New Rituals

These are some new Rituals that I have created using the Ritual Creation rules that I have pulled together.
 

Atlantean Tradition

Life Matrix – Rank 2

Enchantment: Invisible Effect (+4 Enchantment); Lethal Attack (+4 Enchantment), Life Drinking (+2 Enchantment)

Drawback: Limited Effect: Common (-4 Enchantment), Requires a Focus (-2 Enchantment)

This ritual allows the caster to draw upon the life force of others who have previously consented to the exchange. To establish the connection, the caster must succeed in a Sorcery roll, achieving a number of successes equal to 5 + the subjects Body rating. The effects of this ritual are permanent, until the caster breaks the link or either the subject or the caster dies.

Once a bond has been established, as an attack action, the caster may heal 1 nonlethal or convert one lethal wound to nonlethal per Health point siphoned from a target subject. The maximum Health which can be siphoned is equal to the subject’s current Health value. The maximum number of subject members of a Life Matrix is equal to the caster’s Charisma score.

Forced Aphasia – Rank 3

Enchantment: Global Modifier (+6 Enchantment)

Drawback: None

This ritual inflicts the target with a -4 penalty to any action that requires the use of language. This includes actions such as speaking, reading or casting rituals and the use of and talent such as Atlantean Commands, Atlantean Power Words and Dark Atlantean which use a Linguistics skill roll. The penalty is applied to the target once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

 

Geomancy Tradition

Sense Metal – Rank 0

Enchantment: Extra Sense (+2 Enchantment)

Drawback: Requires Concentration (-1 Enchantment)

While under the effects of this Ritual, the caster is able to feel the proximity of metal objects and deposits and determine their relative location and type. The effect lasts as long as the caster maintains concentration. While maintaining concentration, the caster may not use Active Defense.

Stone Body – Rank 1

Enchantment: Talent (+2 Enchantment)

Drawback: None

Through the use of this ritual, the caster infuses his body with stone and earth from the nearby ground. The effect acts as the Robust 1 talent granting a +2 bonus to Health. If the caster already has Robust 1, the ritual boosts the talent to Robust 2. If the caster already has Robust 2, no further benefit can be gained. The transformation occurs once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Stone Spurs – Rank 1

Enchantment: Lethal Attack (+4 Enchantment), Natural Equipment (+2 Enchantment)

Drawback: Limited Effect (-2 Enchantment), No Range (-2 Enchantment)

Performing this ritual transforms one or both hands of the caster into a sharp, stone weapon. The base damage for a single hand is 3L and is 2L each hand if both hands are transformed. Attacks made with these weapons are made with the caster’s Sorcery roll or appropriate Brawl skill roll or specialization; whichever of the two is lower. While a hand is transformed by this ritual, the caster cannot pick up or manipulate any object with that hand. The transformation occurs once the caster achieves 5 successes on his Sorcery roll. The weapons remain for the duration of combat or until the end of the scene.

Discordant Resonance – Rank 2

Enchantment: Lethal Attack (+4 Enchantment), Skill Substitution (+2 Enchantment)

Drawback: Limited Effect (-2 Enchantment)

The use of this ritual generates a pulse of sonic energy that results in an uncomfortable vibration in the target.  To resolve this attack, the caster must make a Sorcery attack against the target’s defense. Each extra success deals a point of non-lethal damage to the target. If the target is not a carbon-based life form, such as a robot or sandman, the ritual deals a point of lethal damage per two extra successes. The effects of the ritual last for only one attack.

Earth Shield – Rank 2

Enchantment: Modify Attribute (+8 Enchantment)

Drawback: Limited Effect (-2 Enchantment), Modifier for Maximum Effect (-2 Enchantment)

Through the use of this ritual, the caster wills a barrier of earth and stone to form between himself and his enemies. This barrier provides the caster with a +2 bonus to Defense vs. ranged attacks. If the caster takes a -2 penalty to his Sorcery roll, a +4 Defense bonus can be achieved. A -4 penalty to the Sorcery roll can yield a +8 Defense bonus. The barrier manifests once the caster achieves 5 successes on his Sorcery roll.

The earth shield covers a minimum of a five foot area. Each additional success above 5 allows an additional five feet to be covered. With a total of 5 additional successes, the caster may completely encase themselves in earth and stone. The effects of this ritual last for the duration of one scene, the remainder of combat or until the caster wills away the barrier.

