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Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

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individual spellcasters, they contain no guidelines or<br />

rules for creating magical effects which either require<br />

multiple participants or which are not dependant on the<br />

expenditure of spell slots.<br />

The rules presented here are expressly not needed for<br />

making or conducting those ceremonies which do not<br />

produce any sort of magical effect. Should the Games<br />

Master wish to present a scene which involves the<br />

performance of a ceremony which is important only for<br />

its traditional or symbolic value, such as a tea ceremony<br />

(though there is no reason that cannot be used as the<br />

basis of a magical ceremony, see below), then a series<br />

of checks against the appropriate skill will be more<br />

than sufficient to adjudicate the results.<br />

Creating a Ceremony<br />

While a number of drow specific ceremonies (known<br />

as black ceremonies) are presented here, invariably you<br />

will at some point wish to create your own ceremonies.<br />

With that in mind, we present the following guidelines.<br />

Note that these are not, for the most part, hard and<br />

fast rules – by necessity, ceremonial magic must be<br />

left open ended, as it will be used primarily to create<br />

magical effects which cannot be easily replicated with<br />

normal spells.<br />

The Limits of Knowledge<br />

Always keep in mind that the key conceit behind<br />

the rules for ceremony magic is the idea that it is<br />

neither wholly divine nor wholly arcane in nature,<br />

meaning it can be used by divine spellcasters and<br />

arcane spellcasters alike and, more importantly, by<br />

those who have no ability to use magic at all. To<br />

create a ceremony which specifically requires the use<br />

of arcane or divine magic in its conducting is to do<br />

nothing more than create an unwieldy spell and thus,<br />

to miss the point of ceremonial magic altogether.<br />

<strong>Magic</strong> ceremonies are typically very complex and<br />

only the most learned and wise ever learn to master<br />

more than a handful of ceremonies. No mortal<br />

character may ever know more than one magical<br />

ceremony per point of his Intelligence and Wisdom<br />

modifiers combined.<br />

With the Games Master’s permission, a character<br />

who has reached his maximum number of<br />

ceremonies known but wishes to learn another can<br />

do so, so long as he is willing to purge his mind of<br />

one of his previous known ceremonies.<br />

47<br />

BLACK CEREMONIES<br />

Creating a ceremony is not like crafting a magical item<br />

and the rules presented here are not intended to mimic<br />

exactly the steps the characters in your campaign will<br />

take. At no point, for example, will a wizard use his<br />

abacus to calculate skill check DCs, nor will your<br />

player’s clerics write in their journals ‘Today I presided<br />

over a ritual which required moderate materials,<br />

extensive effort, and included the restriction: season<br />

specific’. These guidelines are nothing more than a<br />

framework which will, hopefully, serve as invisible<br />

support for your adventures.<br />

In order to better facilitate the integration of ceremonial<br />

magic into your campaigns and to make it simpler<br />

for players and Games Masters alike to create new<br />

ceremonies, ceremonies are presented in a format<br />

similar to that used to present spells in Core Rulebook<br />

I.<br />

Effects<br />

The single most important step in creating a new<br />

magical ceremony is creating its effect. Without an<br />

effect, without a goal to work towards, a ceremony<br />

is nothing but a song and dance number. The effects<br />

which can be produced through the use of a magical<br />

ceremony are effectively limitless, but there are certain<br />

things you should always keep in mind when deciding<br />

what your ceremony will do.<br />

First of all, a ceremony should produce an effect which<br />

is not easily replicated through the casting of a spell.<br />

This means that ceremony magic should primarily be<br />

used to create abstract effects, or to bring about effects<br />

which are simply too powerful or specialised for even<br />

the most powerful of spells, miracle and wish. Note<br />

that this is not a hard and fast rule – several of the<br />

sample black ceremonies presented later can at least<br />

in part be replicated through the casting of several<br />

divine or, especially, arcane spells, though in each<br />

case they are altered in one or more fundamental ways.<br />

Rather, this is just a guideline to help you keep those<br />

ceremonies you create more interesting. If you do<br />

intend to create a ceremony which might be replicated<br />

by a spell, however, you should at least make sure it is<br />

made more interesting and abstract by the addition of<br />

unique elements – there should be no such thing as a<br />

magic missile ceremony unless, for example, the bolts<br />

can be fired across the span of the globe and are really<br />

the coagulated essence of the spirits of those murdered<br />

unjustly by the target.<br />

The second thing to keep in mind, and this is perhaps<br />

just as important as the above consideration, you<br />

should never limit yourself to effects which have

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