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    The Spell Tome of Arzevarsh
    Posted on Sun, August 19, 2001 by Tizoc
    Dargarth writes "Some secrets and magic are hard for scholars to come by. The Tomes of Arzevarsh are an example of material that surface scholars have been trading and selling to each other for ages.

    Author: Dargarth




    Spell Tome Of Arzevarsh;
    Mage of the Dread Spider Queen;
    Seeker of Surface Lore and Forbidden Knowledge

    By: Dargarth (mitchels@MEGSINET.NET)
    (Used with Permission. Do not repost without obtaining prior permission from the author.)

    This small 13 paged tome has a hard cover made from the carapace of an Umber Hulk. The pages are made from a processed form of spider web and are inscribed with a luminescent form of black ink that glows violet in the dark. The spells are written in an archaic form of olven that has been slightly corrupted due to the Sundering of the Drow from their surface kin many millennia earlier.

    The tome was part of a traveling spell book collection belonging to Arzevarsh, a Drow mage and explorer whose exploits were partially chronicled during the time of the Suel/Baklunish war. Early in his spellcasting career, Arzevarsh was a devoted servant of the Spider Queen, but a century after his exploration of the surface world began, Arzevarsh's outlooks on life and his people began to change. Arzevarsh saw in his people a weakness, and a cowardice. To Arzevarsh the surface world held all the wonders of the universe. Whereas the dank and dark tunnels of Arzevarsh's homeland did nothing but confine his people to a pointless existence. Arzevarsh felt that his race was deserving of more, and if its leaders were not going to offer it to him, then he would take it for himself.

    Arzevarsh served for a time in the both the Suel and Baklunish military. Arzevarsh used his innate Drow talents for spying and subterfuge to work as a double-agent for both sides. Arzevarsh took as payment spells and mystic lore, and as he grew more powerful he garnered more attention from his employers. Eventually, both sides discovered that he was a double-agent, and the two sentences of death were more than enough to make Arzevarsh seek solace in other lands.

    Arzevarsh migrated east, as many others were doing at the time. Arzevarsh's path took him into the Sheldomar Valley. Arzevarsh had heard rumors of an Empire of the Spider Throne within the valley and thought perhaps that his people had finally come to their senses and had begun their own conquest of the surface world. What Arzevarsh found was not Drow armies, or even misguided human ones, as with the Suel and Balkunish. Arzevarsh found a primitive people led by an undead madman.

    Arzevarsh would have found this rag-tag human Empire humorous had he lived more than ten seconds after meeting one of its patrols. Arzevarsh surrendered himself to the patrol believing he would get an opportunity to offer his services to the commander. The commander looked at the olve, and dark or not had orders to fulfill. A few seconds later, Arzevarsh lay dead on the cool oerth with a dozen arrow shafts in his body. No olve garnered any mercy in Vecna's realm.

    Over the centuries Arzevarsh's spellbooks have turned up from time to time. Many scholars find them interesting and informative in regards to the Drow race and its culture. As such, the tomes are highly sought after and bring a high price in large cities such as Greyhawk.

    The spells are written in Fantasy Hero format, and each of the spells has the following limitations: @= Requires Skill Roll: -1/2, Gesture: -1/4, Side Effect: -1/2, OAF-Giant Spider Web, Hard to acquire: -1 1/4

    Bar Passage
    As the divine Spider Queen demands privacy and secrecy, many times her passages and portals need to be sealed from prying eyes and skulking assassins. By means of this spell, all doors, portals, and small passageways can be sealed with a fine silken web.

    The mage stands in front of the portal while holding the offering of the divine creature in front of his face. Carefully blowing on the offering while utilizing magic forces the offering to expand and cover the portal. This spell takes longer than most, and if the magic fails, the offering will reverse and engulf the incompetent caster.

    2d6 Entangle (DEF 2) 2 End
    Extra Time: full phase, -½; No Range, -½; @: -2½
    Cost: 3 pts AP: 20 MR: -2

    Deep Gloom
    By the divine will of Lolth, Goddess of the Drow, this spell will allow the caster to produce a deep shadow of gloom that only Drow eyes may penetrate. This sphere of gloom will cover 6 meters in diameter and has a maximum range of 250 meters.

    The caster holds the offering of the divine creature in his left hand while spinning it in a lunar circle. If the mage's spell skill is strong enough, the Deep Gloom will appear where he commands it. If the mage's magic is weak, he shall be temporarily blinded for his failure.

    Darkness (Normal Sight, 2" radius); Range: 125; Reduced END: Half, +¼ 1 End
    @: -2½
    Cost: 7 pts AP: 25 MR: -2

    Earthskin
    Since the divine Lolth does not wish to see her frail male spellcasters succumb to an early death, She has ordered that the very earth and stone must protect the mage. By means of this spell a mage can summon stones, pebbles, and other large earthy formations to adhere to his body, protecting him from harm.

