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The Far Corners of the World |
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It is known by many names: the Night Below, Deepearth, the Underdark. An
extensive, almost limitless region of caverns, tunnels, and lightless
subterranean waterways, the Underdark has long been a tantalizing and dangerous
realm to explore, if only for the wealth of strange and powerful magic to be
found therein. Adventurers who return from forays into the depths below bring
with them tales of strange monsters, alien landscapes, and potent magic. Many
of these tales have since become well known to the dwellers of the surface
world. The cruel and powerful drow, the inscrutable mind flayers, and the
surprisingly benevolent svirfneblin have become fairly well known after numerous
explorations into the tunnels. But the reaches of the Underdark are vast, and
there are even more dangerous surprises awaiting discovery in the deepest
trenches of the Night Below. These are depths into which even the drow fear to
go -- depths that some say even the mind flayers have not fully explored.
Nonetheless, the bravest explorers can make amazing discoveries in these
lightless trenches. There are stories of deserted underground cities, their
walls covered with strange runes of forgotten magic; an intrepid traveler could
learn much from the runes upon these walls. More likely, though, adventurers
run afoul of these spells only when they are used against them by the dwellers
in the hidden depths. Some of these spells manipulate the senses of the target,
making it more or less difficult to navigate the lightless tunnels. One is
rumored to grant control over the mindless oozes that lurk in the depths.
Others take control of the stone itself, either by rapidly shaping deadly
stalagmites or by infusing it with fell, sickening energy. The most bizarre of
these spells is perhaps the deepsong, a spell that allows the caster to
gain greater knowledge of her surroundings.
Deepsong
Divination
Level: Drd 7
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Area: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
All that occurs in the depths of the Underdark is witnessed by the stone.
Over the ages, an infinite legion of events has come to pass, and in their
passing they have left their mark upon the stones of the Underdark. The stone
tell spell allows you to "tap into" this resonance of events to a
limited extent, but this bonding is only a scratching of the surface of the
strange phenomenon known to a few as the deepsong.
With this spell, you can attune your mind so you can experience the deepsong.
The deepsong can be seen, felt, heard, and tasted, and it even makes
itself known in more mystical ways to the subject of this spell. If you are
above ground, the deepsong is muted and difficult to hear, and you
quickly become oppressed and despondent, suffering a -4 morale penalty on all
checks and attack rolls.
While underground, however, you are filled with a sense of belonging and
welcome as the susurrus of the deepsong envelops you. This grants a +2
morale bonus on all skill checks and attack rolls. While underground, you can
also speak with the stones, which relate to you who or what has touched them as
well as revealing what is covered or concealed behind or under them. The stones
relate complete descriptions if asked. You can also gain knowledge of up to
three facts from among the following subjects: the general layout of caverns
and tunnels, plants and fungi, minerals, bodies of water, people, general
animal population, presence of elemental creatures, and the presence of
powerful abominations and undead. Note that a stone's perspective, perception,
and knowledge may prevent the stone from providing the details you are looking
for (as determined by the DM). You can speak with natural or worked stone.
Focus: A 5-pound lump of stone harvested from a depth of at least two
miles below ground and that has never been exposed to the light of the sun,
moon, or stars.
Oozepuppet
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One ooze
Duration: 1 day/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You telekinetically take control of the targeted ooze, manipulating it and
forcing it to move and attack as you see fit. You can force the ooze to perform
as you desire, within the limits of its abilities. Controlling the ooze's
actions for an entire round is a move-equivalent action for you. When not
directed to move, attack, or undertake any actions by you, the telekinetic
forces hold the ooze immobile. The ooze has no mind, but its base instincts
still cause it to resist this telekinetic control. If you force the ooze to
take a self-destructive action, the ooze gains a new Fortitude saving throw to
negate the effects of the spell. Once control is established, you must have
line of sight to the ooze to manipulate it, but distance is not otherwise a
factor, unless you and the ooze are on different planes (at which point the
spell ends). You can manipulate the ooze while scrying upon it, for
example.
Remove Scent
Illusion (Glamer)
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The creature or object touched has all trace of an olfactory presence
removed for the duration of the spell. The scent ability cannot detect a
creature under the effects of a remove scent spell. It also negates the harmful
side effects of the noxious stench exuded by certain creatures, such as ghasts,
for the duration of the spell.
Material Components: A pinch of unscented candle wax.
Sudden Stalagmite
Conjuration (Creation)
Level: Drd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
A razor sharp stalagmite bursts forth from the ground to impale the targeted
creature. Although the target gains a Reflex save to halve the damage done, the
stalagmite itself is nonmagic and is not subject to spell resistance. Airborne
creatures within 10 feet of the ground gain a +4 bonus on this save, and
creatures higher than this cannot be harmed by this spell. The stalagmite is
about 1 foot wide at its base and up to 10 feet tall. If it encounters a
ceiling before it reaches full size, it stops growing.
The sudden growth of the stalagmite does 1d6 points of piercing damage per
caster level (maximum 15d6). In addition, a target that fails to make a saving
throw against this spell and takes damage from it is impaled on the stalagmite
and cannot move from its current location until it makes an Escape Artist check
(DC 15). The stalagmite can be removed in other ways, as well, such as with a stone
shape spell. The victim can even break free with a successful Strength
check (DC 25), although this deals an additional 3d6 points of slashing damage
on the victim. The damage caused by this spell is nonmagical, but it penetrates
damage reduction as if it were a +1 weapon.
Transmute Rock to Sickstone
Transmutation
Level: Clr 8, Drd 7, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One Large size boulder, or one 5-foot-square section of stone, or
one stone creature
Duration: 1 round/level
Saving Throw: Fortitude partial (see text)
Spell Resistance: No
In the deepest reaches of the trenches of the Underdark, the very stones are
said to be imbued with a fell energy. These stones glow with an unhealthy color
that does not exist on the surface world, and any who tread too near these
stones sicken and die over the course of several days. This material is known
as sickstone, and this spell imbues normal stone with these deadly
properties and then magnifies these properties even further so the debilitative
effects occur almost instantly.
Sickstone glows with a nauseating not-quite-green, not-quite-silver
light that provides illumination to a radius of 40 feet. Any creature in range
of this illumination must make a Fortitude saving throw each round or take 1d6
points of temporary Constitution damage. Only 1 point of temporary Constitution
damage is taken if the saving throw is successful. Anyone who actually
physically contacts the sickstone takes a -4 penalty on the saving
throw, and any Constitution damage taken as a result becomes permanent
Constitution drain. The damage caused by sickstone is caused by a
magical disease, so creatures that are immune to magical diseases are immune to
the effects of sickstone.
Some particularly cruel wizards have been known to grant stone minions like
golems, elementals, or shield guardians the ability to transform themselves
into sickstone. A stone creature under the effects of a sickstone
spell does 1d6 points of permanent Constitution drain to anything it strikes,
unless the target makes a Fortitude save against this spell, in which case only
1 point of permanent Constitution drain is dealt.
Once the spell expires, the affected stone becomes chalky and powdery. Its
hardness is permanently cut in half (round fractions down) as a result. A stone
creature with damage reduction has its damage reduction score lessened by 5/+1,
as well. Stone lessened to a hardness of 0 or stone that gets lessened to a -1
in either part of the damage reduction score crumbles to dust. For example, if
a stone creature originally has a damage reduction score of 5/+1, it gets
lessened to 0/0 when the spell expires. If the creature had 10/silver as its
damage reduction score, it changes to 5/-1 (silver), which means that it
crumbles to dust.