Grasping Earth – Rank 2

Enchantment: Grapple Attack (+4 Enchantment), Skill Substitution (+2 Enchantment)

Drawback: Limited Effect (-2 Enchantment)

Through use of this ritual, the caster calls upon the earth to grab hold and root enemies in place. The target of this attack must be in contact with the ground or a stone surface.

To resolve this attack, the caster must make a Sorcery touch attack with a penalty equal to the Size rating of his opponent. If successful, no damage is dealt. Instead, compare the opponent’s Strength rating with the amount of damage that would have been done. If the damage rolled is less than or equal to the opponent’s Strength rating, the grapple attempt fails.

If more damage than the opponent’s Strength rating is rolled, the grasping earth grabs her. On her next turn, the grappled character cannot attack and must succeed in an opposed Strength vs. Sorcery roll in order to free herself.

If more than twice the opponent’s Strength rating is rolled, the opponent is pinned, and she only gets to use her Passive Defense rating for Defense rolls.

The effects of this ritual last for the duration of one scene or the remainder of combat.

Life Crystal – Rank 2

Enchantment: Healing (+6 Enchantment)

Drawback: Requires a Focus (-2 Enchantment)

Using a specially prepared crystal, the caster of this ritual may store a portion of his life force for later use. A single crystal may not hold more than the caster’s Health rating. Health may be transferred from the caster to the vessel with a successful Sorcery roll. The number of successes required is 5 + 1 per point of Health moved. The maximum Health that can be moved is the caster’s current Health value - 1. The effects of this transfer are permanent. The Health points remain in the vessel until withdrawn by the donor, another caster or the vessel is destroyed.

The damage inflicted by this ritual is lethal and may be healed as normal.

To withdraw Health from a vessel, the caster must be in physical contact with the vessel and succeed in a Sorcery roll. Again the number of successes required is 5 + 1 per point of health moved. Each point of health removed heals 1 lethal or 2 nonlethal wound.

Acidic Touch – Rank 3

Enchantment: Caustic Attack (+6 Enchantment), Touch Attack (+2 Enchantment)

Drawback: No Range (-2 Enchantment)

Use of this ritual grants the caster the ability to deliver touch attacks that burn their enemy with acid. This acid attack is a 2L caustic attack. To resolve an attack, the caster must make a Brawl touch attack vs. the opponent’s Active Defense. The ability to make caustic attacks occurs once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

 

Necromancy Tradition

Grave Sight – Rank 0

Enchantment: Attack Against Attribute (+2 Enchantment), Extra Sense (+2 Enchantment)

Drawback: Requires Concentration (-1 Enchantment), Requires a Focus (-2 Enchantment)

This Ritual allows the target to see through the eyes of any dead person or animal within the range of effect.  The caster must roll more successes than the dead’s Willpower rating to establish the link. The ritual only grants sight and does not grant any special illumination. Environmental effects that produce Perception penalties at the dead’s location apply to the target. The field of vision is determined by the position of the dead subject. This effect can allow the target to see from the perspective of animated dead as well as a stationary corpse. The effect lasts as long as the caster maintains concentration. While maintaining concentration, the caster may not use Active Defense.

Sense Life – Rank 0

Enchantment: Extra Sense (+2 Enchantment)

Drawback: Requires Concentration (-1 Enchantment)

While under the effects of this Ritual, the caster is able to see life auras and determine their relative strength. Subjects that resemble life such as undead and robots would not produce an aura. The effect lasts as long as the caster maintains concentration. While maintaining concentration, the caster may not use Active Defense.

Withering Touch– Rank 1

Enchantment: Flaw (+2 Enchantment), Touch Attack (+2 Enchantment)

Drawback: No Range (-2 Enchantment)

Use of this ritual grants the caster the ability to deliver touch attacks that cripple their enemy by contact with necrotic energy. To resolve an attack, the caster must make a Brawl touch attack vs. the opponent’s Active Defense. If successful, compare the number of extra successes to the target's body rating. If the extra successes equal or exceed the body rating, the target is inflicted with the Physical Flaw: Lame or Physical Flaw: One Arm for the duration of combat or until the end of the scene. The ability to make withering attacks occurs once the caster achieves 5 successes on his Sorcery roll.

