Request Help from FR Veterans [Archive] - Wizards Community

Post/Author/DateTimePost
Rechan

08-04-07, 04:03 PM
Hey there.

I'm an old FR fan, back from the days when the Time of Troubles started. However, when 3e came around, I sold all my D&D stuff.

Well, I need some assistance from folks with access to FR 2e (and possibly) 3e help. Here's the skinny:

Can you provide for any documentation (quotes with page numbers) that said Drow magic and magical items did not function long term outside of the Underdark?

I know that it has said it multiple places throughout various books. The drow used the Underdark's natural magical radiation to enchant their equipment (to some extent), and their magic partially relied on this latent magic. So if they decided to live on the surface for an extended period, their magical items would decay and spellcasters would be hampered in casting magic.

In addition, was this rule changed with the onset of 3e?

I'd really appreciate help in this.
Faraer

08-04-07, 04:23 PM
In the first appearance of the drow, in G3 Hall of the Fire Giant King -- G1-2-3 Against the Giants (1978) p. 30:Special note regarding Drow Cloaks, Armor and Weapons: All of these items have special properties, although none of them radiate any magic. The items are made under the conditions particular to the strange homeland of the Drow, for this place has unknown radiations which impart special properties to these cloaks, armor and weapons. When such items are exposed to direct sunlight a rotting process sets in. The process is absolutely irreversible and within 2 weeks cloaks will fall to shreds, while armor and weapons become pitted and unusable. If items are not exposed to direct sunlight, they will retain their magical properties for 31-50 days before losing them, and if they are expose to the radiation of the Drow homeland 30 or so days, they will remain potent. Items not spoiled by sunlight will eventually lose their special properties if not exposed to the special radiation, but they will remain serviceable as normal cloaks, armor, shield, swords, maces, etc.Since drow were introduced into the Realms (replacing/merging with its own original dark elves) when it was published as a setting in 1987, the same applied until 3E: for instance, FOR2 The Drow of the Underdark (1991) p. 88:Direct sunlight destroys most drow cloth, footwear, armor and weapons . . .

When most (90%) of the items listed above are exposed to the light of the sun for more than 2 rounds at a time (and any exposure totaling 5 rounds in a 5-day period, even if composed of brief instants), irreversible decay begins.

Within 2d6 days, the items lose their magical properties, and crumble to worthless powder.

. . .I'm not aware of any limitation on casting spells, but I believe (am not sure) the limitation on spell-like abilities was introduced in Unearthed Arcana (1985), when the drow were presented as a PC race. Certainly in the Realms, FOR2 p. 8 says:The presence of strong light hampers drow concentration. Common and untrained drow typically lose the ability 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.
Rechan

08-04-07, 04:44 PM
All that seems to relate to Sunlight. Is there anything to back up that it is the nature of the Underdark which preserved the nature of the magic?
Lord Karsus

08-04-07, 06:51 PM
Is there anything to back up that it is the nature of the Underdark which preserved the nature of the magic?

-These items are "baked" in Underdark radiation, which is what provides said items with magical properties. When removed from the Underdark, and it's "ambient power", these items become depowered themselves.
Rechan

08-04-07, 08:19 PM
-These items are "baked" in Underdark radiation, which is what provides said items with magical properties. When removed from the Underdark, and it's "ambient power", these items become depowered themselves.

This I know - magical items are placed in caverns and the ambient magic makes them +1s and such. But what I need is documentation of this. :)
Faraer

08-04-07, 08:48 PM
You have it: 'this place has unknown radiations which impart special properties to these cloaks, armor and weapons'. FOR2 ('radiation-permeated drow handiwork') and almost every other drow source discuss it too.

And see Underdark p. 68:"Drowcraft" is a special property that weapons may have, and speak to their former incarnation: "Drowcraft weapons were once quite common, but they have fallen out of favor in some drow cities. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or zone of faerzress, it grants its wielder a +2 luck bonus on attack and damage rolls, in addition to its normal enhancement bonus. Outside a faerzress zone (for example, aboveground), the weapon does not grant the luck bonus, but it otherwise works normally. A drowcraft weapon exposed to sunlight must make a DC 8 Fort save or dissolve utterly. A new save at the same DC is required for each day of exposure. Sheathed weapons or weapons exposed to indirect light (such as indoors) are still vulnerable to this effect, but a drowcraft weapon can be kept safe indefinitely inside a lead-lined case.
Rechan

08-04-07, 09:29 PM
Faraer, thank you very much. I appreciate it. :)