Entry in the Spelljammer Creature Challenge.
CLIMATE/TERRAIN: Any (underdark/drow ships) FREQUENCY: Very rare ORGANIZATION: Solitary, or hive ACTIVITY CYCLE: any DIET: magical energy INTELLIGENCE: 4 (semi) TREASURE: none (special) ALIGNMENT: chaotic evil NO. APPEARING: 1, a batch of 5 to 20, or a swarm of 100 ARMOR CLASS: 2 MOVEMENT: 24, Web 12, FL 12 (E), 24 Cl HIT DICE: 2+2 THAC0: 15 NO. OF ATTACKS: 1, or special DAMAGE/ATTACK: 1d4, plus poison, or special SPECIAL ATTACKS: mesmerise, poison, web SPECIAL DEFENSES: dodge, camoflague, unsurpriseable (special) MAGIC RESISTANCE: 25% SIZE: T (8 inches diam) MORALE: fearless XP VALUE: 4,000
Eight inches long, and black as wildspace itself, these spiders are magically created servants of evil Drow magi. They appear to be large, black spiders, with thin legs, but a little thicker than the average thin spider's. The only colour on them apart from black is the burning red of their eyes, and the sometimes clear, sometimes opaque red ruby embedded in their back. The flesh around the embedded ruby seems to hold it in, as might the metal upon a ring, and the ruby is of a smooth shape, about 3 inches long and <1 inch in diameter. Their eyes are a very burning red, and seem to bore into the soul of anyone gazing upon the grotesque, but almost beautiful spiders.
Combat: In Combat, these spiders have many abilities. A single spider is likely to carefully move within the shadows or out of eyesight, and sneak up on an opponent in an attempt to bite them. They have the uncanny ability to detect life, within a 60' radius, at all times. This is actually an ability more akin to sensing the heat, smelling the beings, and feeling the movement through whatever they may be standing upon. They are incredibly accurate with this, and usually know exactly what, how many, and how far, anyone near may be. Thusly, they cannot be surprised, unless the person is in a smell-encasing globe, floating in mid-air, at the exact same temperature as the air around them.
Their poison is a special concotion, known only to Drow archmages, and elven drow slayers (who secretly guard knowledge of an antidote), of level 7 or above. Upon a successful bite, the victim must first make a magic resistance check (if applicable), success means they are unnaffected. Failure means they receive a saving throw vs poison. Success indicates 1d3 points of damage from a semi-electrical shock, which goes off with a slight red glow at the point of impact. Failure means the damage from the shock, and the numbing of an area 6 inches in diameter around the wound. A typical ruby spider will attempt to bite an ankle, making the target fall over, or a wrist if it is being attacked (it will attempt to leap on the arm).
Ruby spiders can leap 10' per round, without sacrificing their attack, but thats all they may do that round (bite), excepting falling off after the bite. They can also fly at a rate of 12, though this is done rarely, as it takes a round to enact. During this time, the ruby on the back of the spider starts pulsating lightly, and it begins to lift off the floor, allowing its legs to drop below it (much like a wasp). They usually do not use this ability in combat, unless they wish to depart and any targets are allready sufficiently paralysed. If wishing to flee combat, they usually run or jump away, and then fly when they are at safety.
They spiders may trail ten feet of web per round, or make an area equal to 2 square feet of webbing, which of course must be anchored. This webbing is very sticky, and anything touching it will stick to it. Pulling away has a 5% chance per point of strength to pull away. This webbing is more efficient if there are multiple spiders creating it, as each spider spinning penalizes the opponents check by 10%. A typical tactic is for one spider to bite someone, and while they inspect the wound, a swarm of them run up the targets legs, spinning webs to entrap them. They are intelligent enough to realise that the mouth and nose must be left clear, and sometimes leave the ears and eyes free so that their master can "chat" with the entrapped being. This webbing takes a round to cover each foot of the body if there are 3 spiders, a round to cover two feet if there are 4 to 7, a round to cover two and a half feet for 8 or 9 spiders, or a round to cover half the creatures body (up to a 20 foot being) if there are 10 or more spiders.
