Index of Spells by Domain - Drow

Deities: Eilistraee (CG), Ghaunadaur (CE), Kiaransalee (CE), Lolth (CE), Selvetarm (CE), Vhaeraun (CE)

Name: Drow

Granted Power: You gain Lightning Reflexes as a bonus feat.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Cloak of Dark Power
    SPC
  Drow 1  
    30 minutes

Protects subject from effects of sunlight, grants +4 resistance bonus on saves against light* or darkness effects.

Clairaudience/Clairvoyance
Divination (Scrying) 10 minutes SRD
None - No Arc 3, Asn 4, Beguiler 3, Brd 3, Drow 2, EmBarachiel 3, Hoard 3, Knowledge 3, Mental 3, Planning 3, Shu 3, Sin-L 3, Sor/Wiz 3 V, S, F/DF
1 min./level (D) Long General
Effect: Magical sensor

Hear or see at a distance for 1 min./level.

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be a known place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying* spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spells effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Suggestion
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 3, Brd 2, Charm 3, Domination 3, Drow 3, EmBarachiel 2, HB 2, MH 3, Sor/Wiz 3, Wuj 3 V, M
1 hour/level or until completed Close 30 minutes
Target: One living creature

Compels subject to follow stated course of action.

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as 1 or 2).

Discern Lies
Divination 1 standard action SRD
Will negates - No APeace 4, Arc 4, BVal 3, ChamGwyn 3, Clr 4, Drow 4, Inquisition 4, KotC 4, Mind 4, Nobility 4, Pal 3, Shu 4, Truth 4, Tyranny 3, Vassal of Bahamut 3 V, S, DF
Concentration, up to 1 round/level Close 6 hours
Targets: One creature/level, no two of which can be more than 30 ft. apart

Reveals deliberate falsehoods.

Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different subject.

Spiderform
    FR
  Drow 5  
    6 hours

You assume spider or drider form.

Greater Dispel Magic
Abjuration 1 standard action SRD
None - No APeace 6, Arc 6, Beguiler 6, Blg 6, Brd 5, Clr 6, Drd 6, Drow 6, Liberation 6, Shu 6, Sor/Wiz 6, Wuj 6 V, S
Instant Medium General
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

As dispel magic, but +20 on check.

This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

Greater Dispelling Screen
    SPC
  Drow 6, Sor/Wiz 7  
    30 minutes

As dispelling screen, except that the maximum caster level bonus on the dispel check is +20.

Word of Chaos
Evocation [Chaotic] [Sonic] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Chaos 7, Clr 7, Drow 7 V
Instant 40 ft. General
Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you

Kills, confuses, stuns, or deafens nonchaotic subjects.

Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.

HD Effect
Equal to caster level Deafened
Up to caster level -1 Stunned, deafened
Up to caster level -5 Confused, stunned, deafened
Up to caster level -10 Killed, confused, stunned, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.

Stunned: The creature is stunned for 1 round.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos. The banishment effect allows a Will save (at a 4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by word of chaos.

Greater Planar Ally (XP)
Conjuration (Calling) [Varies] 10 minutes SRD
None - No APeace 8, Arc 8, Clr 8, DrgBlw 8, Drow 8, Exalted Arcanist 8, Summoner 8 V, S, DF, XP
Instant Close 24 hours
Effect: Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
XP Cost: 500 XP

As lesser planar ally, but up to 18 HD.

By casting this spell, you request your deity to send you an elemental or outsider (of 18 HD or less) of the deitys choice or up to three creatures of the same kind whose Hit Dice total no more than 18. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creatures name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creatures to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creatures called in order to bargain for their services.

The creatures called require a payment for their services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creatures' alignment and goals. Regardless, this payment must be made before the creatures agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creatures' ethos, it may halve or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Gate (XP)
Conjuration (Creation or Calling) 1 standard action SRD
None - No APeace 9, Arc 9, Celestial 9, Clr 9, Demonic 9, Diabolic 9, DrgBlw 9, Drow 9, Glory 9, Hlr 9, Pact 9, Portal 9, Portal (alt) 9, Sor/Wiz 9, Summoner 9, Wuj 9 V, S, XP, text
Instant or concentration (up to 1 round/level); see text Medium General
Effect: See text
XP Cost: 1,000 XP (only for the calling creatures function).

Connects two planes for travel or summoning.

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (casters choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).

If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creatures help. The creature departs at the end of the spell.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the planar ally, lesser spell for appropriate rewards. (Some creatures may want their payment in livestock rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.