Blindness – Rank 2

Enchantment: Attack Against Attribute (+2 Enchantment), Flaw (+2 Enchantment)

Drawback: None

This ritual allows the caster the power blind his enemy. To resolve the attack, the caster must make a Sorcery roll vs. the opponent’s Willpower value. If successful, the target is inflicted with the Physical Flaw: Blindness. Each extra success over the target's Willpower rating result in a turn of blindness per success. If the amount of successes achieved is more than twice the target’s Willpower rating, the target is blinded for the duration of combat or until the end of the scene.

Call Darkness – Rank 2

Enchantment: Modify Attribute (+8 Enchantment)

Drawback: Limited Effect (-2 Enchantment), Modifier for Maximum Effect (-2 Enchantment)

This Ritual calls darkness into being  Anyone within the area of darkness will suffer a  penalty to their sight Perception rolls for as long as they remain within the area. The darkness remains for the duration of combat or until the end of the scene.

Level of Darkness                                                           Modifier

Shadows (-2 Perception  penalty)                        +0

Black as Night (-4 Perception penalty)                -2

Infernal Darkness (-8 Perception penalty)           -4

Life Bond – Rank 2

Enchantment: Attack Against Attribute (+2 Enchantment), Share Health (+4 Enchantment)

Drawback: Requires Focus (-2 Enchantment)

By casting this ritual, the life force of the caster and the target become linked.  The caster requires an item connecting the target to him.  This can be a prepared item like a ring or necklace worn by the target or an improvised item like a lock of the target’s hair tied to a doll held by the caster. For willing targets, you must roll more successes than the target’s Willpower rating to complete the link. For unwilling targets, you must roll more than twice the target’s Willpower rating to complete the link. Damage inflicted upon the caster or the target is split between them. Divide the damage evenly between each. Healing is also impacted in a similar fashion. Successes that reduce damage are divided between the subjects. Odd values are applied to the original recipient of the damage or healing. This sharing also applies to damage caused when a sorcerer channels extra magic. The effects of this ritual last for the duration of combat or until the end of the scene.

Raise Noble Dead – Rank 2

Enchantment: Control Ally (+4 Enchantment), Summon Ally 1 (+2 Enchantment)

Drawback: Requires a Focus (-2 Enchantment)

Through the use of this ritual, the caster may call the spirit of the Noble Dead to do his bidding. The spirit will inhabit, bolster and animate the remains of a human-sized corpse. The corpse animates once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat. A caster may control a combined total number of Noble Dead and Spectral Noble Dead up to a maximum number equal to his Charisma score.

Noble Dead

Follower 1

Archetype: Everyman

Motivation: Duty

Style: 0

Health: 6

Primary Attributes

Body: 4

Charisma: 0

Dexterity: 2

Intellegence: 0

Strength: 4

Willpower: 2

Secondary Attributes

Size: 0

Initiative: 2

Move: 6

Defense: 8 *

Perception: 2

Stun: N/A**

Skills

Base

Levels

Rating

(Average)

Athletics

4

2

6

(3)

Brawl

4

3

7

(3+)

Melee

4

3

7

(3+)

Survival

0

2

2

(1)

Talents

High Pain Tolerance (remains conscious and ignores wound penalties until reaching –3 Health)

Resources

None

Flaw

Primitive (-2 penalty on technology-related rolls)

Weapon

Rating

Size

Attack

(Average)

Axe/Longsword

3L

0

10L

(5)L

Punch

0N

0

6N

(3)N

* Chainmail (+2 Passive Defense)

** Noble Dead are immune to nonlethal damage and
cannot be stunned.

Summon Spider Swarm – Rank 2

Enchantment: Control Ally (+4 Enchantment), Call Animal Follower 0 (+0 Enchantment)

Drawback: None

Through the use of this ritual, the caster may call a Spider Swarm to do his bidding. The swarm must travel to the caster under its own power. Assuming that there is a nearby and plentiful source of spiders, the swarm will appear once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat. A caster may control a combined total number of swarms up to a maximum number equal to his Charisma score.

