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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.

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