Drow pantheon: Vhaeraun.
Last update: 15 feb 2001

Главная страница  · · ·  Общие сведения  ·  Пантеон  ·  Мензоберранзан
Eilistraee  ·  Ghaunadaur  ·  Kiaransalee  ·  Lolth  ·  Selvetarm  ·  Vhaeraun
переключиться на русский

(The Masked Lord, the Masked God of Night, the Shadow)

Lesser Power of the Carceri, CE PORTFOLIO: Thievery, drow males, territory, evil activity on the surface world ALIASES: Vhaerun DOMAIN NAME: Colothys/Ellaniath SUPERIOR: None ALLIES: Mask, Shar, Talona FOES: Cyrrollalee, Deep Duerra, Eilistraee, Ghaunadaur, Laduguer, Lolth, the Seldarine, Sharess, Blibdoolpoolp, the Blood Queen, Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, Ilxendren, Laogzed, Maanzecorian (dead), Psilofyr SYMBOL: Black half-mask WOR. ALIGN.: LN, N, CN, LE, NE, CE Vhaeraun (Vay-RAWN) is the god of thievery and the furthering of drow aims, interests, and power in the Night Above, as the surface world is known to the faithful. He is also the god of drow males opposed to the matriarchy of Lolth, teaching that males are as skilled and valuable as females, and thus passively opposing the teachings of Lolth's priesthood on this point. He believes that drow should work with the other elven races for common advancement and never associate or trade with duergar, svirfneblin, or other dwarven and gnome races. (Humans and halflings can be tolerated.) Vhaeraun is vain, proud, sometimes haughty, bears grudges of legendary length, and never forgets slights or deceptions. Any underhanded means and treachery is acceptable to him if it furthers his aims or is done in his service-but if others so treat him or his people, it is a deep sin that cannot go unpunished. He actively involves himself in drow affairs and moderately often sends an avatar to assist the work of his priests if the proper rituals are performed and the need is genuine. Vhaeraun is the brother of Eilistraee and the son of Araushnee, who was cast out and became Lolth, and Corellon Larethian. The Masked Lord was cast out of the Seldarine and banished from Arvandor, along with his mother and sister, when his complicity was revealed in Araushnee's plot to destroy Corellon. While he hates all of the Seldarine, Vhaeraun harbors a particular enmity for Sehanine Moonbow, who escaped the Masked Lord's prison at great cost to herself and unmasked the culpability of both Vhaeraun and Araushnee. Likewise, the Masked Lord nurtures an abiding hatred of Eilistraee. The Dark Maiden always held Corellon's favor more than her hateful brother, and she thwarted Vhaeraun's early efforts to bring all the Ilythiiri (southern, dark-skinned elves) under his sway, enabling Lolth and Ghaunadaur to make great inroads among those who would become the drow. Vhaeraun reserves his greatest hatred for the Spider Queen who gave birth to him long ago. The Masked Lord lacks the strength to challenge Lolth directly, so he works against her in shadow, undermines her in silence, and looks to unite the other drow powers against her. Vhaeraun's Avatar (Thief 30, Fighter 25) Vhaeraun frequently dispatches his avatar to answer a summoning ritual performed by his priests. He appears as a well-muscled, slim, graceful, handsome drow male with eyes and hair that change in hue from red (for anger) to gold (triumph) to blue (amusement) and green (puzzlement or curious interest) to reflect his mood. He never wears armor of any sort, but he always wears a long, flowing black cloak. AC-2; MV 15; HP 191; THACO -4; #AT 7/2 Dmg ld8+10 (long sword +4, +4 STR, +2 spec. bonus in long sword) and 1d6+5 (short sword +1, +4 STR) MR 65%; SZH (16 feet high) STR 18/76, DEX 24, CON 18, INT 20, Wis 14, CHA 21 Spells P: See below, W: See below Saves PPDM 3, RSW 4, PP 4, BW 4, Sp 5 Special Att/Def: Vhaeraun wields Nightshadow, a jet-black long sword +4 of quickness that is invisible in darkness and Shadowflash, a silver short sword +1 that can flash with an eerie light equal to a continual light at will. (Those who witness such a flash, apart from Vhaeraun, must succeed at a saving throw vs. spell to avoid being blinded for 1d4+1 rounds.) While holding Nightshadow, he can create a magical bladebend effect once every 6 rounds. The bladebend causes the blade of any one edged weapon currently held within 70 feet of Vhaeraun to twist about to strike its holder for maximum damage. (The blade then instantly returns to normal.) Those looking