Spider Swarm

Follower 0

Archetype: Insect

Motivation: Survival

Style: 0

Health: 9 *

Primary Attributes

Body: 1

Charisma: 0

Dexterity: 3

Intelligence: 0

Strength: 1

Willpower: 4

Secondary Attributes

Size: 0

Initiative: 3

Move: 4 (8) **

Defense: 4

Perception: 4

Stun: 1

Skills

Base

Levels

Rating

(Average)

Athletics

1

1

2

(1)

Brawl

1

1

2

(1)

Stealth

3

1

4

(2)

Survival

0

2

2

(1)

Talents

None

Resources

None

Flaw

Bestial (Character cannot communicate or use tools)

Weapon

Rating

Size

Attack

(Average)

Bite

0L

0

6L

(3)L

Venom

4N

n/a

Special

 

After a successful attack, spider swarm injects venom into its victim. A poisoned character makes a Body roll against a Toxin rating of 4. If the character fails this roll, he takes one point of nonlethal damage for each point by which he failed the roll. A  spider swarm may use its venom five times per day.

* Only attacks with an Area of Effect inflict full damage
on a swarm. All other weapons inflict a maximum of one
point of damage per hit

** Creatures with four or more legs double their Move rating when running. The spider swarm may climb up sheer surfaces and even across ceilings at its normal climbing rate.

Withering Blast– Rank 2

Enchantment: Flaw (+2 Enchantment), Touch Attack (+2 Enchantment)

Drawback: None

Ritual provides the caster with the power to cripple a target at a range. To resolve an attack, the caster must make a Sorcery touch attack vs. the opponent’s Active Defense. If successful, compare the number of extra successes to the target's body rating. If the extra successes equal or exceed the body rating, the target is inflicted with the Physical Flaw: Lame or Physical Flaw: One Arm for the duration of combat or until the end of the scene.

Animate Spider Zombie – Rank 3

Enchantment: Control Ally (+4 Enchantment), Summon Ally 1 (+2 Enchantment), Increased Duration (+2 Enchantment)

Drawback: Requires a Focus (-2 Enchantment)

Through the use of this ritual, the caster fills a corpse with thousands of spiders which animate the body and allows it to perform his bidding. The spiders inhabit and animate the remains of a human-sized corpse. The corpse animates once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one day. A caster create as many Spider Zombies as he has available bodies but may only actively control a combined number of Spider Zombies  and swarms up to a maximum number equal to his Charisma score.

Spider Zombie

Follower 1

Archetype: Everyman

Motivation: Duty

Style: 0

Health: 4

Primary Attributes

Body: 2

Charisma: 0

Dexterity: 0

Intelligence: 0

Strength: 2

Willpower: 2

Secondary Attributes

Size: 0

Initiative: 0

Move: 2 *

Defense: 2

Perception: 2

Stun: N/A*

Skills

Base

Levels

Rating

(Average)

Athletics

2

2

4

(2)

Brawl

2

3

5

(2+)

Stealth

0

3

3

(1+)

Survival

0

2

2

(1)

Talents

Death Swarm (once reduced to -5 Health, the spider zombie collapses and releases a spider swarm)

High Pain Tolerance 2 (remains conscious and ignores wound penalties until reaching –5 Health)

Resources

None

Flaw

Bestial (Character cannot communicate or use tools)

Weapon

Rating

Size

Attack

(Average)

Bite

0L

0

5L

(2+)L

Punch

0N

0

5N

(2+)N

* Spider Zombies cannot run or sprint.

** Spider Zombies are immune to nonlethal damage and
cannot be stunned. In addition, they must consume
one point of living flesh per day or suffer a point of
lethal damage due to rot.

Touch of Decay – Rank 3

Enchantment: Caustic Attack (+6 Enchantment), Touch Attack (+2 Enchantment)

Drawback: No Range (-2 Enchantment)

Use of this ritual grants the caster the ability to deliver touch attacks that damage their enemy by contact with necrotic energy. This attack is a 2L caustic attack. To resolve an attack, the caster must make a Brawl touch attack vs. the opponent’s Active Defense.  The ability to make caustic attacks occurs once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Necrotic Bolt – Rank 4

Enchantment: Caustic Attack (+6 Enchantment), Touch Attack (+2 Enchantment)

Drawback: None

Use of this ritual grants the caster the ability to deliver ranged touch attacks that damage their enemy by contact with necrotic energy. This attack is a 2L caustic attack. To resolve an attack, the caster must make a Sorcery touch attack vs. the opponent’s Active Defense. The effects of the ritual last for only one attack.

