Drow Magic. Sorcery Of Endless Night.pdf - RoseRed
Drow Magic. Sorcery Of Endless Night.pdf - RoseRed
Drow Magic. Sorcery Of Endless Night.pdf - RoseRed
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Material Component: A sack of 100 spider’s legs,<br />
which must be scattered across the ground at the time<br />
of casting.<br />
Bite of the Seductress<br />
Enchantment (Charm) [Mind-Affecting]<br />
Level: DW 2, Sor/Wiz 2<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Touch<br />
Target: One living being struck in melee combat<br />
Duration: 1 hour/level<br />
Saving Throw: Will negates<br />
Spell Resistance: Yes<br />
The drow understand love and feel its sting as others do,<br />
but theirs is a harsher emotion, based as much, or more,<br />
on respect and yearning for the physical and emotional<br />
pain a partner can inflict as for the tenderness.<br />
With the casting of this spell, the caster enchants a<br />
living being with a successful melee attack, so that they<br />
temporarily fall slavishly in love (as the drow see it),<br />
with him. In order for this spell to take effect, the caster<br />
must deal actual damage upon them with an unarmed<br />
attack, meaning creatures which cannot be damaged by<br />
unarmed attacks cannot be affected by this spell.<br />
Those who fail their Will save to resist the bite become<br />
slavishly devoted to the caster, willingly obeying<br />
commands and flinging themselves into harm’s way<br />
for the caster’s benefit. This does not mean that they<br />
will obey his commands as though they were an<br />
automaton, but they will not hesitate to attack any<br />
foe which threatens their paramour, no matter how<br />
powerful.<br />
Unlike a charm person spell, obviously threatening<br />
actions by the caster do not instantly break the spell,<br />
though lethal attacks grant them a new save to resist<br />
the bite’s effect.<br />
The caster must speak the victim’s language in order<br />
to communicate commands.<br />
Material Components: A small braided whip.<br />
Black Rainbow<br />
Transmutation<br />
Level: DW 0<br />
Components: V, M<br />
Casting Time: 1 standard action<br />
Range: Touch<br />
Target: One living being<br />
31<br />
Duration: 10 min./level<br />
Saving Throw: Will negates<br />
Spell Resistance: Yes<br />
DROW SPELLS<br />
Casting this spell allows the recipient to see in full<br />
colour when using dark vision, with exactly the same<br />
degree of detail as if you were using normal sight in<br />
full daylight.<br />
Material Component: A shred of brightly coloured<br />
fabric.<br />
Black Wind of Mourning<br />
Conjuration (Summoning) (Evil)<br />
Level: DW 5<br />
Components: V, M<br />
Casting Time: 1 full round<br />
Range: 10 ft. + 10 ft./level<br />
Area of Effect: A spherical emanation with a radius<br />
equal to 10 ft. + 10 ft./level, centred on you<br />
Duration: Instantaneous, see text<br />
Saving Throw: Will partial, see text<br />
Spell Resistance: Yes<br />
Though no drow who remembers the time before they<br />
were cast down lives, all still, deep in their hearts,<br />
mourn the loss of sunlight. This spell summons up<br />
the collective sorrow of the drow race, in the form of a<br />
cold, black wind which wails like a mourner’s tears and<br />
turns it against their foes. The spell deals 1d6 points<br />
of sonic damage per caster level to all non-drow within<br />
the radius of effect (maximum 10d6), with a Will save<br />
allowed for half damage.<br />
The wind and wailing remain after the initial damage<br />
effect is gone, hanging over the area of effect like a<br />
shroud. Non-drow who failed their initial save suffer<br />
a -4 morale penalty to all attack and damage rolls,<br />
skill and ability checks and all Will saves while they<br />
remain within the affected area. This penalty does not<br />
apply when the victim is not within the spell’s radius,<br />
but returns immediately if the victim steps inside the<br />
affected area.<br />
Beings who succeeded with their initial save instead<br />
suffer a -2 morale penalty to their attack rolls, skill<br />
checks and ability checks while they are within the<br />
spell’s radius of effect.<br />
In order to cast any spell with the good descriptor while<br />
within the black wind of mourning’s radius of effect,<br />
the caster must succeed at a Concentration check, with<br />
a DC equal to the save black wind’s saving throw DC<br />
+ the level of the spell to be cast.