at Vhaeraun's cloak in darkness can see through it the stars, the moon, or whatever else is behind it even if Vhaeraun is obviously within the portion they are observing. Vhaeraun's cloak melts into nothingness if removed from him or if he is slain. Its folds can harmlessly absorb seven spells of any level per day and also attract both magic missiles and area-of-effect spells such as fireball, completely protecting the wearer (and nearby beings who would otherwise be harmed) as if the cloak were some sort of infinitely charged special brooch of shielding. Vhaeraun can use magical items given to him by worshipers regardless of class restrictions, so long as they function for beings of his alignment. The Masked God has no spellcasting ability of his own, but in addition to his physical attacks during a round, he can duplicate any priest or wizard spell in the mind of a priest or follower of his faith who is within 180 feet, regardless of school or sphere. Vhaeraun always passes without trace and can turn invisible at will. Vhaeraun can cast bladebend once every 6 rounds, and such attacks always hit for full damage. He is immune to the effects of illusions (apart from those created by a divine being) and cannot be charmed. He can only be struck by +1 or better magical weapons. Other Manifestations Vhaeraun prefers to appear as an avatar but only comes when summoned by a magical ritual. (In fact, he forbids his priests to use spells from the summoning sphere or sphere as they are only to summon him.) When he cannot send his avatar (in other words, when the ritual of summoning has not been performed), he sends a flitting black shadow. It cloaks a favored being about the face like a half-mask and remains for 9 rounds. During that time, the favored being is empowered with true seeing; empowered to strike creatures normally hit only with the most powerful magical weapons, such as those struck only by +3 or better magical weapons, even if the weapon employed is not magical; unable to fall, fumble, or miss its footing or a leap or catch; able to move silently and pass without trace; and healed of 2d4 points of current damage. This manifestation never favors the same being more than once per day. Vhaeraun may also send a manifestation to signify his displeasure or his defiance of rivals or enemies of his people. This takes the form of a floating, insubstantial half-mask of shadows that drifts silently to confront the beings he wishes to (passing any magical barriers, and entering any place, regardless of guards, holiness to another deity, etc.). The mask can only move and (twice per appearance) utter a chilling, mocking laugh. Those hearing it must succeed at a saving throw vs. spell or be affected as if by a fear spell. The Church CLERGY: Clerics, crusaders, specialty priests, thieves CLERGY'S ALIGN.: NE, CE TURN UNDEAD: C: No, Cru: No, SP: No, T: No CMND. UNDEAD: C: Yes, Cru; No, SP: Yes, at priest level -2, T: No Vhaeraun also acts through the appearance or presence of gehreleths (farastu, kelubar, and shator), mephits (air, smoke, and earth), shadow dragons, shadow fiends, yeth hounds, and undead shadows. More commonly he sends a region of absolute, impenetrable darkness, black cats, ravens, dead spiders, agni manis, black opals, black sapphires, blackhued chalcedony, crown of silver, hematite, horn coral, black-hued jasper, jet, black-hued marble, obsidian, black-hued onyx, black-hued pearls, ravenar, or samarskite to show his favor or displeasure and as a sign to inspire his faithful. All clerics (including cleric/thieves, a multiclassed combination allowed to drow priests of Vhaeraun), crusaders, and specialty priests of Vhaeraun receive religion (drow), religion (elven), and reading/writing (drowic) as bonus nonweapon proficiencies. All priests of the Masked Lord must be male, with the rare exception of suborned priests of Lolth. Priests of Vhaeraun may not cast any spell from the sphere of summoning or the school of summoning that does not directly summon the avatar of the Masked God of Night or request his favor (such as blessing of Vhaeraun). Spells that are strictly of the conjuration school are permitted Vhaeraun is little known on the surface world among nondrow or in the Lolth-dominated cities of the dark elves in the Underdark. Among those nondrow aware of the activities of his followers in the surface world, the