Another ability of these spiders (there are quite a few unfortunately for opposing adventureres) is the ability to spend 6 segments concentrating, in which time the spider seems to hunker down, as a dog or cat might before it springs, to build up magical energy. As thi energy builds up, the ruby on the spiders back slowly turns darker, until it is almost a black-red, at which time it fires a missile, similar to the mage spell "magic missile", at a target. This missile is NOT deflected by the same things as magic missile, as it is actually a fourth level spell known as Bloodruby, but only one missile is fireable by a ruby spider. The missile does 2d3 points of damage to the target, no thac0 roll needed, and inflicts a horrible stinging pain. Any target of less than 7th level, or who has a maximum hit point total of 40, or an average con and wisdom of less than 14, msut make a save vs paralysation, or be wracked with pain for that round and unable to act, except to grip the offending wound. The wounds this missile leaves openly ooze fluids, and look very nasty, making any weak-stomached characters throw up upon seeing them.
Persons above the requirements for the saving throw still take the damage, and the pain, but can deal with it. Those passing the saving throw also manage to deal with it, and can continue to act for that round. However, anyone taking 6 or more of these missiles within 5 segments (half a round), takes an additional 4d4 of damage, and is wracked with pain so much that they double over in pain. This is a great way to stop a spelljammer from flying his ship.
Ruby spiders can camoflague themselves, by closing their eyes to almost miniscule openings, and darkening their ruby. This takes a round to do, and is the only time their ruby truly darkens. In thise camoflagued state, even in the slightest shadow, they are totally undetectable. Even a true seeing spell will not see them. Anyone suddenly casting a bright light upon the area (and the spiders usually work in twilight to total darkness remember), causes them to back off a foot, and emit a high- pitched squeal, at the same time that their ruby flares a very bright red. Usually they flee at this time, because they suffer a -2 penalty to all abilities (ac thac0 , -10% magic res etc) for the next 5 rounds, or until they spend a round in darkness.
The finally ability of the ruby spider, is that of mesmerisation. If a single target is confronting the spider and it wishes to flee, it will stare straight into the persons eyes, as they flare a bright red. The ruby on their back will slowly fade in color to a very soft red, and the shadows in whatever environment will lengthen and darken, as the ruby spider forces the person to focus on their eyes. Unless the person shields their eyes as the shadows lengthen, they are mesmerised (no save) by this, and simply stare at the spider, relaxing their muscles and going slightly catatonic. The person cannot think, or act, during this time.
Funnily enough, ruby spiders never attack using this, they use it only as a way of fleeing (while the person is dumbfounded) or distracting the target. They may distract it while an assassin creeps up behind it, but no ruby spider will attack someone under this hypnosis. It is unknown why this is.
Ruby spiders have a 25% chance to dodge any attack, due to the speed they can move at. They also have an AC of -5 in regards to missile attacks.
Habitat/Society: Ruby spiders are artificially created, using a variety of ingredients, processess, and spells from many planes and spheres. They are rather rare as such, and each one costs 15,000 standard gp to create. If a batch is being done, this price drops to 5,000 per spider. A Swarm costs only 2,500 per spider, but requires a loss of 2 con points by the archmage. These points return at a rate of one per month. No mage apart from the archmage may be invovled in the final process of creating them, as the true process is a thing as horrifying as it is secretive.
The spiders are attuned to their owner, and will never attack him/her willingly. the only way this can happen is also a very well protected secret, but there is a way for it to be done. When it is achieved, the spiders all rush upon their master, and feed of his magical energy, as well as physical body. An archmage so killed cannot be ressurected, but may rise as a lich, or a vampire, within 2 to 4 days. Such a creature has a red gem permanently embedded in its body somewhere.
Surprisingly, after this has happened, they will revert to servitude under their master. It is quietly theorised that this is actually an intentional power of the spiders, but has a fatal flaw enabling it to be invoked by someone other than the spider's master.
Ruby spiders feed of the magical energy surrounding their master, and their opponents. Anyone who casts a spell at a ruby spider for it to only be absorbed by the creatures magic resistance is actually feeding it. How much energy they require is unknown, but they can survive very long periods without any. If it is needed, it is not unknown for them to cannibalise their own kind, but this happens in only the rarest circumstances, as they can use a variation of defiling to take miniscule ammounts of magical energy from their surroundings. When they feed like this they are in a come-like state, and do not awaken until a living being passess within 5 feet of them.
