| Post/Author/DateTime | Post |
|---|---|
| GhoX07-01-07, 07:10 AM | I'm making a drow city for NWN2 currently, and in need of informations about drow spells beside the usual fireball and lighting bolt. Since the spells in NWN2 are obviously the surfacers'(it won't be realistic for a drow to cast Melf's Acid Arrow or Bigby's Clenching Fist deep in Underdark, right?) So, I need spells used by drow, and not just the descriptions, I need the details(even if I don't understand them)... I shall appreciate any assistance. |
| Soltares07-01-07, 10:03 PM | A Swarming Web seems like an obvious choice; Use the statistics for a Web spell, but anyone within it suffers the effects of a Spider Swarm as well. It would be much shorter duration (1 round / level), and 3rd level. Tons of other variations on Web also fit the theme. A single target 'Web Missile' that acts like a Tanglefoot Bag (without the expense or nuisance of carrying a bunch of 4 lb. gluepots around), with increased range, and perhaps even multiple missiles at higher levels, sounds darn close to broken. A half-strength 'Cobwebs' spell at 1st level could still be an effective 'slower' without being able to actually fully stop a foe. Heck, a Cantrip level Web spell that only creates webs that provide limited concealment, but can be brushed away as a move action by anyone adjacent to them (or bulled through by a charging foe, costing only an extra square of movement, like difficult terrain, destroying them in the process) could be useful. Against big dumb prey, a Mind Flayer variation seized by the Drow could create a web of shimmering illusory shadowstuff that requires *Will* saves to get out of, as it 'entangles the mind.' Spiderblade, a 'touch' spell like Shocking Grasp, but 3rd level. It empowers one dagger held in the casters hand to shudder and twist in a screeching of tortured metal, until it has eight jagged splintered blades, instead of one. As long as the caster holds it, he can make a single attack with the dagger, with a +7 circumstance bonus to hit (the dagger seeks out targets with an unnatural thirst for blood). If it hits, it inflicts 7d4 extra damage over the daggers base 1d4 damage (plus any other bonuses from strength or sneak attack). The dagger can be thrown normally, and if it misses, the charge is wasted. If the dagger misses a melee attack, it can be used again, until it hits and the blades all shudder and fly apart on impact, dealing the extra damage, and ending the spell (and destroying the dagger used to activate the spell). [Note that this spell's effect is *not* dependent upon the size of the dagger. A size Large drider may use a size L dagger that does 1d6 damage, but it will still only do +7d4 damage for the spells effect, while a size Small caster would use a size S dagger and do 1d3 + 7d4 damage. The bonus damage is Piercing damage and the weapon is treated as a Magic weapon for the purposes of Damage Reduction.] Spiderform Warrior - 2nd Druid or Sor/Wiz transmutation spell that acts kinda like a single-target Haste spell in most particulars. The single Humanoid subject touched warps and grows an extra pair of arms and an extra pair of legs, gaining one additional attack as part of a full-attack action, and increased movement rate (only +10 ft. ground speed, but also a 10 ft. Climb speed!). Instead of the +1 to AC, Attack and Reflex saves of a Haste spell, the spell causes the subject to grow a chitinous shiny black carapace that confers a +1 Natural Armor bonus, and extra eyes that grant a +4 racial bonus to Spot checks, as well as a +2 bonus to saving throws vs. poison or web spells. The transformation gives the user problems speaking, as well as a grotesque and monstrous appearance, and confers a -4 penalty to Bluff, Diplomacy and Disguise checks. Shadow Missiles, for those slave-taking raids, could act exactly like Magic Missiles, and be indistinguishable from them (save by a Spellcraft check to try and spot subtle differences in the casting). The differences are threefold; They are composed of Shadowstuff, functioning as Force, but allowing a Will save for no damage (save for each missile that strikes individually). They inflict only nonlethal damage (although excess damage becomes lethal damage, as usual). One missile is created per caster level, up to five missiles maximum at 5th level. (Deception-minded Drow like to pretend that they are more powerful than they truly are. If a rival sees one throwing three 'Magic' Missiles, he might think that the caster is 5th level, when he is indeed only 3rd level...) Storm of Missiles - The caster creates a cone-shaped volley of force missiles that strike everyone within a 30 ft. cone. The damage die, damage type and critical threat number is that of a standard projectile of the type used as a material component in the casting. If the Medium-sized caster discharges a Sling during the casting, he expends a Sling Bullet and everyone in the 30 ft. cone takes 1d4 Bludgeoning damage (crit 20/x2). If he fires a Heavy Crossbow, everyone takes 1d10 Piercing (crit 19-20/x2). If he fires a Short Bow, everyones takes 1d6 Piercing (crit 20/x3). The attack counts as Force damage, and ignores Damage Reduction, but each target is allowed Spell Resistance (but no saving throw) to avoid damage. No special properties of the projectile fired (magic, poison, alchemical payload, masterwork quality, adamantine tip) are replicated in the force missiles, and the projectile is destroyed as it leaves the launcher, being torn apart and converted into mystical force. Similarly, no skill, attribute, class based, racial, feat-based, etc. modifiers apply to the force missiles. They count as area effect spell damage, not 'missile weapons' for the purposes of Point-Blank Shot, for instance. A damaging version of Faerie Fire is popular, I've seen a few in 3rd party products about Drow, and a weaker version could create a Dazzling version that outlines the enemy and gives them a -1 penalty to hit while limned in radiance (light-sensitive targets, like other Drow, would have a -2 penalty). Other variants, like Continual Faerie Fire (usable for decorations, or a 'curse' on a foe that never goes away), or Darkfire (faerie fire that is only visible to those with Darkvision) are also options. Versions of other trademark Drow spells, like Darkness or Levitate, also seem appropriate. A version of Levitate designed to be used on another person at Close range, suspending them harmlessly out of melee range, could be an interesting 'attack' to deal with a fearsome melee opponent, such as a Hook Horror or raging Barbarian... |
| Lord Karsus07-02-07, 01:43 AM | -Do they have to be spells that are found in the game? |
| Zémobiel07-02-07, 09:06 AM | Evald Black tentacles is a obvious choice too. Drow are also know to use ligtning bolt and fireball, just have to read the novels. they dont use it in surface cause they dont know how the spell react at surface |
| GhoX07-02-07, 07:14 PM | -Do they have to be spells that are found in the game? The ones already in game would be better, that would save me a lot of work. |
| Lord Karsus07-02-07, 08:35 PM | The ones already in game would be better, that would save me a lot of work. -Oh, alright. Never mind then. I have a whole bunch of Drow spells I updated from 2e, for Elves of Faerűn I was going to provide. |