Masked Lord is often confused with the human god of thieves, Mask. Very few surface dwellers appreciate the threat Vhaeraun and his followers represent to the established order. In the wilds of the Underdark, the faith of Vhaeraun is seen to be slowly expanding in power and influence, and the followers of the Masked Lord are viewed with fearful respect. To priests of Lolth, priests of Vhaeraun are the enemy, to be hunted down by any means possible-torture of suspected drow is a favorite tactic-and eradicated on the altars of Lolth to earn the maximum glory of the goddess and derive the most personal enjoyment out of one's efforts. To dissatisfied, city-dwelling drow, particularly males, who somehow learn of the Masked Lord, Vhaeraun's faith is seen to offer a means of escape from the enslavement the Spider Queen. In the Underdark, Vhaeraun is worshiped in deep caverns cloaked in multiple, overlapping darkness spells. Such temples are typically natural amphitheaters, with soaring ceilings studded with sparkling beljurils spaced to resemble stars. In the Night Above, the Masked Lord is venerated in shallow woodland caves cloaked by layers of leaves of deep forest canopies that allow little light to reach the forest floor. Such shrines are typically located near or in small communities of surface-dwelling drow who seek the return of the drow to the Night Above as the Masked Lord has called for. One such temple and community may be found in the western fringes of the High Forest, just two days south of the River Dessarin's headwaters near the Lost Peaks. Vhaeraun's clergy are known collectively as the Masked. Novices of Vhaeraun are known as the Uncloaked. All other members of the clergy are known as Nightshadows. Titles used by Vhaeraunan priests vary widely across temple hierarchies, but typical titles (in no particular order) include Ascendant Darkness, Black Moon, Dark Mantle, Deep Rogue, Enveloping Night, Raven's Caw, Shadow Hunter, Silent Sable, and Twilight's Herald. High-ranking priests of the Masked Lord have unique individual titles. Specialty priests are known as darkmasks, and traitorous priests of Lolth are known as masked traitors. The clergy of Vhaeraun includes only dark elves, over 99% of whom are male. Vhaeraun's clergy includes specialty priests (55%), thieves (25%, including nonpriest multiclassed thieves), clerics (10%), cleric/thieves (7%), crusaders (2%), and masked traitors (1%). Dogma: The shadows of the Masked Lord must cast off the tyranny of the Spider Queen and forcibly reclaim their birthright and rightful place in the Night Above. The existing drow matriarchies must be smashed, and the warring practices of twisted Lolth done away with so that the drow are welded into a united people, not a squabbling gaggle of rival Houses, clans, and aims. Vhaeraun will lead his followers into a society where the Ilythiiri once again reign supreme over the other, lesser races, and there is equality between males and females. Priests of Vhaeraun must encourage, lead, or aid bands of drow and allied chaotic evil creatures in thievery and instigate plots, intrigues, and events to continually increase drow influence and real power in the surface Realms. They must manipulate trade, creatures, and intrigues designed to lessen the power of and frustrate the plans of drow priests (particularly those who serve Lolth), and continually foment rebellion or disobedience among drow males. Drow thieves in need must be aided (even if female): healed, bailed out of jail, or forcibly rescued. Drow men oppressed or under attack by drow women must be physically aided in any circumstances. Cruelties against drow men must be avenged. Day-to-Day Activities: Vhaeraun's priesthood is nearly exclusively male and practices passive opposition to Lolth's priests. They are also active in the surface world, and some preach a heresy of the unity of elven races and their need to work together for dominion. They specialize in intrigue, trickery, and treachery and foment disobedience and rebellion among males. In drow communities, Vhaeraun's priests often disguise their allegiance, for obvious reasons. Contact and marriage with other elven races is encouraged. Half-drow usually breed true back into the drow race; Vhaeraun sees this practice inexorably raising drow numbers in surface lands. Every priest works to establish some sort of