Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Forgotten Realms Journals
 Running the Realms
 Figthing Lolth and her priestesses spells
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Author Previous Topic Topic Next Topic  

Phaerimm Bane
Acolyte

10 Posts

Posted - 05 Jun 2005 :  05:40:12  Show Profile  Visit Phaerimm Bane's Homepage Send Phaerimm Bane a Private Message  Reply with Quote  Delete Topic
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.

A phaerimm? Let me butcher it!

Shadovar
Senior Scribe

785 Posts

Posted - 05 Jun 2005 :  05:42:42  Show Profile  Visit Shadovar's Homepage Send Shadovar a Private Message  Reply with Quote
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.


We have fostered trust, recruited loyalty, and gathered the faithful. We have trained thousands. Our legions can cover the land, fill the sky and travel through the darkness. We can hunt any and all that would deny our heritage. Now is our time, now is the time of the Dark Reign(Rain) of the Empire of Shadows.
- High Prince Telemont Tanthul, Lord Shadow
In a speech given to the citizens of Shade Enclave
At the celebration of the Shinantra Battle victory when he revealed that he was THE Lord Shadow of legend.
Go to Top of Page

Shadovar
Senior Scribe

785 Posts

Posted - 05 Jun 2005 :  05:43:51  Show Profile  Visit Shadovar's Homepage Send Shadovar a Private Message  Reply with Quote
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.




We have fostered trust, recruited loyalty, and gathered the faithful. We have trained thousands. Our legions can cover the land, fill the sky and travel through the darkness. We can hunt any and all that would deny our heritage. Now is our time, now is the time of the Dark Reign(Rain) of the Empire of Shadows.
- High Prince Telemont Tanthul, Lord Shadow
In a speech given to the citizens of Shade Enclave
At the celebration of the Shinantra Battle victory when he revealed that he was THE Lord Shadow of legend.

Edited by - Shadovar on 05 Jun 2005 05:48:36
Go to Top of Page

The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 05 Jun 2005 :  05:47:16  Show Profile Send The Sage a Private Message  Reply with Quote
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.



Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
Go to Top of Page

Shadovar
Senior Scribe

785 Posts

Posted - 05 Jun 2005 :  05:50:13  Show Profile  Visit Shadovar's Homepage Send Shadovar a Private Message  Reply with Quote
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.

We have fostered trust, recruited loyalty, and gathered the faithful. We have trained thousands. Our legions can cover the land, fill the sky and travel through the darkness. We can hunt any and all that would deny our heritage. Now is our time, now is the time of the Dark Reign(Rain) of the Empire of Shadows.
- High Prince Telemont Tanthul, Lord Shadow
In a speech given to the citizens of Shade Enclave
At the celebration of the Shinantra Battle victory when he revealed that he was THE Lord Shadow of legend.
Go to Top of Page

warlockco
Master of Realmslore

USA
1695 Posts

Posted - 05 Jun 2005 :  06:31:16  Show Profile  Visit warlockco's Homepage Send warlockco a Private Message  Reply with Quote
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.

News of the Weird

D20 System Reference Document
D20 Modern System Reference Document
Go to Top of Page

Alaundo
Head Moderator
Admin

United Kingdom
5695 Posts

Posted - 05 Jun 2005 :  09:33:27  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
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.

Alaundo
Candlekeep Forums Head Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct


An Introduction to Candlekeep - by Ed Greenwood
The Candlekeep Compendium - Tomes of Realmslore penned by Scribes of Candlekeep
Go to Top of Page
  Previous Topic Topic Next Topic  
 New Topic  New Poll New Poll
 Reply to Topic
 Printer Friendly
Jump To:
Candlekeep Forum © 1999-2024 Candlekeep.com Go To Top Of Page
Snitz Forums 2000