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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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