permanent drow settlement on the surface world, and either support that settlement's needs personally, or (preferably) make it self-supporting. (The settlement of Vhaeraun worshipers in the High Forest, as discussed above, was established by the drow wizard Nisstyre, captain of the merchant band Dragon's Hoard, before his death in a clash with the Dark Maidens of the Promenade in chambers beneath Skullport.) Poison use, manufacture, and experimentation is also common. Especially effective spells, poisons, and tactics devised by a priest are to be shared with the Masked Lord-and thence, all clergy. Holy Days/Important Ceremonies: The most important attacks, negotiations, and other activities of the clergy must occur at night. Priests of Vhaeraun utter prayers to the Masked God of Night whenever they accomplish something to further his aims. Offerings of the wealth and weapons of those they vanquish (enemies of the drow, or regalia of female drow priests) are to be melted in black, bowl-shaped altars. Offerings of magic and wealth are made regularly. The more and the more value, the more Vhaeraun is pleased, though he favors daily diligence more than rare, huge hauls. Midwinter Night, known to Vhaeraun's followers as the Masked Lord's Embrace, is the most sacred time of the year to the followers of the Masked Lord. This annual holy day is celebrated by the Masked Lord's followers with daylong introspective rituals of total sensory deprivation. Each worshiper is expected to cloak himself in a region of magical darkness and levitate at the middle of the effect for a full 24 hours while contemplating Vhaeraun's teachings and dreaming up schemes to advance the Masked Lord's goals in the coming year. All followers of Vhaeraun who wish to perform this ritual are granted the ability to employ both spell-like effects on this day, with the necessary extended duration, by a special boon of the Masked Lord. In the Night Above, nights of the new moon are considered sacred to the followers of the Masked Lord. Such occasions are observed with midnight stag hunts that range over miles of shadowy woodlands, such as the Forest of Lethyr, the Forest of Mir, the Frozen Forest, the Lurkwood, Rawl-inswood, the Trollbark Forest, and the Winterwood. Packs of Vhaeraun worshipers, mounted on riding lizards brought up from the Underdark, run down a noble hart and then sacrifice its rack of antlers and still-beating heart to the Masked Lord in dark rites that pervert the ancient ways of the surface elves. Major Centers of Worship: One of the largest, if not the largest, concentration of dark elves on the surface of Faerun is found in the northern reaches of Sarenestar, also known as the Forest of Mir, on the border of Tethyr and Calimshan. The drow who reside within this great timberland are concentrated in three separate settlements, all connected by tunnels and caverns created during the Night Wars. Each city consists of a few buildings dotting the surface and extensive caverns below. Unlike the egalitarian Holldaybim where both males and females rule, most of the drow who inhabit Daltnothax and Iskasshyoll are ardent Vhaeraun worshipers. Both patriarchal societies have been engaged in a centuries-long conflict with the Spider Queen's followers in Guallidurth, a drow city deep beneath Calimshan from which their ancestors escaped long ago. As part of this unending, intermittent conflict, the small temples to the Masked Lord found within Dallnothax and Iskasshyoll-the Hall of Midnight Bloodshed and the Onyx Labyrinth, respectively-have been sacked on several occasions by Lolth's worshipers. Both shrines serve their true purpose, however, by diverting attacks from the true center of the Masked Lord's worship in the region, a vast underground temple hidden beneath the flanks of Mount Sarenegard known as the Vault of Cloaked Midnight. Under the able leadership of Envenomed Edge Masoj Naerth, the southern Nightshadows have recovered much of their strength since the near disintegration of the Calishite-based cells of the Dark Dagger (see below) in the Darkstalker Wars of the Year of the Serpent (1359 DR). Affiliated Orders: The Dark Dagger, composed of drow who venerate Vhaeraun, is a whispered name of growing weight in the dark alleys around the Inner Sea lands. Individually powerful hut few in number, Dagger agents habitually use poison (which they are