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Drow Innate Spells

Dancing Lights

Invocation: 5 (Instant)
Area: 1
Range: 3 (Near Missile)
Duration: 3 (15 minutes)
Effect: 1
Total: 13

This spell allows its caster to create between one to four (caster's option) globes of light, or one glowing orb shaped vaguely like a humanoid. These magical lights can be manipulated by the caster to dance, turn corners, hover, or move just about anywhere.

Darkness

Invocation: 4 (1 minute)
Area: 3 (5 people)
Range: 2 (Melee)
Duration: 3 (15 minutes)
Effect: 1
Total: 13 (see below)

This spell creates a deep darkness that can cover up to five people, or about a 10 foot radius. A drow can use this darkness to shiled himself from the harsh rays of the sun. Since this spell isn't actually cast at people, heroes in the area of effect cannot resist it. However, they can succeed in an average Agility (Reason) action to escape the darknesses area of effect.

Faerie Fire

Invocation: 3 (10 minutes)
Area: 3 (Large Room)
Range: 3 (Near Missile)
Duration: 3 (15 minutes)
Effect: 1
Total: 13 (resisted)

Faerie fire allows its caster to magically outline any object in the area of efect with a pale glowing light. When used to outline a person, the character may resist the spell. Outlined characters are easier to strike, ledning a +2 bonus to all attacks towards that person.

Drow Heroes


By Eric Jwo

Silently they came, down through the centuries. Beneath the soil they flourished as wars raged on above them. They were the children of the darkness, the cast-offs of the light. Spurned and betrayed, they waited patiently for the time when their power would destroy those that condemmed them to the darkness of the earth. Their time finally arrived. Like ants they poured from the cracks and crevices in the earth and struck the surface world. Several villages were destroyed and revenge seemed to be theirs. But, the denizens of the deep did not count on one thing. They forgot in their lust for vengeance that they had not seen or felt the sun in several millenia. They never counted on the sun's once warming rays to become their bane.
Ages ago, in the Third Age of Krynn, the elves of Silvanesti fought the humans of Ergoth in a titanic war that forver changed both nations. Kith-kanan and his elves sided with the humans, and moved to present day Qualinesti. However, this was not the only major division of the elves of Krynn. Hest, Kith-kanan's general, had openly defied Speaker Sithas and had been sentenced to die. However, nine of his loyal warriors freed him. Fleeing the wrath of his monarch, he hid in his fortress-city of Bordon-Hest. However, Hest knew that he could not hold out against the Speaker's troops. On the twenty-fourth day of the siege, a great earthquake struck Bordon-Hest and the entire fortress-city collapsed. However, secretly, the people of Bordon-Hest burowed deeper into the earth to escape their tormentors. The spell that saved the followers of Hest, however, went awry. Another earthquake shattered the land and caused a great rift to form between the elves. The elves were seperated into two groups, the smaller establishing the underground city of Vartoom. Riverwind the famed Hero of the lance was rumored to have visited this underground city prior to the War of the Lance, but no evidence of this exists. While Vartoom began to stabilize, the other elves turned to the gods for help. Only one answered: Takhisis.
These elves began calling themselves, the dark elves, or drow. By devoting themselves to the Dark Goddess, the drow were able to strengthen themselves magically and adapt to their new enviroment. They spent the following centuries building great underground cities, developing their incredible magic, and plotting their revenge against the elves that dwelled beneath the sun. By gathering together, the drow became linked and supported each other under the care of Takhisis.
The first Cataclysm changed that. Cities collapsed, tunnels shifted, and communication was lost. The capitol of the drow nation, Llaraeyl, located beneath the Plains of Dust, survived, but many drow cities scattered under the land of Ansalon were lost. With their numbers severely depleted, the drow had to re-think their plans and regather their forces.
Meanwhile, the drow cities and outposts that were cut-off from Llaraeyl began to survive on their own. Many began to turn away from Takhisis. Most forgot about their plans for revenge and began to live peaceful lives beneath the earth. Some even turned completely away from darkness and worshipped the gods of good and neutrality.
The second Cataclysm hurt the drow immensely. Their vaunted magical abilites diminished once the gods left, leving them weak and their useless. However, by then, they were infused with magic. The drow began to experiment with their magic and finally discovered sorcery twenty years after the Second Cataclysm.
In the year 29 Saer Cataclius, the drow of Llaraeyl erupted out of the ground and attacked several elven villages outside of Silvanesti. The sun, however, burned them and diminished their abilities. Determined to go on, the drow marched onwards to Silvanesti, where they discovered the Silvanesti shield. Frustrated and burnt from the sun, they retreated back into the earth to lick their wounds and plot anew.