They can also defile a beings body in this way, eating them after death, to retrieve magical nourishment. Any such being thus killed and eaten can be ressurrected, but will possibly have a phobia of spiders (if they allready didnt).
There are no leaders in the ruby spider swarm or batch, and they seem not to communicate at all, but move as a single being at times. There is no way to stop them communicating, but they must somehow in some form to work so efficiently. It is theorised by the IEN intelligence that they communicate somehow using either the astral or ethereal plane, but this may not be true due to the fact they work as efficiently in the phlogiston. It is possible they have a secondary, magical link in the phlogiston if this theory is true however.
Ruby spiders are very useful on spelljamming ships, especially if their master wishes to travel in relative solitude. They easily carry out orders given out by their master, and as such can use their small size and speed to make themselves very sueful as crewmen. Sometimes, the webbing form a ruby spider (or several ruby spiders) is used as sails, woven tightly by the spiders, or as rigging. This is, of course, an incredibly strong substance, and useful for repelling would-be-invaders (when used in this way it has properties similar to the second level web spell). It is also quick, cheap (totally inexpensive) and easy to replace.
Ecology: There is no ecology to these magical creations, as they have no place in nature. They do spin webs, and do live in holes, but this is merely a reflex action produced by their parentage. Strangely, no animal, insect, or non- intelligent creature of any kind ever gets caught in one of their webs, which are incredibly beautiful things to behold. They seemr ather grotesque (as do the spiders) but have a strange, almost gothic beauty. Drow archmages sometimes allow their ruby spiders to spin webs all over their towers and ships, to impress their enemies, and bedazzle their allies (or more to the point, to make them jealous). At any time a ruby spider wishes, its webbing can glow with a faint, silvery light. This is done only to entice targets, or to catch the attention of their masters.
Seemingly, the creatures can communicate with their masters through some form of telepathy. He can see their memories, and seems to "feel" their victories, and their lust for the magical energies of creatures. This makes the master somewhat malicious at times, and tends to bend them towards acts of violent cruelty.
Ruby spiders do not sleep, breath, or eat conventionally. When they are slain, there is a 25% chance that the ruby on their back is recoverable, and it is valued at 5,000 gp. When it is not, there are sufficient ammounts of ruby to be worth 1,500 gp on the open market. Regardless, there is still magic present, and the creator of the particular spider can track down the pieces, by a sort of bond with them. This bond also extends to the spiders themselves, and he knows of their exact location when they are within 60 feet of him. Further than that, he feels them differntly depending on the distance, and only knows the rough distance at great distances.
The master of a ruby spider generally gets attatched to each the creature, thinking of them as a pet, ally, and even friend. Sometimes archmages are seen having "chats" with their ruby spiders. It is unkown if this is a real chat, or if it is just one of the eccentricies that powerful mages exhibit. In any case, its not unusual for an archmage's hand to begin stroking the back of the closest ruby spider unconsciously, or for him to get alarmed when someone is about to sit on one.
Of course, realising how powerful they can be, or how powerful its creator may be, no one is likely to sit on a ruby spider.
Miscellaneous Information: There are a few things about ruby spiders that are not written in any areas above. Firstly, no female can EVER create a ruby spider, regardless of wishes, or even godly influence. The reason for this is unkown, but it IS known that Vhraun had a hand in their initial creation. Priestesess of Lloth are very angry about this, but realise the incredible power of the spiders, and the fact that they cannot create them. Lloth herself has an extreme complex about this, as she has tried over and over and over again to create them. It is a very Ironic thing that she, the queen of spiders, cannot make them, yet a male Drow can easily be given the right knowledge.
