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~Open Minds, Greeting the coming evening light~
Drow~ Basic Xuruth Training
Creeping Wire: A spell that turns thread into a living parasite, that slowly feeds on the victim's blood. As it feeds, the parasite grows and spreads out. The spell need flesh contact to work, but once it touch flesh it will find an entrance and begin work. It will only stop should it run out of blood in that particular body, it can not grow outside the body it started in.

Silken threads: It changes simply thread into a thin, nearly invisible blade.

Sticky spinner: Turns a series of poison lace thread sticky, thus having it stick to it victim and burn off the flesh.

Puppet Strings: This can only be used when a victim is already weak or into much fear to think clearly. It connect the caster and the victim together with invisible strings, on one area of the body like the arm. Forcing the victim to mimic the movements of the caster.

Spiders nest: Turns the cloth on the victim against the wearer, by make the threads weave together into cocoon. This only works on thread, no leather, metal, or hybrid cloth and leather will be effected.

Spinneret Hair: Allows the casters to make they're hair take on a needle like form, that moves at the will of the caster. However it doesn't last very long.

Blood Thread: Takes the veins of the victim and force them under the will of the caster. This allows them control over the victim's movements or the caster could simply pull the veins out they're body...there is a potion needed for this to work however and the victim need to drink it of they're own free will.

Serpent's Loom: A spell requires that requires a hallucinogen that only Order members know and a potion. The victim drinks the potion, and the hallucinogen starts to burn. The caster speaks the words and causes the victim to become unable to discern between reality and fantasy. The caster can then control what the victim sees or thinks they see. This requires a great deal a moment of focus from the caster.

Spider's whisper: The only spell that could be use to heal and care. A murmured spell that puts the victim to sleep as long as the caster cloth touches them. This included bandages, however the spell must be whispered into the ear and the bandage, cloth, or clothing must be made by that caster or it won't work.

Daze: An enchantment clouds the mind of a humanoid creature.

Charm Person: A charm makes a humanoid creature regard you as its trusted friend and ally

Hypnotism: causes them to stop and stare blankly at me.

Sleep: A sleep spell causes a magical slumber to come upon creatures.

Daze Monster: This enchantment clouds the mind of a living creatures.

Hideous Laughter: The subject will have uncontrollable laughter.

Deep Slumber: A sleep spell causes a deeper magical slumber.

Hold Person: The subject becomes paralyzed and freezes in place.

Dancing lights: Creates torches or other lights.

Flare: Dazzles one creature.

Light: Object shines like a torch.

Ray of Frost: A ray of freezing air and ice projects from my pointing finger.

Burning Hands: A cone of searing flame shoots from my fingertips.

Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target.

Shocking Grasp: This delivers a electrical jolt.

Continual Flame: Makes a permanent, heatless torch.

Darkness: 20-ft. radius of supernatural shadow.

Flaming Sphere: Creates rolling ball of fire.

Gust of Wind: Blows away or knocks down smaller creatures.

Scorching Ray: You blast your enemies with fiery rays.

Fireball: 20-ft. radius giant ball of fire.

Lightning Bolt: Electricity deals that damage.





 
 
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