largely immune to, thanks to lifelong incremental dosage procedures). Active in Skullport (in Undermountain, beneath Waterdeep), in Turmish and the Vilhon Reach, and to a lesser extent in Amn and Calimshan, the various Points of the Dagger are now beginning to infiltrate coast cities all around the Sea of Fallen Stars. They like to take control of local thieving guilds and fellowships behind the scenes, hire skilled human and humanoid agents, and establish hidden temples to Vhaeraun. They recruit disaffected half-elves and humans to worship the Masked Lord, whose symbol is identical to that of Mask, the Lord of Shadows. Very rare, but greatly feared in Lolth-fostered drow folklore and among living priests of Lolth, is the traitor priest who serves Lolth and another deity (usually Vhaeraun). It is for this reason that male drow who aspire to be priests in Lolth s service seldom rise very far in levels: even if they overcome the hatred and resentment of any female drow clergy they must work with, the Spider Queen simply does not trust them-they tend to end their days quickly, being used as temple enforcers or guards. In this role they face many spell battles with intruders (such as drow trying to settle grudges with enemies in the clergy) or priests who are rebellious, or feuding, or who have succumbed to insanity under the pressures of their station or contact with lower-planar creatures. There are priests who serve Lolth on the surface, and Vhaeraun underneath. The reverse is almost unknown, though the destructive potential of such an individual keeps the idea a dark and secret dream that fires a glint in the eyes of many a high priest. The glory for training and placing such a one would be very great, but finding suitable candidates and steering them alive through the perils of preparation without losing their loyalty to Lolth and to their handler is unlikely in the extreme-and so far, as far as it is can be told from the news of the Underdark, so unlikely as to be unknown. How can such treachery be tolerated by the Spider Queen? Surely she knows the heart of every worshiper, and could prevail over any influences of a god of lesser power, such as Vhaeraun? The truth is that Vhaeraun is not so much less powerful than the Spider Queen-he simply uses his power in subtle, hidden, behind-the-scenes ways, not in the tyrannical, exultant, and brutal-naked-force manner so beloved by Lolth. He also watches over the drow in any place ruled by Lolth where he does have worshipers (such as the drow cities of Menzoberranzan, Tiethtyrr, and Waerglarn) often and attentively, looking into their minds for doubts and misgivings. If he finds great hatred or open rebellion against the dictates of the Spider Queen (or against her local high priests) and can find an opportunity for a private audience with the wavering Lolth worshiper, Vhaeraun manifests as a shadowy black face mask, and telepathically speaks to the individual. If the individual is discovered or attacked by others, Vhaeraun typically leaves-after using spells to destroy the beings who discovered or attacked his intended faithful. In doing this he manifests a sign of his power over Lolth and preserves the intended worshiper for another attempt at conversion later. A double agent priest or priest continues to advance in Lolth's service and to gain spells normally. If the individual's loyalty to Vhaeraun is ever discovered, Lolth typically alerts nearby drow, and refuses to grant any further spells to the traitor-but does not strip the drow of any presently memorized spells. If the drow survives long enough to flee Lolth worshipers and any community they control, she or he continues at the same priest level and spell power, losing only access to spells specifically and only granted by Lolth (note that the conceal item spell is granted by other deities than the Spider Queen, and there may well be other Lolth- granted spells that have been granted in parallel for, by rival deities). The double agent becomes a cleric or specialty priest of Vhaeraun (although the dress and manners of a Lolth worshiper may be retained for use as a disguise), and typically travels to near-surface drow holdings or trading communities used by several races (such as Skullport). Drow tend not to speak the names or want to remember such traitors-their Houses disown them for safety's sake, and other drow