The process involving the creation of the Ruby Spiders is a very well kept secret. Anyone trying to scry upon the creation process is wracked with pain, and has a large mark on their jaw, as though someone had punched im the face. Any female Drow trying to scry upon it is put into fits of wracking pain for several hours, at which time she looses 2 points of constituion, and 1 point of strength. The ONLY way the knowledge can be passed on is through a special ceremony involving an archmage who knows the process, and an individual who is to learn it. No ammount of probing can reveal the secrets from a persons mind, and even a God cannot learn it. Furthermore, anyone not of an evil alignment dies upon receiving this knowledge, as does any female (many an archmage has allowed a female to go through the process full knowing that she will die). Upon resurrection (if possible), the person does not retain any memory of the process, but usually they are turned into some sort of undead servant of the archmage (sometimes even a Drider)
The creation of the ruby spiders is one of the best kept secrets in the known universe. Even the god of knowledge, Gilean, knows not how it is done. Any attempt to pull it from someones mind fails, and any one in possession of the knowledge can instantly snd himself to Vhrauns realm, no matter where he may be. If the person is in the phlogiston, they enter a deep coma until they re- enter wildspace, at which time they appear at Vhraun's realm, fully awake.
No matter how hard anyone may try, no one may encroach upon the creation process of the ruby spider. Intense magical blocks stop any attempt, no matter how hard, how subtle, how insidious, or how well thought out it may be. This is a power bestowed by something that no one understands, possibly some extremely powerful alien god (in reference to the idea of alienists from the spells and magic book), or something darker than anyone can imagine, that thinks on a totally different level. a DM;s note is that an appropriate PC may receive this knowledge, but only an appropriate PC. even the Elven High Magi of Fearun do not try to uncover this information, infact it is a part of their training that there are a few things not to be dealt with by them, and this is one. Each high mage is required, once in his lifetime, to attempt to uncover the secrets through one of their modified ritual, so they that may know that strong power comes in strange places, and that they may know what it feels like, incase they encounter something similar later in life.
Not even Ao knows the process, and nor has he ever tried to discover it. Not even the Gods wish to know why this is, but they all know he has not ever tried. It is only known that this is a secret of extremely powerful male Drow, and that it shall always stay this way. Perhaps it is a sign to say "some secrets cannot be uncovered", or perhaps an extremely powerful entity took pity upon the male Drow and taught them something very special, or perhaps they stumbled accross it themselves. Elven theories point to the fact that Drow, however evil they may be, are still Elven, and that Elven magic is the msot potent ever known, but this is a very arrogant notion, and most people dismiss it quite readily.
(Invocation/Evocation, Necromancy, Shadow, Metamagic)
Level: 4 Range: 60y+10/lv Components: V,S,M Duration: Instantaneous Casting Time: 6 Area of Effect: One target Saving Throw: special Subtlety: +6 Knockdown: d10 Sensory: Small visual Critical: Special
This is a special spell developed by Drow male archmages, used to inflict pain upon opponents. It is frequently used as a torturing method, but has its combat uses too. When cast, as per the magic missile spell, it produces 1 missile for every two levels of the caster. This max's out at 5 at lv 10, same as magic missile. The missiles streak to their target the same as magic missile, but can be deflected by the target running behind a wall etc, they move very fast however, and this is unlikely.
Each missile does 2d4+2 points of damage to the target, and inflicts a horrible stinging pain. Any target of less than 7th level, or who has a maximum hit point total of 50, or an average con and wisdom of less than 15, must make a save vs paralyzation, or be wracked with pain for that round and unable to act, except to grip the offending wound. The wounds this missile leaves openly ooze fluids, and look very nasty, making any weak-stomached characters throw up upon seeing them.
Persons above the requirements for the saving throw still take the damage, and the pain, but can deal with it. Those passing the saving throw also manage to deal with it, and can continue to act for that round. However, anyone taking 6 or more of these missiles within a round (only able to happen if multiple casters are present), takes an additional 5d4+4 of damage, and is wracked with pain so much that they double over in pain.
The similarities to magic missile go no further than this. This spell instantly breeches a shiled spell, as with any other spell designed to deflect magic missiles and magic missile like effects. If the spell is absorbed by someone's magic resistance, it also has a back-door effect of biting at the persons magic resistance, giving them only 1 point of damage, but leaving a small bleeding wound somewhere on their body. How this is done is unknown, but it is assumed its some sort of necromantic/metamagic mix.
