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Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

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BLACK CEREMONIES<br />

purely concrete mechanical bonuses and penalties.<br />

While those sorts of effects are unarguably easier to<br />

resolve in game and should not, by any means, be<br />

avoided, they are perhaps the less interesting of the<br />

effects which ceremonial magic can create. As has been<br />

said before, the guidelines for creating and resolving<br />

the use of ceremonial magic are generalised and open<br />

to interpretation. So while the actual steps required<br />

to create ceremonial magic are laid out in a rather<br />

specific step by step process, the list of possible effects<br />

is intentionally broad. In that respect, the effects which<br />

can be created with ceremony magic are rather like the<br />

powers of an artefact – mysterious and far reaching, but<br />

backed by a solid framework of rules. Perhaps the best<br />

effects for ceremonial magic are those which combine<br />

mechanical effects with more freeform effects – the<br />

black dawn ceremony, for example, imposes attribute<br />

and morale penalties on all surface dwelling beings,<br />

particularly elves, while simultaneously turning the sun<br />

the colour of dried blood for all eternity.<br />

Effect Types<br />

Since the final effect of a ceremony can be nearly<br />

anything, by necessity the following categories of<br />

effects must be kept intentionally broad. With that<br />

in mind, the following categories encompass the most<br />

commonly chosen ceremony effects. A ceremony can<br />

have more than one effect, though each additional effect<br />

adds considerable difficulty to the ritual.<br />

Each of the following effects categories has an<br />

associated DC. This DC is the base DC of the<br />

ceremony, which will be modified by casting time,<br />

components and the like (as described below). The<br />

DC of the effect is not associated with a specific skill.<br />

The skill which will be associated with the ceremony<br />

is chosen by the Games Master, with assistance and<br />

suggestions from the player (if one is creating a ritual)<br />

highly encouraged.<br />

While a clever Games Master or player can undoubtedly<br />

devise a ceremony for every single skill in Core<br />

Rulebook I, there are certain skills which are more<br />

appropriate for ceremonial magic than others. The<br />

skills most commonly associated with ceremony<br />

magic are Craft (any, but in particular armoursmith<br />

and weaponsmith), Knowledge (any, but most often<br />

arcana, architecture, history, nature or religion),<br />

Perform (any, but most often dance, chant, oration or<br />

song) and Profession (any, but most often farmer and<br />

other agriculture based professions). In general, only<br />

one skill will be associated with the base DC of the<br />

ceremony, though certain options presented below will<br />

48<br />

Base DCs and the Lowering and Raising<br />

Thereof<br />

The base DC of a ceremonial effect represents<br />

the minimum difficulty which must be overcome<br />

to successfully perform the ritual. While there is<br />

no effective limit to how high the DC of a magic<br />

ceremony can be raised, there is a limit to how much<br />

it can be lowered; the DC of a magical ceremony can<br />

never be lowered below one half the starting base<br />

DC of the effect to be brought about. In the case of<br />

a magical ceremony with more than one effect, the<br />

DC can never be lowered below the sum total of one<br />

half the base of the highest DC effect and one quarter<br />

the base of each of the other effects.<br />

require the association of a second or even third skill<br />

with the base DC.<br />

Bolstering and Weakening (DC 30+)<br />

<strong>Magic</strong>al ceremonies which enhance or reduce the<br />

physical, mental or spiritual attributes of living<br />

things, objects or concepts are considered to be using<br />

bolstering or weakening effects. For example, the<br />

black ceremony war, which increases the savagery<br />

and combat prowess of an entire city-state’s worth of<br />

drow warriors by leaching strength from their enemies,<br />

is both a bolstering and weakening effect. Likewise,<br />

a ceremony which weakens the concept of sunlight<br />

so that it is no longer harmful to drow is a weakening<br />

effect. The base DC of a bolstering or weakening effect<br />

varies, as outlined below:<br />

Raise or Lower Attributes: DC 30 + 3x the total<br />

number of attribute points raised or lowered. +2 for<br />

each attribute raised after the first.<br />

Hardness: DC 30 + 3x the total number of hardness<br />

points raised or lowered.<br />

Crop Production: DC 45.<br />

Concept bolstering or weakening: DC 30 – 60. This<br />

effect can be used to halve the destructive potential of<br />

fire, or to increase the darkness of midnight by twofold,<br />

for example.<br />

The bolstering and weakening effect is perhaps the<br />

most open ended of all ceremonial magic effects.<br />

What constitutes the bolstering of a god in battle<br />

with another god and what exactly happens when the<br />

black ceremony boundless sorrow weakens the will of<br />

the surface elves is a matter of interpretation. When<br />

determining the results of such open to interpretation<br />

effects, the Games Master has final say, though he is of<br />

course encouraged to take the player’s intentions into

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