define the pathway of effect of the spell.
The material components are the priest's holy symbol; a miniature swordblade, normal dagger, or knife; and a flame, spark, hot coal, or ember.
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