One special effect of this spell is that when a critical strike occurs (as per the Player's Option Spells & Magic rules), one missile burns very painfully into the victim. This leaves a permanent scar that no magical healing save a level 9 magic user spell, or a level 7 priest spell can remove. The wound is also painfully flared for 2d4 hours, making the target suffer 10 points of temporary (like punching) damage per hour. This damage does not heal until the duration of the critical strike has ended, and then it returns only at half the normal rate. During this time the target is likely to fall unconscious, and dream of large black spiders eating of their flesh.
The only component to this spell is hatred, which must fill the casters eyes. This spell may only be used by evil casters.
[ The Ruby Helm was not part of the original entry. It is listed here for completeness. --ed ]
"The mage stood in front of the large red gem, a wicked smile upon his face. As he watched, the ship before his burst again with flame, a result of the havoc and destruction wrought by his minions. Smiling yet more sardonically, he placed his hands upon it, and summoned the spiders back, allowing the beings aboard the vessel to live to tell any who cared of the horrors of the black ship of terror he commanded, of the screams they heard as his grotesque creations dragged away half of their crew, of the immense feeling of dread they felt upon first sighting it. His vessel slowly turned, and began to soar away from the half destroyed wreck, as he allowed a small laugh to echo itself from his throat."
Another creation of Drow archmages, the Ruby Jamming Helm stands about 4 feet tall. It consists primarily of a large ruby, of a deep red color. The ruby is set into a black, metal stand, which has grotesque carvings of spiders all over it. Around the are in which the Ruby is held, there are 25 smaller rubies, which are held in place also by the metal stand. each of these rubies is attuned to a Ruby Spider which serves on the ship, 25 being the typical number. This is increased and decreased dependant upon the number of Spiders upon the ship.
The main reason that there is a smaller ruby for each spider is that this is where the helm draws its power. Typically a helm has a mage power it, but these helms draw instead from the inherent bloodlust and malice of the creatures known as Ruby Spiders. For every ship that has a Ruby Helm, there must be at least 12 ruby spiders on board. This gives the ship a base SR of 3. For each 4 extra spiders, the SR increases by one.
The Drow find the power being produced by the ruby spiders very useful, as they do not typically sleep, while an archmage may need to, and it does not draw power from their magical powers, and so does not lessen their potential use in combat. The spiders constantly produce these emotions, and to such an extent in a large group that it has been harnessed and used for powering the ship.
The major drawback of the helm is that it moves at only 90% normal spelljamming speed, and can only power a ship of less than 55 tons. Also, a normal helm may not be present on the ship under any circumstances.
The benefits, of course, highly outweigh this disadvantage. The lack of needing a helmsman is a great boon, and the lack of draining anything physically is also. Each gem upon the stand is attuned to a separate spider, and shows the view from the spider's eyes at all times. For a non-drow this view can be disconcerting, but any Drow who has anything to do with spiders (and most do) seems to have no problem with it (this is a magical property). If a particular spider dies, its ruby is reabsorbed by the magic of the helm, and a spider leaves the ship, its gem also does this, only to re-grow once it returns. Any gem taken from the helm for any purpose by the archmage is re-grow within 2d12 rounds.
The larger ruby may be used to view any part of the ship or surrounding area, giving the user a distance of 2 hexes for 15 or less spiders aboard, and 4 hexes if there are more. Spiders of more than 30 in number allow the user to see 6 hexes, but this is the limit, and the ship can only take a maximum of 35 spiders.
The larger ruby may also be used to show the view from any given spiders eyes, giving the user a larger and more broad view. A user can control the spider effortlessly in this way also, providing he is the master of it.
Any archmage of 20th or greater level may cast spells through the eyes of any spider controlled in this way. The spells can only have effect within the ships atmosphere however, and as such is useless for attacking ships.
The large ruby also gives the user control over the direction and course of the ship. A course may be plotted upon it, and of course spiders cane easily be given orders to waken their master upon reaching a certain destination. Control of the ship in combat is also obtained in this manner. The helm can take basic courses if the archmage wishes to leave the helm, but no more than a movement of 3 turns and 7 hexes per round. It may not perform any maneuver that requires an attack roll, except ramming (ie grappling is out etc.).