Summon Spectral Noble Dead – Rank 4

Enchantment: Control Ally (+4 Enchantment), Summon Ally 2 (+4 Enchantment)

Drawback: None

Through the use of this ritual, the caster may call the spirit of the Noble Dead to do his bidding. The spirit will appear as a ghostly Viking warrior form. The summoned spirit appears once the caster achieves 7 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat. A caster may control a combined total number of Noble Dead and Spectral Noble Dead up to a maximum number equal to his Charisma score.

Spectral Noble Dead

Follower 2

Archetype: Everyman

Motivation: Duty

Style: 0

Health: 7

Primary Attributes

Body: 4

Charisma: 0

Dexterity: 4

Intellegence: 0

Strength: 4

Willpower: 3

Secondary Attributes

Size: 0

Initiative: 4

Move: 8*

Defense: 8

Perception: 3

Stun: N/A**

Skills

Base

Levels

Rating

(Average)

Athletics

4

2

6

(3)

Brawl

4

3

7

(3+)

Melee

4

3

7

(3+)

Survival

0

3

3

(1+)

Talents

High Pain Tolerance (remains conscious and ignores wound penalties until reaching –3 Health)

Psychic Resistance (+2 bonus to resist rituals or psychic powers)

Resources

None

Flaw

Primitive (-2 penalty on technology-related rolls)

Weapon

Rating

Size

Attack

(Average)

Axe/Longsword

3L

0

10L

(5)L

Punch

0N

0

6N

(3)N

* Spectral Noble Dead use their Move rating to fly.

** Spectral Noble Dead are immune to nonlethal damage and cannot be stunned.

Shamanism Tradition

Aspect of the Bear – Rank 1

Enchantment: Increase Attribute: Body (+2 Enchantment), Natural Equipment: Claws (+2 Enchantment)

Drawback: Limited Effect: Only one Aspect ritual in effect at a time (-2 Enchantment)

Completion of this ritual calls upon the spirit totem of the Bear and grants the caster a portion of the spirit’s aspect. The Bear grants a +1 bonus to Body and Claws. The claws deal lethal damage and have a base value equal to Size. Attacks with theses claws are resolved using the Brawl skill.

The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The caster gains a spectral overlay in the shape of a bear. The effects of this ritual last for the duration of one scene, the remainder of combat or until another spirit totem aspect is called.

Aspect of the Cougar – Rank 1

Enchantment: Increase Attribute: Dexterity (+2 Enchantment), Natural Equipment: Claws (+2 Enchantment)

Drawback: Limited Effect: Only one Aspect ritual in effect at a time (-2 Enchantment)

Completion of this ritual calls upon the spirit totem of the Cougar and grants the caster a portion of the spirit’s aspect. The Cougar grants a +1 bonus to DEX and Claws. The claws deal lethal damage and have a base value equal to Size. Attacks with theses claws are resolved using the Brawl skill.

The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The caster gains a spectral overlay in the shape of a cougar. The effects of this ritual last for the duration of one scene, the remainder of combat or until another spirit totem aspect is called.

Aspect of the Eagle – Rank 1

Enchantment: Special Movement: Flight (+2 Enchantment), Talent: Keen Sense: Sight (+2 Enchantment)

Drawback: Limited Effect: Only one Aspect ritual in effect at a time (-2 Enchantment)

Completion of this ritual calls upon the spirit totem of the Eagle and grants the caster a portion of the spirit’s aspect. The Eagle grants a +4 bonus to Perception for sight based checks and Flight. The caster may fly a distance equal to half their Move.

The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The caster gains a spectral overlay in the shape of an eagle. The effects of this ritual last for the duration of one scene, the remainder of combat or until another spirit totem aspect is called.

Aspect of the Turtle – Rank 1

Enchantment: Increase Attribute: Passive Defense (+2 Enchantment), Special Movement: Flight (+2 Enchantment)

Drawback: Limited Effect: Only one Aspect ritual in effect at a time (-2 Enchantment)

Completion of this ritual calls upon the spirit totem of the Turtle and grants the caster a portion of the spirit’s aspect. The Turtle grants a +2 bonus to Passive Defense and Swimming. The caster may swim a distance equal to double their Move.

