ELVISH ABILITIES
In Expanded Lore, all the races get new abilities except poor old Elves, who just get reminded that they can detect secret doors more often and are immune to Ghoul paralysis - stuff that White Box already let them do.
Here are some better abilities
Here are some better abilities
Immunity to Charm
Elves cannot be charmed, either by the charm person Magic User spell, the song of Harpies, the gaze of Vampires, the allure of Dryads or other effects. They are similarly immune to the love-charm of Nymphs, the blinding beauty of Sidhe and the fatal shriek of Banshees.
Unearthly Vitality
When struck by level-draining undead, Elves have resistance to the power. They are immune to the level draining of Wights and Wraiths and lose only one level to the double-level-draining powers of Spectres and Vampires.
Elvish Magic-User Spells
These powerful spells are available to Elvish Magic-Users. Other Magic-Users can learn them if they find them on scrolls.
Magic Missile
Spell Level: M1
Range: 60ft
Duration: Instantaneous
The caster can create a magical arrow and fire it at an enemy: it automatically hits any visible target and deals 1d6+1 damage. The caster creates an extra missile for each +1 on their class To Hit bonus (so a 7th level Magic-User who gets +2 To Hit will fire 3 missiles) and these missiles may be fired at separate targets or the same target.
Spell Level: M1
Range: 60ft
Duration: Instantaneous
The caster can create a magical arrow and fire it at an enemy: it automatically hits any visible target and deals 1d6+1 damage. The caster creates an extra missile for each +1 on their class To Hit bonus (so a 7th level Magic-User who gets +2 To Hit will fire 3 missiles) and these missiles may be fired at separate targets or the same target.
Ray of Enfeeblement
Spell Level: M2
Range: 30ft
Duration: 1 hour
The caster fires a beam that sucks the strength out of a target if it fails its saving throw vs Spells. An enfeebled creature deals minimum damage with its physical attacks and loses the ability to fly if it uses wings.
Spell Level: M2
Range: 30ft
Duration: 1 hour
The caster fires a beam that sucks the strength out of a target if it fails its saving throw vs Spells. An enfeebled creature deals minimum damage with its physical attacks and loses the ability to fly if it uses wings.
Blink
Spell Level: M3
Range: Caster
Duration: 10 minutes
The caster teleports automatically and every round to a safe location within 5' of her previous location. While blinking, the caster can attack or cast spells normally but attackers must win initiative against the caster otherwise their attacks automatically miss and the caster automatically saves against their spells and magic abilities.
Spell Level: M3
Range: Caster
Duration: 10 minutes
The caster teleports automatically and every round to a safe location within 5' of her previous location. While blinking, the caster can attack or cast spells normally but attackers must win initiative against the caster otherwise their attacks automatically miss and the caster automatically saves against their spells and magic abilities.
Globe of Invulnerability
Spell Level: M4
Range: Caster
Duration: 10 minutes
The caster creates a force field round himself that protects everyone in a 10' diameter sphere. Everyone inside the globe is immune to 1st-3rd level spells of any sort and to magical abilities of monsters or NPCs of less than 7HD/7th level. Spells can be cast within the globe and out of it as normal.
Spell Level: M4
Range: Caster
Duration: 10 minutes
The caster creates a force field round himself that protects everyone in a 10' diameter sphere. Everyone inside the globe is immune to 1st-3rd level spells of any sort and to magical abilities of monsters or NPCs of less than 7HD/7th level. Spells can be cast within the globe and out of it as normal.
Dark Elves
Dark Elves are described in the White Box rules (p92) but can be made available as a player character (PC) race with these characteristics.
Character Advancement
As with other Elves, Dark Elves can advance to 4th level as Fighters or 8th level as Magic-Users, or progress as combined Fighter-Magic-Users. They can also advance to 6th level as Thieves (and advance to 6th level as Fighter-Thieves), 6th level as War Smiths or Assassins and 8th level as Demonists.
Keen Detection
Dark Elves have keen senses and detect secret doors as frequently as other Elves (1-4 on a d6, 1-2 if not actively looking).
Affinity with Darkness
Due to natural stealth and an affinity with darkness, Dark Elves surprise opponents on a roll of 1-4 on a d6, but only if alone or accompanied only by other Dark Elves. They see naturally in the darkness (possessing darkvision). Dark Elves do not gain Trauma from being alone or lost in the dark.
Magic Resistance
Being strongly magic-resistant, Dark Elves save at +5 vs magic of any sort. However, they lack the Elvish affinity with light and life and are not immune to charm or the powers of Undead as their cousins are.
Blade Venom & Enemies
Dark Elves know the secret of treating arrows or blades with paralysing blade venom. 1d6 weapons can be treated at the start of an adventure. If the weapon deals damage against a living creature it must save vs Poison or be paralysed for one ten-minute turn. Each envenomed weapon can only be used once. Undead and creatures which require magic weapons to hit are unaffected by blade venom.
Dark Elves do not have a tradition enmity with Goblins, Orcs, Lycanthropes or Undead and do not receive any bonuses in combat with these monsters.
Dark Elves do not have a tradition enmity with Goblins, Orcs, Lycanthropes or Undead and do not receive any bonuses in combat with these monsters.
Languages
Dark Elves speak the same tongues as their cousins (Gnoll, Goblin & Hobgoblin, Orc).