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Homebrew Sorcery Rites

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  • Deionscribe
    started a topic Homebrew Sorcery Rites

    Homebrew Sorcery Rites

    This may be a bit too soon, seeing as the DE Companion hasn't been released yet for sale. That said, if anyone happens to have ideas for new Closed Rites (or even actions that would qualify as Open Rites), feel free to drop them here.

  • ajf115
    replied
    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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  • LordHeru
    replied
    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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  • Vent0
    replied
    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.

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  • LordHeru
    replied
    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.

    Leave a comment:


  • Adrasalieth
    replied
    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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  • Vent0
    replied
    What about detection or augury Rites?

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  • Vent0
    replied
    There are so many. What might you want to be able to do with magic (other than be a Mage)?

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  • ajf115
    replied
    OK, any other Rite ideas?

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  • ajf115
    replied
    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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  • Vent0
    replied
    Originally posted by ajf115 View Post
    For the Rite that provides Pillar points, the way I'm structuring it is that the second element is a process to consecrate the structure to one or another of the Pillars. Any ideas for those rituals, for each of the Pillars?
    I'd require either anchoring Vestiges, or for them to be sacrificed. Any Pillar Point cab be spend instead. It probably only lasts a specific number of uses or for a limited time.

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  • ajf115
    replied
    For the Rite that provides Pillar points, the way I'm structuring it is that the second element is a process to consecrate the structure to one or another of the Pillars. Any ideas for those rituals, for each of the Pillars?

    Leave a comment:


  • ajf115
    replied
    The Scapegoat Rite

    Mongst the most common prayers or desires which a sorcerer might fulfil is that of healing; to those without the benefit of modern medicine - or to those with access to it, for that matter - the wish for pain and suffering to cease is a powerful one. The Scapegoat Rite gets its name from the Judaic ritual of casting the sins of a tribe onto a goat, which is then driven into the desert to die, thus expiating those sins. However, too many similar rituals to count have been devised over the ages. Variants of this Rite certainly exist to purge diseases or poisons, but this version focuses on physical harm - wounds and similar.
    The three components of the Scapegoat Rite are as follows:
    • The sorcerer must acquire a ‘scapegoat’, which must be of the same species as the beneficiary to be healed. A point of Ka allows the scapegoat to be of a different species.
    • The sorcerer carefully paints the skin of both beneficiary and scapegoat with identical glyphs, linking them metaphysically. This process takes at least two hours, and is impossible if either participant is resistant - incapacitation or consent are necessary. A point of Ab allows the sorcerer to spend ten minutes chanting instead.
    • The sorcerer must inflict wounds or damage upon the scapegoat equivalent to that which she wishes to heal in the beneficiary. Healing three levels of Lethal Damage requires inflicting three levels of Lethal Damage, while healing an amputation requires an amputation. A point of Ren allows the damage inflicted to be lesser than that healed by one degree - Bashing inflicted heals Lethal and Lethal Aggravated. In the case of damage such as amputation, merely temporary harm will suffice; breaking an arm will restore one lost, for instance.
    If the Rite is performed successfully, damage is healed as detailed above.

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  • ajf115
    replied
    The Cauldron of Resurrection

    Ghosts are often powerful, but in many ways are limited. More than a few become envious of the physicality enjoyed by mortals, and more than a few sorcerers have longed to embrace lost loves, or to lend powerful servants a body more able to interact with the physical world. Thus, there is the Cauldron of Resurrection, a rite which, while it does not strictly live up to its name, is nevertheless a potent tool.

    The elements of the Cauldron are as follows:
    • A large cauldron, cistern or other vessel must be filled with water, seven Lethal health levels’ worth of blood (which must be fresh, i.e. no blood bags, but may be contributed by multiple people) and an assortment of herbs, spices, oils and tinctures with a cumulative Availability of 3. A point of Ren removes the need for the blood.
    • The mixture in the vessel must be brought to boiling and kept there for the rite’s duration. A point of Ab allows the sorcerer to harness the rite’s magic to cause the brew to boil without outside aid.
    • The sorcerer and at least two other participants must each succeed on a (Stamina + Occult) roll to chant the spell successfully for the rite’s seven hours. A point of Ka reduces the duration of the rite to one hour, adding +3 to the (Stamina + Occult) roll.
    If successful, any ghost present may enter the cauldron. If this is done, the brew within boils, froths and sends forth a thick mist, and within the mist a body is formed for the ghost. The ghost is automatically and freely Fettered to the body, and may use the Possess Manifestation upon it for a reduced cost of 1 Essence, even if it normally knows neither of these Manifestations. The body has whatever Physical Attributes the ghost possessed in life, and appears as a double of their former self. One dot is lost from these Attributes every (6 - Rank) days, and when any Attribute reaches 0 the body evaporates as red-tinged and perfumed steam, ending both the Fettered and Possessed Conditions.
    Last edited by ajf115; 01-12-2020, 11:28 AM.

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  • ajf115
    replied
    Well, here's the summoning rite:

    The Rite of Beckoning

    Oftentimes, a sorcerer requires the presence of something which will not come of its own accord. Perhaps she needs a sacrifice, or perhaps she wishes to summon a servant or a master. The Rite of Beckoning is a potent tool in such circumstances, but a sorcerer should be prepared with other means to keep whatever she conjures up under her control, and to banish it once their business is done.

    The components of the Rite of Beckoning are as follows:
    • The sorcerer must possess a close sympathetic connection to the target, such as a lock of hair, a drop of blood or similar, and must know its name. A point of Ren means that the sorcerer need only know the target’s name.
    • The Rite must be performed in a consecrated space, with various occult diagrams and shrines channeling its power to the intended recipient. A point of Ab negates the need for this step entirely.
    • The sorcerer must succeed on an Extended (Resolve + Occult) roll with an interval of an hour and a target number equal to the higher of the target’s Rank, Supernatural Tolerance or Resolve, as applicable. A point of Ba reduces the interval of the roll to one minute.
    If the Extended roll is successful, the target suffers the Beckoned Condition.
    Beckoned (Persistent)
    There is a tugging at your heart; a power is drawing you towards them. While this Condition persists, you know the direction and distance to your summoner, may not regain Willpower from sleeping unless actively moving towards that location, and all rolls not directly related to reaching the summoner suffer a -2 penalty and lose the 10-again quality due to the distraction of the beckoning.

    Ephemeral beings such as ghosts or spirits may choose to spend a point of Willpower or two points of Essence to instantly teleport to within five yards of the summoner. Additionally, the area within five yards of the summoner counts as Resonant for the scene in which the ephemeral being reaches her.

    Resolution: Physically answering the summons. The Condition is automatically resolved without gaining a Beat after a number of days equal to the summoner's Resolve.
    Beat: The character suffers a dramatic failure on a roll that has been reduced to a chance die by this Condition.

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