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Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

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BLACK CEREMONIES<br />

ceremony. Members of other races and sexes can,<br />

however, still be used as sacrifices. DC -5 for race or<br />

sex, DC -7 for both.<br />

Sub-Checks: In addition to the final DC check which<br />

must be made to successfully carry out the ritual, at<br />

least one participant must succeed at another skill<br />

check each day for the duration of the casting (see<br />

below). A sub-check must be assigned to a specific<br />

skill and the Spellcraft skill cannot be substituted for<br />

that skill when attempting the check. The final DC of<br />

the magical ceremony is reduced by half the DC of<br />

the sub-check, so, for example, a sub-check requiring<br />

a Perform (dance) check against DC 20 would reduce<br />

the final DC of the magical ceremony by 10.<br />

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

sub-check can be added, at the same DC as the first<br />

sub-check. This reduces the final DC of the magical<br />

ceremony by one quarter the DC of the second subcheck<br />

(a DC 20 check would reduce the final DC by 5,<br />

for example). The second sub-check cannot be based<br />

on the same category of the same skill as the first.<br />

Completion Time<br />

Once the required components have been gathered,<br />

the minimum time required to successfully perform<br />

the magical ceremony must be selected. Even the<br />

simplest of rituals requires more time and effort than<br />

all but the most complex spells and ceremonies with<br />

particularly powerful effects can take months or more<br />

of effort before they are complete. Choose a minimum<br />

completion time from the list below, modifying the final<br />

DC of the ceremony as appropriate.<br />

Completion Time DC Modifier<br />

One Hour +10<br />

One Day +/-0<br />

One Week -10<br />

One Month -20<br />

One Season (Three Months) -30<br />

One Year -50<br />

In addition to selecting a minimum time required to<br />

complete the ritual, you must also select an associated<br />

level of commitment to the ceremony. This commitment<br />

determines how much effort each participant must<br />

dedicate the ceremony – keep in mind that, no matter<br />

how lax the level of commitment, a ceremony with a<br />

completion time of a day or more require eight hours<br />

of effort each day (or each day the ritual is performed)<br />

for the time spent to be counted against the total.<br />

52<br />

Completion Times of More than One<br />

Year<br />

In all but the most unusual of campaigns, the<br />

practical limit to a ceremony which the players may<br />

wish to cast is one year of in game time and even<br />

that will be pushing it. Most players and Games<br />

Masters simply do not have the patience to follow a<br />

year long ritual through to completion and honestly<br />

who can blame them?<br />

It is advised that should the Games Master wish<br />

to include ceremonies which requires decades or<br />

centuries to complete successfully, he use them only<br />

as background colour, or as the engine which drives<br />

the plot for an adventure or an entire campaign. It is<br />

further suggested that he introduce such ceremonies<br />

only as they rush to their completion, at least if he<br />

wishes the characters, and by extension the players,<br />

to feel any sort of pressure to stop or complete the<br />

ritual; after all, ten years from now is a long time<br />

and you will be hard pressed to make players care<br />

about long off events in an imaginary world. In other<br />

words, if it does not affect their characters almost<br />

immediately, players simply will not care.<br />

With that in mind, when dealing with ceremonies<br />

with a casting time of decades or centuries, the<br />

Games Master should consider the DC bonus to<br />

be equal to whatever is necessary to guarantee<br />

the ritual’s successful completion. Character’s<br />

actions, not the roll of the dice, should be the only<br />

thing which dictates the outcome of such legendary<br />

endeavours.<br />

Lax: Participants may come and go as they please and<br />

the ceremony can be started and stopped as often as<br />

is wished. New participants can take the place of old<br />

and only one final check need be made to successfully<br />

complete the ritual. DC +10.<br />

Standard: Participants may come and go as they please,<br />

but the ritual must continue uninterrupted for the<br />

duration of the completion time. New participants can<br />

take the place of old, but only so long as the ceremony<br />

continues without pause for eight hours a day. Only<br />

one final check need be made to successfully complete<br />

the ritual. DC +/-0.<br />

Exacting: Once the ceremony is begun, participants<br />

may not leave without spoiling the ritual and new<br />

participants may not join the ceremony once it is<br />

begun (except with the Games Master’s permission).<br />

The ceremony must likewise continue unabated for the

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