    The mage must throw the divine offering onto the ground and then step upon it to activate the spell. If the mage fails the spell will backfire, and large amounts of earth will burrow into the caster's flesh causing great harm.

    Force Field (5 PD/5 ED) 1 End
    @: -2½
    Cost: 3 pts AP: 10 MR: -1

    Entomb
    Living underground can be of benefit to those mages devoted to the Spider Queen, and with this spell taught to the mages guild by a priest of Ghaundaur, a skilled mage can use the rock and earth beneath his feet to move or hold man-sized objects.

    The spellcaster must hold Lolth's divine offering in his right hand while moving his left in an up and down motion. If successful, an area of 2 meters will be able to be manipulated by the caster at a range of 220 meters. If the weakling mage fails in his attempt he will suffer the burning redemption of Ghaundaur.

    Telekinesis (STR 11); Range: 120; Area Effect (One-hex), +½ 2 End
    @: -2½
    Cost: 7 pts AP: 24 MR: -2

    Flame Bright
    Lolth, being Queen of those who dwell in the Underdark, has no love for those who would seek to illuminate her divine shadows. This spell causes those bringing the element of fire into Her realm to suffer the consequences of their actions. Flame Bright only works on enemies bearing fire and has a range of 250 meters.

    The mage-servant of Lolth mush hold the offering of the divine creature draped over his left hand while he thrusts it toward the flame source with fingers upraised. If the weak mage fails to defend the shadow's solace from the fire's light it is he who shall be burned for the failure.

    5d6 EB Fire; Range: 125; Versus: ED 2 End
    @: -2½
    Cost: 7 pts AP: 25 MR: -2

    Hidden Truth
    The Spider Queen is very protective of the Underdark; and as such allows no creature to enter into Her realm undetected. The Hidden Truth spell seeks out those who would conceal themselves and makes the illuminated in Her holy indigo aura. This spell has a limited range of 100 meters, for no one should be allowed to penetrate undetected into Her realm.

    The mage drapes the divine offering over his head and must hold up both hands with primary fingers in a V under each eye. If any mage fails in this important task, the deserved pain of Lolth will befall him.

    Detect Invisible (+3 to PER); Ranged, +5
    Images to Glow (Normal Sight, 1" radius); Range: 50 Linked: -½ 1 End
    @: -2½
    Cost: 6 pts AP: 24 MR: -2

    Levitate
    By using this spell, the divine Spider Queen allows her servants to rise from the Oerth. This spell does not see a great deal of use in the Underdark because of the low nature of the tunnels, but some caverns can reach hundreds of feet and this spell allows for quick ascent and decent.

    The spellcaster must throw the offering of the divine creature over his head and clap his hands twice for the spell to activate. If the spellcaster fails to perform it properly, the fool shall be thrust skyward at a breath taking pace, possibly colliding with the cavern's ceiling.

    5" Flight (NC: 10") 1 End
    @: -2½
    Cost: 3 pts AP: 10 MR: -1

    Passage
    The Spider Queen does not expect her servants to live safely within the confines of their hidden caverns, She expects them to explore out and discover new treasures and creatures for Her to enslave. The passage spell allows the caster to slowly burrow through earth and soft stone to reach hidden caverns and tunnels.

    The tunneling mage must take the divine offering of the holy creature in his left hand while he slowly spins his right hand against the earth or stone in a lunal circle for an extended period of time. If the caster's spell succeeds, an Drow-sized tunnel will appear before him. If he has foolishly failed in his attempt, his force of the spell will recoil into his hand, possibly destroying it in the process.

    Tunneling (2" through DEF 7); Tunnels: Left Behind, 1 End
    @: -2½; Extra Time: full phase, -½
    Cost: 6 pts AP: 25 MR: -2

    Power's Glow
    No power can escape the vision of the Spider Queen, and as such is made visible to her lowly male spell wielders as well. The spell makes visible to the caster all detectable power within a range of 100 meters.

    The mage must hold the divine offering in front of his face with his left hand while making a forked stabbing motion away from him with his right. This spell takes a lot of time, and if the magic fails, the mage will suffer burning sensations to his eyes as punishment.

    Detect Magic (+1 to PER); Ranged, +5 0 End
    @: -2½; Extra Time: full phase, -½
    Cost: 2 pts AP: 10 MR: -1

    Queen's Anger
    The divine Lolth, not wishing to see her servant's spellcasters as defenseless, has allowed the creation of this spell. When successfully cast, this spell will project 5 fangs from the divine creature at a range of up to 150 meters. Each fang strikes with the force of a sword, and if properly utilized can kill an opponent.

