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Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

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DROW MAGIC - AN OVERVIEW<br />

<strong>Drow</strong> use different components in the casting of<br />

their spells than other spellcasters do, often replacing<br />

common materials with grave dirt, pieces of burial<br />

shroud or choice organs and flesh torn from their<br />

victim’s bodies, though, most commonly of all, with<br />

spiders, both living and dead, and their webs. So, for<br />

example, while a traditional fireball spell requires a<br />

pinch of sulphur and a bit of bat guano, the same spell<br />

cast by a drow wizard would require him to ignite a<br />

piece of webbing and burn it down to ash. Likewise,<br />

while a hold person spell requires an arcane focus of a<br />

length of iron rod, the same spell cast by a dark weaver<br />

would require a length of spider’s webbing which has<br />

been carefully braided and then petrified.<br />

<strong>Drow</strong> verbal and somatic components are different as<br />

well. While the arcane spells of the surface races require<br />

the utterance of eldritch words of power and twisting,<br />

complex manipulations of the fingers and arms, drow<br />

cast their spells with the aid of specific, short phrases<br />

and prayers which honour the Dark Mother of Spiders<br />

and by weaving their fingers in symbols and patterns<br />

which she considers holy. Though these symbols are<br />

divinely inspired, they are not divine in nature and can<br />

be recognised for what they are by those who are at all<br />

familiar with the practices of drow arcanists.<br />

<strong>Drow</strong> Wizards<br />

In a role reversal from surface world societies, drow<br />

wizards are perhaps the least respected of all the arcane<br />

spellcasters. Since drow are naturally intelligent and<br />

since they, as a race, are so steeped in arcane lore,<br />

the wizard’s profession is accorded some measure of<br />

prestige but no more than is given to a particularly well<br />

practised duellist, for example. Most drow wizards find<br />

employ as researchers, specialising in the necromantic<br />

arts, or as alchemists and creators of magical items<br />

within the great drow houses, where their skills can<br />

bring them considerable wealth. The most learned<br />

and politically astute wizards are drafted into service<br />

Spellcraft Checks and <strong>Drow</strong> <strong>Magic</strong><br />

Should the Games Master wish to, he can add a –2<br />

penalty to Spellcraft checks to attempt to identify<br />

a spell being cast by a drow arcane magic user,<br />

in recognition of the fact that drow casters use<br />

materials and methods which diverge greatly from<br />

their surface world counterparts. This check can<br />

also work in reverse for a drow caster's attempts<br />

to identify spells cast against him. Should you<br />

decide to incorporate this penalty, it should only<br />

apply until the first Spellcraft check for each spell<br />

is successfully made.<br />

4<br />

as advisors to the drow matrons who rule each house,<br />

here these wizards are accorded greater respect than<br />

their peers, if for no other reason than their ability to<br />

bend their matron’s ear.<br />

Wizards are simultaneously the least superstitious of the<br />

drow arcanists and the most traditional. They know full<br />

well that their ability to wield magic comes not from<br />

their Dark Mother but from their own researching and<br />

intense study of practices which predate their goddess’<br />

ascension from demon lord to full godhood. While their<br />

understanding of their skills frees them from much of<br />

the religious baggage some fellow spellcasters carry,<br />

their reliance and adherence to ancient methods keeps<br />

the wizard community fractious and predictable.<br />

<strong>Drow</strong> wizards group themselves together in loose<br />

brotherhoods, which are based upon specific schools<br />

of thought and interpretations of spellcasting traditions;<br />

these brotherhoods constantly war with one another,<br />

usually in secret, though open conflict is not unknown,<br />

forever seeking to prove the dominance of their beliefs.<br />

The great families and the priestesses of the church of<br />

the Dark Mother of Spiders tolerate this warfare, so<br />

long as it does not threaten drow civilisation as a whole,<br />

it also serves to keep the wizards politically weak.<br />

<strong>Drow</strong> Sorcerers<br />

<strong>Drow</strong> sorcerers are greatly respected, sometimes even<br />

revered, in drow society. They are seen as chosen<br />

ones, blessed directly by the Dark Mother of Spiders<br />

to carry out works in her name. Most drow sorcerers<br />

believe in their hearts that this is true and those who<br />

do not are savvy enough to use this reverence to their<br />

own benefit.<br />

When a child with innate sorcerous abilities is<br />

discovered, it is an occasion for both great celebration<br />

and the commencement of subtle political warfare. The<br />

great house who has sired the gifted child is thrown<br />

into political uncertainty, as far flung members of the<br />

household attempt to take possession of the child,<br />

and thus its powers, for their own personal benefit.<br />

Typically, the political manoeuvres end before too many<br />

hands are stained crimson, but not always; more than<br />

one prospective sorcerer has had his head taken from<br />

him while still in his swaddling clothes.<br />

Upon reaching maturity, they come into their full<br />

power and most drow sorcerers follow one of two<br />

paths. Those who are of singular skill are appointed<br />

the arcane champions of their great houses, a position<br />

which offers limitless potential for power, wealth and<br />

danger. These arcane champions are expected to kill<br />

and die for his house and most end up doing both within

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