are urged by the yochlol not to remind people of treachery to Lolth by keeping alive names of those who have so sinned. Priestly Vestments: Vhaeraun's clergy garb themselves in half-masks, loose silk shirts, form-fitting pants, and leather boots, all of which are jet black. They are never without at least one black-edged bladed weapon on their persons, and most are bedecked with half a dozen or more such weapons. The god's holy symbol is a black half-mask that can, of course, be worn and used like any mask. Priests of Vhaeraun need only be within a mile of their holy symbol to use it in working spells given to them by the Masked Lord. It need not ever be on their persons (except when they first wear it to become attuned or linked to it) or brandished in spellcasting or dealing with undead. Adventuring Garb: No priest of Vhaeraun can wear any type of armor except leather armor, and dark garb is always preferred. Vhaeraun's clergy favor daggers, short swords, and long swords, but they always select the most appropriate weapon for the task at hand. The Masked Lord's priests are well versed in the use of poisons, and typically prepare several varieties of widely varying onset times, methods of application, and strengths before embarking on a dangerous undertaking. Specialty Priests (Darkmasks) REQUIREMENTS: Dexterity 12, Wisdom 9 PRIME REQ.: Dexterity, Wisdom ALIGNMENT: NE, CE WEAPONS: Any ARMOR: Padded, leather, studded leather, drow chain mail, or elven chain mail; no shield MAJOR SPHERES: All, chaos, charm, combat, divination, elemental (air, earth), guardian, healing, necromantic, sun (reversed) MINOR SPHERES: Creation, elemental (water, fire), protection, time, travelers MAGICAL ITEMS: As clerics REQ. PROFS: A black-edged bladed weapon, disguise, herbalism BONUS PROFS: Alertness, blindfighting * Darkmasks must be male drow. * Darkmasks are not allowed to multiclass. * Darkmasks have limited thieving skills as defined in the Limited Thieving Skills section of "Appendix 1: Demihuman Priests." * Darkmasks may select nonweapon proficiencies from the rogue group without penalty. * Darkmasks can cast darkfire (as the 2nd-level priest spell detailed in the Lolth entry earlier in this chapter) once per day. Use of this ability increases one time per day each time an experience level divisible by five is reached (at 5th, 10th, 15th, etc.) to a maximum of four uses at 20th level. * At 3rd level, darkmasks can cast pass without trace (as the 1st-level priest spell) once per day for every level of experience above 2nd. * At 5th level, darkmasks are immune to penalties from light, continual light, or spells with similar effects. (This granted power does not confer any protection against true sunlight or extend to any magical items possessed by a darkmask.) * At 5th level, darkmasks can cast alter self (as the 2nd-level wizard spell once per day. * At 7th level, darkmasks can cast dark embrace (as the 3rd-level priest spell) once per day. * At 10th level, darkmasks can cast locate object (as the 2nd-level wizard spell) once per day. * At 13th level, darkmasks can magically create a cloak of protection +4 once per day for 1 turn. The cloak fades away to nothingness if removed or when the duration expires. * At 13th level, darkmasks can cast Lorloveim's shadowy transformation (as the 6th-level wizard spell) once per day. * At 15th level, darkmasks can create a dagger of venom +2 that injects poison on a natural roll of 18, 19, or 20. This costs them three months of time (during the final month of which they can pursue no other activities other than personal grooming, eating, and sleeping), 15,000 gp, two black star sapphires of at least 1,000 gp value each, and a suitable chunk of either mithral or adamantite to have the weapon forged from. If the black star sapphires are worth over 3,000 gp each, there is a 50% chance the dagger created can hold a +3 enchantment (but the poison injection chance does not change). Specialty Priests (Masked Traitors) REQUIREMENTS: Wisdom 9 PRIME REQ.: Wisdom ALIGNMENT: CE WEAPONS: As priest of Lolth ARMOR: As priest of Lolth MAJOR SPHERES: As priest of Lolth MINOR SPHERES: As priest of Lolth MAGICAL ITEMS: As clerics REQ. PROFS: None BONUS PROFS: None Masked traitors are priestesses (including clerics, crusaders, and specialty priests) who serve Lolth on the surface and Vhaeraun underneath. The