    The mage must drape the divine offering over his right hand while stabbing all four fingers and thumb away from his body toward his target. If the mage fails to properly utilize the magic, the spell will recoil on the caster.
    1d6 RKA; Range: 110; Autofire: 5 shots, ½ 2 End
    @: -2½; Extra Time: full phase, -½
    Cost: 5 pts AP: 22 MR: -2

    Queen's Blessing
    With this spell, the Spider Queen grants the mage the ability to cling to walls and surfaces as if he were akin to the divine creature. While the mage must continue to concentrate on the magic, he is free to scurry on any surface at will.

    The mage must swallow the divine offering while holding both hands up and out, away from his body. If near a surface the mage will instantly adhere to hit. If the spell is cast incorrectly, the foolish mage will become pinned to the surface that he was trying to adhere to. Many weak mages have been unable to free themselves from this and have perished.

    Clinging 2 End
    @: -2½
    Cost: 3 pts AP: 10 MR: -1

    Secrecy
    The Spider Queen values privacy and secrecy above all things and does not wish for information of her followers to be spread around the surface world. By the proper use of this spell, the caster can erase the memories of the target, making him forget that he has encountered the Drow.

    The caster must drape the offering of the divine creature over the target's head while rubbing each of the target's temples. If the magic is not preformed properly the spell will recoil on the caster, causing severe pain to the caster's head.

    5d6 Mind Control 2 End
    @: -2½; Extra Time: full phase, -½; No Range: -½
    Cost: 6 pts AP: 25 MR: -2

    Spider's Blessing
    The Spider Queen knows that the Underdark is a land of assassination, intrigue and suicide. Due to the loyalty of Her servants, the refined poison of the divine creature is one of the most popular assassin's poisons. This spell allows the caster to negate the effects of poisons in a target before death can occur. The spell can be used at range, with a maximum distance of 240 meters.

    The mage must place the offering between both hands in a prayer motion. He then projects the magic from his clasped hands toward his intended target. If the mage is foolish enough to fail in this important magic, he will experience the burning pain of the poison, which has been know to kill some casters.

    8d6 Dispel Poison; Range: 120 2 End
    @: -2½; Extra Time: full phase, -½
    Cost: 6 pts AP: 24 MR: -2

    "
     
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    Re: The Spell Tome of Arzevarsh (Score: 1)
    by MTG (mtizoc@canonfire.com) on Sun, August 19, 2001
    (User Info | Send a Message)
    Ah, a Greyhero!

    I especially like the unnamed "divine creature" the multitudinous uses of the "divine offering."

    It's also good to read about the repercussions of failing to cast a spell properly. Magical power is dangerous, and it seems right for the magic of the Drow to be especially so.



    Re: The Spell Tome of Arzevarsh (Score: 1)
    by grodog on Mon, August 20, 2001
    (User Info | Send a Message) http://www.greyhawkonline.com/grodog/greyhawk.html
    On reading the summary notes, I thought at first that this was a magical book of "surface scholarship"---i.e., superficial, looked-down upon, and generally ignored/mocked in serious magical circles. However, to the uneducated (i.e., anyone who isn't a specialist in the book's subject), it appears not only credible, but noteworthy and valuable.

    In addition to bogus theories (like the various theories detailed by Jim Temple in the Oerth Journal about the origins of the Fading Lands), such a book could contain notes on spell research that proves to be dangerous if followed through: promising a more-powerful fireball (d6+1 damage/level, or one that removes level-restrictions [as if anyone would use such an abnormality ;-> ]), the research yields a fireball variation which reduces the casting range by a factor of 10 due to the use of alternate material/somatic/verbal components, in addition to increasing the damage as promised; a legend lore spell which draws the attention of a quasit as the source for power; etc.

    (This type of shoddy scholarship also differs from the deliberately deceptive tome---one that was written to throw off artifact hunters, by pointing them to sites that are deathtraps: "seek ye the secrets of Kuroth's Hidden Hoard in Ye Vast Mire, under a hillock surrounded by stagnant streams, upon which rest dolmens in the shape of a Vast Smiley Face").

    Such a book would be useful, however, as a treasure/adventure hook: something sold to adventurers at an astronomical price as The Good Stuff; something included as a false treasure by clever demi-liches; etc. It would also encourage players to consult sages, spend $ on research, etc., since they would have been bilked by clever thieves when purchasing "Arzevarsh's Ancient Wisdom" or what-have-you.

    IMC, I find that bad information has proven to be one of the best ways to insure that PCs spend their time and hard-won money on such frivolities as sages, bards, private library access, consulting wizards, etc. It also encourages them to care about adventure background, in particular the little clues dropped in from time-to-time, and to spend time comparing different versions of stories, creation myths, etc. They don't, by any means, follow-up on every lead, but they sometimes manage to piece together clues and thereby to ignore seemingly-promising leads that prove false upon closer inspection.

    grodog




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