The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The caster gains a spectral overlay in the shape of a turtle. The effects of this ritual last for the duration of one scene, the remainder of combat or until another spirit totem aspect is called.

Aspect of the Wolf – Rank 1

Enchantment: Increase Attribute: Perception (+2 Enchantment), Talent: Run (+2 Enchantment)

Drawback: Limited Effect: Only one Aspect ritual in effect at a time (-2 Enchantment)

Completion of this ritual calls upon the spirit totem of the Wolf and grants the caster a portion of the spirit’s aspect. The Wolf grants a +2 bonus to Perception and the Run Talent.

The caster gains a spectral overlay in the shape of a wolf. The effects of this ritual last for the duration of one scene, the remainder of combat or until another spirit totem aspect is called.

Spirit Blast – Rank 2

Enchantment: Force Attack (+2 Enhancement), Attack Against Attribute (+2 Enhancement)

Drawback: None

Completion of the ritual sends forth a ghostly form that targets the caster’s enemy. This attack strikes the target with a mystic force. To resolve an attack, the caster must make a Sorcery skill roll vs. the opponent’s Willpower. This force inflicts 1N damage to for each extra success on the caster’s Sorcery roll. The effects of the ritual last for only one attack.

Protection of the Ancestors – Rank 3

Enchantment: Extra Sense (+2 Enchantment), Increase Attribute: Passive Defense (+4 Enchantment)

Drawback: None

Completion of this ritual allows the caster to raise the ability of others to resist physical assault. For the duration of the ritual, ghostly shapes of the caster’s ancestors swirl around the designated targets and provide protection. The effects of the ritual grant targets a +4 Passive Defense bonus. This protection applies to all attacks made against the target, including touch attacks and those attacks which cannot normally be seen.

This protection may be extended to multiple targets using the standard Sorcery modifiers for range and additional targets. The bonus to Passive Defense is granted once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

 

Theurgy Tradition

Illuminating Orb – Rank 0

Enchantment: Modify Attribute (+2 Enchantment)

Drawback: Single Target (-1 Enchantment)

This ritual creates a magic orb of light in any color that the caster desires. The orb manifests once the caster achieves 5 successes on his Sorcery roll. This acts as a light source and grants the caster a +2 bonus to perception checks. The orb floats near the caster and remains for the duration of combat or until the end of the scene.

Psychic Defense – Rank 0

Enchantment: Talent (+2 Enchantment)

Drawback: Single Target (-1 Enchantment)

Completion of this ritual allows the caster to raise his ability to resist supernatural powers. The effects of the ritual grant the caster the talent Psychic Resistance 1, granting a +2 bonus to resist rituals or psychic powers. If the caster already has Psychic Resistance 1 or 2, the ritual boosts the talent to the next higher level. If the caster already has Psychic Resistance 3, no further benefit can be gained. The resistance is gained once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Touch of Luck – Rank 0

Enchantment: Skill Modifier (+2 Enchantment)

Drawback: Requires Touch (-1 Enchantment), Single Target (-1 Enchantment)

This ritual grants the target touched a +2 bonus to a single skill. The benefit is conferred once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Sense Magic – Rank 0

Enchantment: Extra Sense (+2 Enchantment)

Drawback: Requires Concentration (-1 Enchantment)

While under the effects of this Ritual, the caster is able to see magical auras and determine their relative strength and tradition. The effect lasts as long as the caster maintains concentration. While maintaining concentration, the caster may not use Active Defense.

Force Ram – Rank 1

Enchantment:  Attack Against Attribute (+2 Enchantment), Force Attack (+ 2 Enchantment)

Drawback: Limited Effect: No Range (-2 Enchantment)

Using mystical force, this ritual allows the caster push adjacent opponents and objects away from him. Against living opponents, the caster makes a Sorcery roll against the target’s Strength rating. If he achieves more successes than his target’s Strength rating, his opponent is knocked back five feet per additional success. If he achieves more successes than twice his opponent’s Strength rating, his opponent is knocked clean off his feet.

For objects, the caster makes a Sorcery roll against the object’s Structure rating. If he achieves more successes than the object’s Structure rating, the object is knocked back five feet per additional success. If he achieves more successes than twice the object’s Structure rating, the object is knocked over. This can result in blowing open doors, tipping over vehicles or toppling stone obelisks.