abilities and restrictions of masked traitors, aside from the changes noted above and later in this section, are identical to those of the type of priest of Lolth (cleric, crusader, or specialty priest) they pretend to be on the surface. All suborned priests of Lolth retain their nonweapon proficiency in ancient languages (high drow). * Masked traitors must be drow and are almost always female, but need not be the latter. * Masked traitors are given access to all spells known to Vhaeraun's faith, notably chaotic combat (which works only when cast by the priest on herself, or another faithful of Vhaeraun, regardless of class), create holy symbol, divine inspiration, mindnet, reversion, and seclusion. * Masked traitors can cast blessing of Vhaeraun once per day. * Masked traitors can cast 'deceive prying' once at will at any time after entering the service of the Masked Lord. Thereafter the spell must be prayed for normally, occupying a regular spell slot, assuming the priest is of sufficient level to cast it. * Masked traitors receive the personal attention of Vhaeraun in the form of useful information imparted to them from time to time in their dreams. The Masked Lord richly rewards those who do well in his service, and he often (falsely) hints he is willing grant immortality to worthy traitors or even elevate them to the role of his consort. * Masked traitors can function without any penalties in full or bright light, in part because the eyes of the faithful are shaded with the shadow of Vhaeraun's power. Note that this does not negate the effects of sunlight on drow armor and weapons. Selvetarmite Spells Priests or the Masked Lord have devised many spells, some of which have passed into general use. If not combat-oriented, such spells can be sold to wizards of other races-serving as templates on which to base similar wizard spells-to enrich the priesthood of the Masked Lord. In addition to the spells listed below and those spells common to all drow priests, the Masked Lord's clergy can also cast the 3rd-level priest spell conceal item, detailed in the Lolth entry in this chapter and the 5th-level spell air walk found in the Player's Handbook. 2nd Level Blessing of Vhaeraun (Pr 2; Conjuration/Summoning) Sphere: Combat Range: Touch Components; V,S Duration: 1 turn or until used Casting Time: 5 Area of Effect: Creature touched Saving Throw: None This spell enables any one single use of a thief skill or single weapon attack of the caster or a touched spell recipient to be performed with a +3 attack roll bonus or +15% ability bonus. Any damage caused by this action (harm- ful or beneficial to the recipient) is the maximum possible on a ld8 roll of 1-6; otherwise, determine damage normally. The spell lasts for up to 1 turn or until the single use or attack is made. When the aid granted by the spell is to be used, the spelt recipient must state so aloud before making the skill check or attack roll. The latent bonus granted by the spell also dissipates unused if a successful dispel magic is cast on the recipient before the round in which the blessing is used. 4th Level Dark Embrace (Pr 4; Conjuration/Summoning) Sphere: Combat Range: 10 yards+10 yards/level Components: V Duration: 1 tum+1 round/level or until used Casting Time: 7 Area of Effect: Special Saving Throw: Special This spell manifests as a dark shadow that flits about the spellcaster for a few moments before coalescing into a half-mask of black velvet on the spellcaster's face. Vhaeraun's dark embrace lasts for at most 1 turn plus 1 round per level of the spellcaster before dissipating into nothingness. Once clad in the black half-mask created by Vhaeraun's dark embrace- although not in the same round in which the dark embrace is cast-a priest can unleash another memorized spell of 3rd level or less with a single word of power: in other words, a casting time of 1. Such spells must be touch spells or must be area effect spells that have no physical manifestation. For example, cause light wounds or hold person could be delivered by a dark embrace, but a flame strike could not. Upon the utterance of the command word, the black half-mask dissolves once again into a dark shadow that then moves to envelop the intended target. The dark embrace acts as a carrier of the second spell: No magic resistance check or saving throw is allowed against it. Instead, the target creatures