Drow Innate SpellsDancing LightsInvocation: 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.
DarknessInvocation: 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 FireInvocation: 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.
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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.