Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

Drow Magic. Sorcery Of Endless Night.pdf - RoseRed Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

15.01.2013 Views

Drow Magic Feats Over their millennia of isolation, drow arcanists have been denied the opportunity to meaningfully interact with mages of other cultures, ignorant of the tricks and specific forms of training which the surface races have developed and disseminated amongst themselves. By the same token, however, their isolation has forced drow arcanists to become incredibly versatile in the use of both those feats they do possess, and in the development of their own unique feats. While drow will quite eagerly adapt any useful training technique they come across, they pride themselves on their ability to do more with less. The following new feats are designed with the peculiarities and focuses of drow magic in mind. While they are intended for use by dark elf arcanists of all sorts, these feats can also be adapted for use by drow clerics and druids. This chapter also includes feats which are also intended for use with ceremony magic. As such these feats are well suited for adaptation to the ceremony masters of other races. New Feats The new feats presented below can be taken by any drow arcane spellcaster who meets the prerequisites. With the Game Master’s permission, they can also be selected for non-drow spellcasters. Awakener You are especially skilled at directing the energy of black ceremonies for summoning and dismissing effects. Prerequisites: Charisma, Intelligence or Wisdom 15+. Benefits: You gain a +2 bonus to all sub-checks and final DC checks made to complete ceremonies which generate summoning or dismissal effects. Special: The bonus from Awaken stacks with that gained from the Master of Ceremonies feat. Black Avatar of Vengeance You are especially skilled at directing the energy of black ceremonies in destructive ways. 25 DROW MAGIC FEATS Prerequisites: Charisma, Intelligence or Wisdom 15+. Benefits: You gain a +2 bonus to all sub-checks and final DC checks made to complete ceremonies which create destruction or death effects. Special: The bonus from Black Avatar of Vengeance stacks with that gained from the Master of Ceremonies feat. Bringer of Great Change You are especially skilled at directing the energy of black ceremonies in ways which fundamentally transform the target. Prerequisites: Charisma, Intelligence or Wisdom 15+. Benefits: You gain a +2 bonus to all sub-checks and final DC checks made to complete ceremonies which create transformative effects. Special: The bonus from Bringer of Great Change stacks with that gained from the Master of Ceremonies feat Dark Allies Your commitment to the Dark Mother of Spiders and to her holy work is clear to all and lesser beings flock to your service. Prerequisites: Leadership. Benefits: You gain a +2 profane bonus to your leadership score and attract a second cohort, who may be of a level equal to your first cohort’s character levels –2. This new cohort will always be of your alignment and will be a fanatical worshiper of the Dark Mother. Dark Mother’s Favour You have earned the Dark Mother of Spider’s favour and she has gifted you with an understanding of her ways which other spellcasters cannot match. Prerequisites: Ability to cast 5 th level spells, ability to cast favoured path spells. Benefits: You gain access to, and knowledge of, all the spells of a new favoured path. These spells can be prepared as normal, or can be cast spontaneously, as per the normal rules for spontaneous favoured path casting (see The Drow Dark Weaver, pg. 10). This feat does not give access to the path’s special ability. Death Collector You can substitute organs and flesh for inexpensive spell components.