This ritual does not itself inflict damage but the effects of any knockback caused may do so. The effects of the ritual last for only one attack.

Psychic Shield – Rank 1

Enchantment: Talent (+2 Enchantment)

Drawback: None

Completion of this ritual allows the caster to raise ability of others to resist supernatural powers. The effects of the ritual grant the target the talent Psychic Resistance 1, granting a +2 bonus to resist rituals or psychic powers. If the target already has Psychic Resistance 1 or 2, the ritual boosts the talent to the next higher level. If the target already has Psychic Resistance 3, no further benefit can be gained. This protection may be extended to multiple targets using the standard Sorcery modifiers for range and additional targets. The resistance is granted once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Sword of Light – Rank 1

Enchantment: Lethal Attack (+4 Enchantment)

Drawback: No Range (-2 Enchantment)

Completion of the ritual creates a sword of light that has the hardness of steel. The blade manifests once the caster achieves 5 successes on his Sorcery roll. The damage for this sword is 3L. Attacks made with the sword are made with the caster’s Sorcery roll or appropriate Melee skill roll or specialization; whichever is lower. The effects of this ritual last for the duration of one scene or the remainder of combat.

Blocking Tendrils – Rank 2

Enchantment:  Skill Substitution (+2 Enchantment), Talent (+2 Enchantment)

Drawback: Single Target (-1 Enchantment)

Upon completing this ritual, tendrils of energy surround the caster and lash out against physical attacks made against his person. The shield does not work against ranged attacks or many supernatural-based attacks or psychic assaults. As a reflexive action, the caster may make a Sorcery roll against any incoming Brawl attacks of which he is aware. The shield may also block Melee attacks but at a -2 penalty.  Damage is inflicted as normal if the successes of the attack exceed the results of the Sorcery Roll. The caster suffers a cumulative -2 penalty to his Sorcery roll for every attack he attempts to defend beyond the first. Penalties remain until the caster takes his next action. Other forms of attack resolve against the caster’s defense as normal. The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Bolt of Force – Rank 2

Enchantment:  Force Attack (+2 Enchantment), Touch Attack (+2 Enchantment)

Drawback: None

Completion of the ritual sends forth a bolt of force at a designated target. This is a touch attack that strikes the target with a concussive force. To resolve an attack, the caster must make a Sorcery touch attack vs. the opponent’s Active Defense. This force inflicts 1N damage to for each extra success on the caster’s Sorcery roll. The effects of the ritual last for only one attack.

Force Club – Rank 2

Enchantment:  Force Attack (+2 Enchantment), Invisible Effect (+4 Enchantment)

Drawback: No Range (-2 Enchantment)

Completion of the ritual creates an invisible club of force. The club manifests once the caster achieves 5 successes on his Sorcery roll. The damage for this club is 2N. Attacks made with the club are made with the caster’s Sorcery roll or appropriate Melee skill roll or specialization; whichever is lower. Because the weapon is invisible the defender is only allowed his Passive Defense to resist. The effects of this ritual last for the duration of one scene or the remainder of combat.

Second Sight – Rank 2

Enchantment:  Global Modifier (+6 Enchantment), Talent (+2 Enchantment)

Drawback: Limited Effect: Common (-4 Enchantment)

This ritual grants the caster access to supernatural premonitions. Upon completion, this ritual grants the caster the Danger Sense talent.  In addition, every additional success up to a maximum of 4 successes, grants the caster a +1 bonus to his Perception, Initiative or Defense attribute.  Bonuses can be applied to one attribute or split between all three attributes. The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The caster may continue casting for additional turns to achieve a higher result. The effects of this ritual last for the duration of one scene or the remainder of combat.

Daggers of Light – Rank 3

Enchantment: Lethal Attack (+4 Enchantment), Talent (+2 Enchantment)

Drawback:  None

Completion of the ritual sends forth daggers of light with the hardness of steel from each finger of the caster’s hand. The daggers may strike a single target with a +1 attack bonus or the caster may choose to direct the daggers at multiple targets with the same penalties as an Autofire attack (but without the +3 Autofire bonus). To resolve the attack, the caster must make a single Sorcery roll modified for range and number of targets and compare the result vs. the Defense of each opponent. The daggers inflict 1L damage to for each extra success on the caster’s Sorcery roll. The effects of the ritual last for only one attack.
 
