* The Compulsory Sacrificial Pilgrimage of Voormithadreth [Ritual]

The Compulsory Sacrificial Pilgrimage of Voormithadreth (Ritual):

Source: Serpent Men Sorcery

PP Cost: 4

Casting Time: 6 hours, minus one per three full levels of the caster.

Arcane Difficulty Rating: Challenging (20+)

Components: verbal, gesture & physical (one man and woman of the race to be affected by the ritual).

Optional Component: [To be determined...]

Optional Foci: [To be determined...]

Range: 1 sub-hex (704 yards) per level of the caster.

Area of Effect: Number of individuals within a sub-hex (704 yards) region.

Duration: One day per level of the caster or until target(s) save or sacrifice themselves.

Saving Throw: Will

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Description:

This ritual will cause 6D6 (+1D6 per level of the sorcerer) randomly determined individuals within the targeted sub-hex of that same race as the sacrificed man and woman to feel compelled to go on a pilgrimage to Mt. Voormithadreth and throw themselves into the Primordial mass that is Shub-Niggurath. The targeted area must first have within the area placed a large stone of 500 lb weight taken from Mt. Voormithadreth. The stone is then carved with the sigils of the ritual, requiring a Craft/Art skill check of 15+. As long as the stone is not destroyed, it can be re-used for later performance of this ritual. (The difficulty lies in dropping a 500 lb stone in close proximity of a settlement you wish ill will towards.)

The individuals get a saving throw vs Will to resist. Targets will become single minded, drawn as if by instinct into the direction of Mt. Voormithadreth. Such targets will most the time grab minimal supplies/weapons to survive the journey. They will not harm those they care about on purpose if restrained by them, but will do all in their power to escape or persuade to be allowed on their journey. Targets will appear to be not in their right mind. Each day the target can attempt a new saving throw to break free from the ritual. Shub-Spawns will by instinct not attack those affected by this ritual, knowing they are meant for the Dark Mother herself. If the targets get to the crater of Voormithadreth before the ritual duration ends, they get one final save to avoid throwing themselves into the pit.

Please note that those who make their saving throws will have visions and dreams of the sigil stone used in this ritual. These visions have a 2 in 6 chance of guiding them to it's location where they will most likely destroy it.

This ritual is often used as a method to "thin the herd" of a local settlement before invasion. The ancient Serpent Men used it to make appropriate sacrifices to the Dark Mother, Shub-Niggurath.

NOTE: Voormithian Witches, Voormi, Subhumans, Symbiocites, Shub-Spawns (including the major six), Maggot Men, Sea Bloods, Godlings,

Gods & Robots cannot be affected by this Ritual. In addition, those who are affected but survive the duration will also become immune to

any further attempts to inflict this particular sorcery upon them again in the future.

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Critical Success: Double the effected targets who make their saves as -2. Duration is twice as long.

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Critical Fumble: The Sorcerer is compelled (no save) at double duration.

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Corruption Chance: Roll failed by 5+

Cast Corruption: +1D8 Chaos Affiliation, +1D10 aging, save vs Fort or gain Sorcerous Affliction.