The helm can be used as a Major helm also, with the tonnage restriction as noted above. The archmage must stand with both palms upon the helm, which glows rather brightly, even if deeply, red. It provides all the normal control a Major Helm does, but with an SR rating of one less than normal. It also allows the user to give orders to any ruby spider aboard the ship.
Another use of the ruby helm is long-range command of ruby spiders. When the ship is motionless, it can be powered instead, (by the spiders aboard), to contact a spider up to a sphere away, with no trouble. The spider can be controlled by the archmage to any degree, for up to an hour. At this time, the link slowly starts to fade, giving the mage 5 minutes more of control. This, however, requires a constitution/wisdom check (the average of the two), at the end of every 2 minutes. Failure means the link is broken.
During the time that a spider is being remotely controlled, the ship cannot move, and the archmage is in total ignorance of what is happening upon the ship. Two of the spiders aboard, however, will remain on guard, and alert the others should a ship approach. This gives the archmage warning to break the link and retreat if need be.
The last use of the Ruby Helm is as a scrying device. It can scry, as per the same as controlling a spider, up to a sphere away, for an hour at a time. Both uses require 12 hours of normal or no use to recharge either of these effects. Using one knocks out the other. i.e. a mage may scry for an hour upon a distant enemy, but afterwards may not scry again or remotely control a spider for 12 hours after. The helm has the same chance as a normal crystal ball, but can also allow the mage to hear what is being said. It does not provide use of spells, however, and an archmage with true seeing or a similar effect upon himself looses such bonuses during the scrying.
This is the most common non-standard helm used by Drow archmages. No female has ever used one, as they require the presence of user controlled ruby spiders for operation. As such there are not many of them in use among the spheres. For a similar reason, the only ruby helm that has ever been captured remains in the custody of the IEN, as it is researched by their High Magi.
The item is worth 450,000 xp to make, requiring the archmage to have at least 12 ruby spiders in the ritual, be of at least 12th level, and draining two constitution points (one of which is 50% likely to return a week after the ritual). It is an evil item, and as such cannot be made by any good or neutral aligned character, which is also reinforced by the need for ruby spiders. As with the spiders, this ritual must be performed in solitude, using materials the archmage must collect himself, and processes that are incredibly well guarded secrets. Anyone managing to find one of these helms could sell it for half a million gold, if they can dupe anyone into believing they can use it. Of course, if they cannot, the rubies are still worth a mint, and may be removed non-magically, destroying the dweomer without harming the gems. The large gem is worth 1,000,000 gp on the open market, and each small one is worth 15,000 gp. Any true gem appraiser, however, will realize the gems are magically manufactured, and are not actually as worth as much as this when recognized as such, instead the large one being worth 250,000 gp, and the smaller ones being worth 5,000 gp. Neither sized gem can be cut, damage, or changed in any way, including magically.
If a single gem is removed, it can be given to an ally of the archmage in possession of the helm. It may be used by the two to communicate, much as a pair of crystal balls, but with an unlimited range, and with no chance of failure. Due to the amount of rubies that are within the helm (ie one for every ruby spider on the ship to a maximum of 35), these are not given out lightly. When one party wishes communication with the other, they must merely place their hand upon their gem (the archmage upon he large ruby), and speak the others name. The receiving gem alerts the person being called by either a slight warmth, or vibrating movement. For an archmage in possession of a ruby helm, it instead glows a bright color of red, pulsing magically and making a low humming sound. The ruby, through a link made during creation, instantly alerts the archmage if they are sleeping or otherwise engaged, as long as they are onboard the ship.
All things seen through the rubies have a slight blood-red tinge to them, and the voices sound somewhat strange and tinny (as they would through a slightly bad quality speaker in our day and age). The picture seen is also rounded, as are the rubies, giving the user a slight dizzy and disoriented feeling upon ceasing viewing.
An archmage creating a ruby helm has a permanent link to the item, and can see through it at any time by closing his own eyes and concentrating. This is useful if an archmage has some sort of alarm spell upon his ship, and wishes to see any intruders before he teleports back (there's no point wasting all that energy for a petty thief, when the spiders can easily take care of them.)