receives magic resistance checks and saving throws only against the spell delivered. Such magic resistance checks are made with a -10% penalty, and all saving throws are made with -3 penalty. Only the target creature is affected by the transferred spell, even if it is normally an area effect spell. If the spell transferred by means of a dark embrace requires a holy symbol as a material component, the black half-mask created by the dark embrace serves as such. 6th Level Deceive Prying (Pr 6; Divination) Sphere: All Range: Touch Components: V, S, M Duration: 1 hour /level to a maximum of 1 day Casting Time: 9 Area of Effect: Creature touched Saving Throw: None Priests of Vhaeraun use this spell to hide from those trying to discover their identities. This spell protects the priest or another touched being from magical and psionic examination (not attack). The alignment aura, faith, and thoughts of the recipient are overlaid by a false alignment and set of beliefs chosen during casting, and random surface thoughts are supplied by the spell in response to what the being sees happening and the false alignment and faith chosen. The being can cast spells without breaking this protection, and conduct any mental activity desired (including the use of psionics or telepathy) behind the mental screen. A deceive prying spell provides no protection against enchantment/charm spells or psionic attacks except to give a +1 bonus to the initial saving throw against a charm person or charm person or mammal magic (not the more powerful charm monster) by making the attacker's mind assault less precise. 7th Level Soultheft (Pr 7; Alteration, Necromancy) Sphere: Necromantic Range: Touch Components: V,S,M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: Neg. The material components are a drop of cranial fluid and a small cube of iron. This spell enables the caster to steal the soul or spirit of a recently slain being to empower magic. The caster's holy symbol must be touched to the corpse within 1 turn per level of the caster of its death. If the target succeeds at a saving throw vs. death magic, the spell tails. The spell calls the life force of the dead being hack into the holy symbol. It escapes again, by itself, if the holy symbol is not touched to another specially prepared magical object within 4 turns. (Note that the corpse is not harmed by the soultheft.) The object to receive the life force must be touched by the holy symbol as a secret word is spoken. The transfer takes 6 rounds to occur. If the transfer is interrupted, the life force snaps back into the holy symbol, but the transfer can be attempted again. Once transferred, the life force empowers an item to function magically for 1 month or 10 charges per level or Hit Dice (in life) of the dead being. The spell uses a trapped soul or spirit as an engine to power a previously enchanted magical item. It cannot be used to turn a plain item into a magical one; in other words, one cannot use soultheft to turn a sword into a holy avenger +5. The magical item must either be specially crafted to harness a stolen life force (in which case the time duration is used) or must be a charged item that is already enchanted (in which case the recharging function applies). Once this duration is at and end or these charges are used (such charges are always used first), the spirit is released unless the spell is renewed. Renewing soultheft involves simply recasting the spell on the enchanted item and does not require the original corpse. When such a spell is renewed, the imprisoned life force must make a system shock survival check or it is annihiliated. The being whose life force has been stolen cannot be contacted, raised, wished back, or otherwise called back to living existence unless the object empowered by the stolen life force is identified, seized, and held by the being doing the raising. The enchanted object betrays the fact that it holds the essence of the particular being to any magical scrutiny-in other words, a detect magic not only shows a magical aura, but also reveals the ghostly image of the stolen soul trapped within the item. The material component of this spell is the priest's holy symbol. A suitable enchanted item must also be prepared, but need not be present at the initial casting of the soultheft. (It must, of course, be present at any renewal.)

В начало

Hosted by uCoz