Appearance

Drow appear much like elves. However, their are great differences. Drow have black skin, like ebony, and stark white hair. Usually, there eyes tend to be a dark brown or black, but occasionally a drow is born with white pupils. They are shorter and more slender than humans, averageing at 5 feet in height and 95 pounds in weight. Drow have finely chisled features, like all elves, pointed ears, and dextrous fingers.
Drow tend to wear functional clothes in dark colors, usually black. They are finely muscled and coldly beautiful.

Role-Playing

Drow are raised harshly. They may seem cold, emotionless and evil in the eyes of others, but this is all a result of their upbringing. Drow tend to act superior to all races, especially the elves of the above world. However, drow can be very charming and can seduce an enemy into letting down his guard.
No race seems to appreciate the drow. All elves hate the drow with a passion, believing them to be trash. Minotaurs and centaurs also hate the drow, who they deem cowards that fight with sorcery instead of with steel. Dwarves are indifferent towards drow, and kender are fascinated by the black skinned elves. The dark dwarves, such as the Thiewar and the Daewar occasionally deal with the drow because they often have access to precious undergound metals.

Requirements

A drow needs to be strong to survive in beneath the earth. Therefore, a drow has a minimum Endurance score of 5. Drow are also highly intelligent and schooled at an early age. Therefore, all drow have a minimum Reason score of 7. However, since their goddess has departed, and since drow rely more on their intellect than their spiritual sides, drow have a maximum Spirit score of 5. However, drow also neglec their physical attributes in fvor of honing their mental skills. Frail and weak physically compared to humans, all drow have a maximum Strength and Endurance score of 8.
Drow have been trained in the arts of sorcery from an early age. Therefore, a minimum code of "C" is needed in Reason. However, drow have little use for shields and other objects that restrict their movements. Therefore, a drow has a maximum Agility code of "D."
Drow also seem cold and aloof to others. Therefore, a drow's Demeanor must be derived from a card whose value is 5 or greater.

Advantages

Since a drow was reared in the darkness beneath the earth, drow are particularly deadly in the darkness. All Perception actions are considered trump for a drow while in the darkness. This includes actions taken at night, in a dungeon, or underground. Drow also receive a trump bonus when fighting their hated enemies: elves.
Since drow are magical creatures, they receive an automatic trump bonus for resisting sorcery. A drow also receives a trump bonus for casting spells from any one school. If the drow does not know sorcery (The drow's Reason score is "C"), then he recieves trump bonuses to his innate spells. A drow can also cast innate spells in the sidebar each once per day. These spells do not subtract points from a drow's sorcery pool, so they can be cast by drow with Reason codes of "C." Casting any of these spells a second time, however, does drain the points from a drow's sorcery pool. So drow with Reason codes of "C" cannot cast any of them more than once.

Disadvantages

Since elves and drow hate each other with a passion, a drow never gets a trump bonus for any Presence action with an elf. In fact, a drow must succeed in an easy Spirit (Presence) action when encountering an elf or fly into a rage and attack the elf.
Drow, being highly magical creatures, are particularly susceptible to mysticism. Therefore, no drow ever gets a trump bonus to resist a mysticism spell. Also, a drow is vulnerable to sunlight. If a drow is not fully covered and protected from the sun when venturing to the surface world, all actions never receive a trump bonus. Also, a drow without protection can last a number of minutes equal to hie Endurance score. After those minutes are up, a drow begins to lose 1 card/point per minute until returned to darkness. Such protection severly hampers a drow's mobility, imposing a -2 penalty to all Agility and Dexterity actions while the garb is on.



If you have any comments on my page, or want to submit stories, ideas, etc., then e-mail me at Eric94087@aol.com.