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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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