Invisibility – Rank 3

Enchantment: Modify Attribute (+6 Enchantment)

Drawback: None

This Ritual causes the target to disappear from the awareness of those around him. Impose a penalty of -6 perception to anyone trying to perceive the target. The perception penalty is applied once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Lightning Arc – Rank 3

Enchantment: Caustic Attack (+8 Enchantment)

Drawback: Limited Effect: Uncommon (-2 Enchantment), Single Target (-1 Enchantment)

Through the use of this ritual, the caster is able to produce a close-ranged caustic electricity attack. To resolve an attack, the caster must make a Sorcery touch attack vs. the opponent’s Active Defense. The target of the attack must be a single opponent within 10 feet of the caster. This touch attack deals 3L damage upon a successful attack. The effects of the ritual last for only one attack.

Shield of Light – Rank 3

Enchantment: Extra Sense (+2 Enchantment), Modify Attribute (+4 Enchantment)

Drawback: None

Completion of this ritual allows the caster to raise the ability of others to resist physical assault. The effects of the ritual grant the target a +4 Defense bonus. This protection applies to all attacks made against the target including touch attacks and those attacks which cannot normally be seen. This protection may be extended to multiple targets using the standard Sorcery modifiers for range and additional targets. The bonus to Defense is granted once the caster achieves 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

Post Cognition – Rank 3

Enchantment:  Skill (+2 Enchantment), Skill Modifier (+6 Enchantment)

Drawback: Focus (-2 Enchantment)

Through the use of this ritual, the caster calls upon the spirits and powers of the great unknown to lift the veil of time and show visions from the past. The caster must have contact with an item or significant location for which they wish to learn more. Visions grant potentially useful information to the caster at the discretion of the game master.

To interpret the visions, the caster must achieve 5 successes on an Investigation roll. The ritual provides the possessor the Investigation skill at rating 12. If the caster already has the skill, they receive a +10 bonus to their skill roll instead. Extra successes may yield additional clues or enhanced understanding.

The Investigation roll is modified by how far back into the past the caster attempts to look. Looking back more than 100 years is not possible.

Distance into the Past                                                   Modifier

Less than 1 week                                                              +0
Less than 1 month                                                            -2
Less than 3 months                                                          -4
Less than a year                                                               -6
Less than 10 years                                                           -8
Less than 100 years                                                         -10

This ritual may be attempted multiple times during a scene but each additional attempt receives a cumulative -2 penalty.   

Sorcerer's Shield – Rank 3

Enchantment:  Attribute Substitution (+10 Enchantment)

Drawback: Limited Effect: Common (-4 Enchantment), Single Target (-1 Enchantment)

Upon completing this ritual, the caster marshals mystic forces to aid in his physical protection. The shield does not work against supernatural-based attacks or psychic assaults, but does apply to mundane energy damage (such as fire or lightning attacks). The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

When the caster uses the Total Defense action (Hollow Earth Expedition p. 122), he may make a Sorcery roll at a +4 bonus against any incoming attacks of which he is aware rather than his Defense rating.  Damage is inflicted as normal if the successes of the attack exceed the results of the Sorcery Roll. The caster suffers a cumulative -2 penalty to his Sorcery roll for every attack he attempts to defend beyond the first. Penalties remain until the caster takes his next action.

Shield of the Magi– Rank 5

Enchantment:  Attribute Substitution (+10 Enchantment), Talent (+2 Enchantment)

Drawback: Limited Effect: Uncommon (-2 Enchantment), Single Target (-1 Enchantment)

Upon completing this ritual, the caster marshals mystic forces to aid in his total protection. The shield works against all forms of attack which target Defense including ones of which he is unaware. When the caster uses the Total Defense action (Hollow Earth Expedition p. 122), he may make a Sorcery roll at a +4 bonus rather than his Defense rating against any incoming attacks.  Damage is inflicted as normal if the successes of the attack exceed the results of the Sorcery Roll. The caster suffers a cumulative -2 penalty to his Sorcery roll for every attack he attempts to defend beyond the first. Penalties remain until the caster takes his next action. The benefits of this ritual begin once the caster achieves at least 5 successes on his Sorcery roll. The effects of this ritual last for the duration of one scene or the remainder of combat.

 
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