DROW MAGIC FEATS Prerequisites: Ability to cast arcane spells. Benefits: You can substitute organs and flesh for spell components of less than 10 gold pieces in value. The flesh or organs must be at least equal in size to an average human heart and must be harvested from living beings, or from beings who have been dead less than one day, as the spiritual power inherent in the flesh is depleted after that point. Organs remain suitable for use for one full week. If you harvest organs from a being slain as part of a black ceremony, then the save DCs of your spells are increased by +1. A single humanoid body can be used to harvest material worth (50 gp x the HD of the creature). Special: The spiritual energy which empowers the bits of flesh detritus you harvest is always consumed in the casting of a spell, meaning that the organ used is always rendered useless after a single casting, even when used to power spells which do not normally destroy components. 26 Executioner’s Smile You draw great strength and joy from the act of striking the killing blow in a black ceremony. Prerequisites: Cha 13+, access to one or more favoured paths Benefits: For a number of days equal to your Charisma modifier following the successful completion of a black ceremony which involved the ritual sacrifice of a living being, you cast all favoured path spells at +1 caster level. Should you ritually sacrifice a being in a black ceremony which fails for any reason, you do not gain the bonus. Should you perform another ceremony while enjoying the benefits of this feat, the caster level benefits do not stack but the durations do overlap, meaning the amount of time you will receive the caster level bonus is increased by your Charisma bonus. Special: You can select this feat twice. The second time it is selected, the number of days you receive the caster level bonus is equal to the sum of your Charisma and Intelligence modifiers. Improved Poison Focus Your ability to focus the harmful effects of poison into absolute clarity of thought are approaching supernatural levels. Prerequisites: Iron Will, Poison Focus. Benefits: When you are injected with poison, you gain a bonus to your Intelligence equal to 2 + one half the ability score damage inflicted, to a maximum circumstance bonus equal to 2 + Int bonus. You also gain a flat +2 circumstance bonus to Intelligence when exposed to poison which does not inflict ability score damage. Finally, you are now immune to those poisons which cause ability score damage to Intelligence. As before, the bonuses last one day from the time of initial exposure and the bonuses can only be gained once per day. Special: The bonus to Intelligence received as a result of poison inflicted damage ends immediately if the damage is healed by magical or non-magical healing of any sort.

DROW MAGIC FEATS<br />

Prerequisites: Ability to cast arcane spells.<br />

Benefits: You can substitute organs and flesh for spell<br />

components of less than 10 gold pieces in value. The<br />

flesh or organs must be at least equal in size to an<br />

average human heart and must be harvested from living<br />

beings, or from beings who have been dead less than<br />

one day, as the spiritual power inherent in the flesh is<br />

depleted after that point. Organs remain suitable for use<br />

for one full week. If you harvest organs from a being<br />

slain as part of a black ceremony, then the save DCs<br />

of your spells are increased by +1. A single humanoid<br />

body can be used to harvest material worth (50 gp x<br />

the HD of the creature).<br />

Special: The spiritual energy which empowers the<br />

bits of flesh detritus you harvest is always consumed<br />

in the casting of a spell, meaning that the organ used<br />

is always rendered useless after a single casting, even<br />

when used to power spells which do not normally<br />

destroy components.<br />

26<br />

Executioner’s Smile<br />

You draw great strength and joy<br />

from the act of striking the killing<br />

blow in a black ceremony.<br />

Prerequisites: Cha 13+, access to<br />

one or more favoured paths<br />

Benefits: For a number of days<br />

equal to your Charisma modifier<br />

following the successful<br />

completion of a black ceremony<br />

which involved the ritual<br />

sacrifice of a living being, you<br />

cast all favoured path spells at<br />

+1 caster level. Should you<br />

ritually sacrifice a being in a<br />

black ceremony which fails for<br />

any reason, you do not gain the<br />

bonus. Should you perform<br />

another ceremony while enjoying<br />

the benefits of this feat, the caster<br />

level benefits do not stack but the<br />

durations do overlap, meaning the<br />

amount of time you will receive<br />

the caster level bonus is increased<br />

by your Charisma bonus.<br />

Special: You can select this feat<br />

twice. The second time it is<br />

selected, the number of days you<br />

receive the caster level bonus is<br />

equal to the sum of your Charisma<br />

and Intelligence modifiers.<br />

Improved Poison Focus<br />

Your ability to focus the harmful effects of poison into<br />

absolute clarity of thought are approaching supernatural<br />

levels.<br />

Prerequisites: Iron Will, Poison Focus.<br />

Benefits: When you are injected with poison, you<br />

gain a bonus to your Intelligence equal to 2 + one<br />

half the ability score damage inflicted, to a maximum<br />

circumstance bonus equal to 2 + Int bonus. You also<br />

gain a flat +2 circumstance bonus to Intelligence when<br />

exposed to poison which does not inflict ability score<br />

damage. Finally, you are now immune to those poisons<br />

which cause ability score damage to Intelligence. As<br />

before, the bonuses last one day from the time of<br />

initial exposure and the bonuses can only be gained<br />

once per day.<br />

Special: The bonus to Intelligence received as a result<br />

of poison inflicted damage ends immediately if the<br />

damage is healed by magical or non-magical healing<br />

of any sort.

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