The coils of the World Serpent
Mourns House Insignia
A small black adamantine amulet in the shape of House Jhalavars symbol
This small black amulet has several Spell-like functions which can be called upon and controlled by the being attuned to the item, who is usually the Wearer (who must be attuned in a special Drow ceremony). Each ranking member of a Drow House has such an amulet, and the rest have an item which looks identical, but bears no magical ability. Powers of the amulet can be cancelled by act of will of the attuned being, or by someone who knows the master command phrase (usually the House Wizard and/or Head Priestess of the House).
Most insignia have 3-4 Powers of each ‘level’ (Minor, Intermediate and Major). Usually, they have a few “surprises” that are not known to other Houses hidden on the amulet. The known powers of Mourn’s Insignia are:
Minor Effects (usable at will)
Feather Fall, as the 1st Level Wizard Spell of the same name, upon the Wearer, for up to 13 minutes per use.
This allows the wearer to slowly drift down a distance of up to 2860 feet, over the course of the effect. Useful to prevent terminal falls.
House Mark, as the 1st Level Wizard Spell “Wizard Mark” but the “Personal Symbol” is the House Rune.
Often used to mark the wearers property, weapons, armour, slaves etc. Most House Members Follow the House Rune with their Name.
Improved Spider Climb, As the 1st Level Drow Priest Spell ‘Spider Climb’ (slightly different to Wizard version), upon the Wearer, for up to 16 minutes per use.
Allows the wearer to get to areas that would otherwise be difficult, if not impossible to get to, and to hide in a direction most do not look (up).
Rumoured to have a 4th Minor Power
Intermediate Effects (usable once per hour, each)
Protection from Normal Missiles, as the 3rd Level Wizard Spell of the same name, upon the Wearer, for up to 130 minutes per use.
This protects the wearer from small non-magical missiles (such as hand crossbow bolts), And reduced damage by 1 point from Huge (boulders) or Magical missiles.
Water Walk, as the 3rd Level Priest Spell of the same name, upon the Wearer, for up to 140 minutes per use.
This allows the wearer to walk upon water, mud, quicksand, oil, running waters, and snow as if they were firm dry ground.
Weighty Chest, as the 1st Level Priest Spell (From Tome of Magic) of the same name, for up to 13 days per use, but those attuned to House Jhalavar Insignia are immune.
When someone attempts to move a protected object, it appears to have a weight of 2-5 times the combined weight of everyone touching it, unless one of them is the wearer.
Rumoured to have a 4th Intermediate Power
Major Effects (usable once per day, each)
Leomunds Hidden Lodge, as the 5th Level Wizard Spell (From Spells and Magic) of the same name, for between 15 and 18 hours per use.
This means the wearer always has access to a dry, fortified camp, where they can rest safely.
Nap, as the 2nd Level Priest Spell (From Spells and Magic) of the same name, upon the Wearer.
This allows the wearer to rest the equivalent of a full night in 1 hours sleep, thus enabling more watchfullness.
Tongues, as the 4th Level Priest Spell of the same name, upon the Wearer, for up to 130 minutes per use.
This allows the wearer to understand up to 4 separate languages at once, and converse as if fluent in them. Often used to fool inferior species.
Rumoured to have a 4th Major Power
Only ONE power which is listed as “upon the Wearer” can be in effect at a time. Other powers are usable individually.
There are also a detrimental “Curse” effects that will take place if the Insignia should fall into the wrong hands. Should an unattuned being attempt to activate one of the powers of the amulet, the following effects apply.
Minor Power – Offender is afflicted by Blindness lasting for 1d4 minutes.
Intermediate Power – Offender is afflicted by Blindness and Deafness lasting for 2d4 minutes.
Major Power – Offender is afflicted by Blindness and Deafness lasting for 3d4 minutes, and suffers the effects of a reversed Tongues spell (unable to understand or speak any languages) for the same duration.
In addition, should an attuned being ever knowingly give their Insignia to an enemy of the House, they suffer from a Continual Light effect centred on the traitors body, which resists all forms of “Dispel Magic”, and lasts for 13 days. Anyone casting Remove Curse upon the the affected being, transfers the effect to themselves, gaining the Continual Light. Limited Wish, or Wish, will end the effect sooner.