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Homebrew Sorcery Rites

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  • #31
    The Rite of Pillars

    Sorcery is a difficult art to practice at the best of times, its demands alleviated only by power refined from the human soul. Access to the power of Pillars is itself a challenge and a danger - the Arisen are harsh taskmasters, and Wrights are themselves mighty forces in the world. Some rare sorcerous sects, however, have passed down knowledge said to have been gleaned from the very remnants of the Nameless Empire. In hidden cellars and in isolated glens, pillars still rise towards the sky in imitation of lost Irem.

    The elements of this Rite are as follows:
    • At least five prominent pillars must be erected permanently, and carved with esoteric. These may be Grecian pillars, standing stones or anything else, provided that the symbolism of pillars remains. Perhaps skyscrapers might even serve. A point of Ren removes the requirement that they be carved with glyphs.
    • The pillars must be consecrated to one of the components of the soul. A Vestige or Vessel related to the Pillar being consecrated (e.g. a Persuasion-related Vestige for Ab, a protective Effigy for Ka etc. Seba always count for Ren.) must be destroyed and its energies allowed to dissipate into the area. A point of the relevant Pillar may be spent to waive this requirement.
    • The sorcerer must lead at least four other participants in a ritual from dawn until dusk, at the culmination of which a living being of Size 5+* must be slain and its blood poured over the ground. A point of Ka allows five Lethal Health Levels’ worth of blood to be used instead.
    If successfully performed, this ritual consecrates the space to one of the Pillars. The sorcerer who performed the Rite of Pillars may inflict a level of Lethal damage upon herself, or three levels of Lethal damage upon another, to benefit from a single Pillar point of the kind to which the space was dedicated. This Pillar point may only be spent upon a Sorcerous Rite performed within the consecrated space. Every time the sorcerer does this, she must roll (Resolve + Occult - [number of times this effect has been used]). On a failure, the consecration’s power has been exhausted, while on a dramatic failure the rite being performed fails as well, wasting any reagents or sacrifices made. The penalty may be reset by performing the third step of the Rite of Pillars, but if the Rite’s power fails it must be performed all over again.

    *This maybe ought to be a human specified, but I thought it might be better to open the door to sacrificing cows etc.
    Last edited by ajf115; 01-15-2020, 08:11 PM.


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    • #32
      OK, any other Rite ideas?


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      • #33
        There are so many. What might you want to be able to do with magic (other than be a Mage)?


        Malkydel: "And the Machine dictated; let there be adequate illumination."
        Yossarian: "And lo, it was optimal."

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        • #34
          What about detection or augury Rites?


          Malkydel: "And the Machine dictated; let there be adequate illumination."
          Yossarian: "And lo, it was optimal."

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          • #35
            Originally posted by ajf115 View Post
            OK, any other Rite ideas?
            Perhaps a way to build an occult decoy - something that feels tasty-shiny to xepher-sensing and the like, but is actually a distraction at best, and metaphysical quicksand at worse.

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            • #36
              I like the idea of a series of rites that slow create a higher tier power from one of the lesser immortals. Said rites could grant pilars, affinities, uterances, and boost features and capabilities. The idea being the sorcerer goes from mortal to immortal to slowly gaining power creep. Itcould be cool if some rites were more adventure abd others simple dice rolls.

              I'm not sayimg create the rites, only that I would like to see such things.

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              • #37
                Originally posted by LordHeru View Post
                I like the idea of a series of rites that slow create a higher tier power from one of the lesser immortals. Said rites could grant pilars, affinities, uterances, and boost features and capabilities. The idea being the sorcerer goes from mortal to immortal to slowly gaining power creep. Itcould be cool if some rites were more adventure abd others simple dice rolls.

                I'm not sayimg create the rites, only that I would like to see such things.
                Well, Rites are something that can be replicatably performed, so an outright "adventure" seems beyond scope. Now, a more intensive ritual component, like completely casing the subject's residence, or speaking to multiple family members or associates (Scene length tasks) is fitting.


                Malkydel: "And the Machine dictated; let there be adequate illumination."
                Yossarian: "And lo, it was optimal."

                Comment


                • #38
                  Originally posted by Vent0 View Post

                  Well, Rites are something that can be replicatably performed, so an outright "adventure" seems beyond scope. Now, a more intensive ritual component, like completely casing the subject's residence, or speaking to multiple family members or associates (Scene length tasks) is fitting.
                  Right. What I meant about adventure was that getting the resources or performing the set up are more story driven then dice roll. The adventure is to get the exotic materials or find the proper ritual area, the ritual itself then happens.

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                  • #39
                    So, I made a Rite to go along with my new Vessel here: http://forum.theonyxpath.com/forum/m...d-relics/page2

                    Distillation of Eternity (Closed Rite)
                    The extended youth offered by the nectar of the Aristaean Hive is a great boon, but it is also a trap. It does not grant the immortality it hints at, and many a victim has aged to a ragged skeleton after trusting in its promise. Some have been fortunate enough to know of that fate, though, and have pursued deeper avenues of eternity.

                    In order to perform this Rite, the sorcerer must have at least one portion of the Hive’s nectar.
                    • The sorcerer must carefully heat the nectar in vessels of crystal and gold (a Resources 4 purchase, re-usable) until it runs like water. This requires an Intelligence + Science roll at a -2 penalty. A point of Ab allows this to be accomplished with more ordinary vessels, though they must be of glass or pure metals - iron or aluminum is acceptable, while an alloy such as steel is not.
                    • The sorcerer must add a collection of exotic herbs and powdered minerals to the nectar, notably including cinnabar, over the course of twelve hours. This mixture costs Resources 3 to procure. A point of Ren allows the sorcerer to use verbal invocations instead of cinnabar, removing the eventual concoction’s Toxicity (see below).
                    • The sorcerer must add a small amount of blood to the nectar, which must be taken from a beating heart. Historically, this generally required a murder and a grisly extraction, but in modern times the sorcerer (or an assistant) may roll Dexterity + Medicine - 3 to attempt to extract heart’s blood with a long-needles syringe. Failure inflicts three levels of Aggravated damage upon the victim, and causes significant damage to the heart, requiring swift surgery to ensure survival. Success inflicts only one level. A point of Ka allows the blood to be drawn from anywhere in a body, requiring only one level of Lethal damage to be inflicted.
                    If the Distillation is properly performed, the result will be a glistening red liquid, too brightly-colored to be blood. If drank, it has a delectably sweet taste and operates as per a portion of the Hive’s nectar, save that the youth it grants is true - each draught reduces the drinker’s age by two years, until their prime. This may be repeated indefinitely to achieve true agelessness.

                    If cinnabar was added to the mixture, it is considered a poison with a Toxicity of 1, an interval of one week and an indefinite duration - the heavy metals linger in the body unless purged by some means. Each additional dose of the elixir does not count as a separate poison, but instead increases the Toxicity by 1.
                    Last edited by ajf115; 09-08-2020, 08:59 AM.


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