Spelljammer
Drow Spells
At rank 1 in this "skill" the character can cast the following spells at a rank equal to their rank with this skill.
  • Dancing Lights (GK) - See below
  • Faerie Fire (GK) - As the Illusionist spell of the same name.
  • Darkness (GK) - As the Dark Mage spell of the same name.
  • Detect Lie (SK) - See below
  • Clairvoyance (SK) - As the Phase Magic spell of the same name.
  • Suggestion (SK) - See Below
  • Dispel Magic (SK) - See Below

At rank 6 in this skill, they gain the following additional spells which can also be cast once per day.
  • Levitate (GK) - As the E&E spell Levitation.
  • Know Alignment (GK) - See below
  • Detect Magic (GK) - As the General spell of the same name.

Note that the character need not be a spell caster and need not have Spell Energy skill to be able to cast these spells. The spells work automatically. No Cast Chance roll is necessary.

The time it takes to cast depends on whether the spell is classified GK or SK, as well as the rank of the caster:

Rank
GK Spell
SK Spell
1-5
6
7
6-10
5
6
11-15
4
5
16-20
3
4
21
2
3
22
1
2




Dancing Lights
Range: 40 feet + (10 feet per rank)
Duration: 2 minutes per rank
From one to four (caster's choice) glowing spheres of light are created by this spell. Each globe is created somewhere within range and sheds illumination in a 10 foot (plus 1 foot per rank) radius. The caster can move the lights around as desired for the duration of the spell simply by willing them to move. He can move them together as a group or concentrate on one and move it independent of the others. The others will hover as he concentrates on one.

Detect Lie
Range: 50 feet
Duration: 1 minute per rank
Saving Throw: Mental/Negates
The drow is able to determine whether or not the target is speaking a lie if they fail their mental save. It does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. If the caster's Willpower is higher than that of the target, the target suffers a -5 to their save per point of difference. The target of the spell can change through the duration of the spell.

Dispel Magic
Range: 15 feet per rank
Duration: Special
Saving Throw: Special
This spell can be used in one of two ways, depending on the caster profession and desire of the caster. If the caster is a mage, then it can function exactly as the spell of the same name in the Disenchanting Magics college. If the caster is not a mage (or is a mage but wants to use this second option), then it will automatically dispel one spell on the target. If the caster is not a mage, it will dispel a spell at random if the target has more than one active spell on them. If the caster is a mage who has viewed the target with Power Perception, he can choose which spell is dispelled. If the target has no spells active on them, this spell has no effect.

Know Alignment
Range: 25 feet
Duration: 1 round per rank
Effect: 1 target per round
Saving Throw: Magic/Negates
This spell allows the drow to see the aura of a target creature to determine their exact alignment. The drow must remain stationary and concentrate for the entire round. Each target is allowed a magic save to resist the effects. If the save is successful, they cannot be targeted again unless the spell is recast.

Suggestion
Range: 10 feet + (10 feet per rank)
Duration: 1 hour + (1 hour per rank)
Saving Throw: Mental/Negates

The drow influences the actions of the chosen recipient by the utterance of a few words - phrases or a sentence or two - suggesting a course of action desirable to the caster. The target must be able to understand the language spoken by the caster. The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself on a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the caster's party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell's power. The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. Mindless creatures are immune to this spell. Compare the results of the target's saving throw to the following table:
  • Failure - The target follows the suggestion as indicated in the spell description.
  • Success - The target will follow the suggestion to a degree but remain leery. Duration is halved and the suggestion can be broken more easily. The GM will determine the exact effects of the suggestion.
  • Save made by half - The target may follow the suggestion only if the actions are extremely reasonable. Otherwise the spell has no effect. There is a distinct lack of trust that remains and the target will certainly not jump into a pool of acid simply because the caster tells him it is water.
  • Critical Success - The spell has no effect.
  • Grievous Success - The spell has no effect.

Targets with a WP higher than that of the caster are allowed two saving throw rolls and can choose the better of the two.

Suggestion has only verbal components and can thus be cast while in combat though the caster must give up one attack to use this spell.