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Blood Sorcery Style Rituals

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  • Blood Sorcery Style Rituals

    Werewolves know the truths of the world, behind all we see and touch lies the Hisil, the spirit world.

    Every rock, tree and traffic light has a spirit. With the proper offerings these spirits can be asked to spread their influence across the world. A Werewolf’s dots in Rituals represents the knowledge and ability to make these requests, and see them granted. Werewolves gain dots in Rituals exactly as they do in the Core book. They may be taken instead of Gifts when gaining renown, or bought at their own price New Dots x 7.

    Rituals Glossary
    • Ritual Trait: Rituals.
    • Magic User: Ritemaster (sometimes shaman or witch).
    • Theme: Influence.
    • Brought Ritual: Rite.
    • Improvised Ritual: Ritual.
    • Spell: Ritual.

    Rituals Cheat Sheet
    • Step One: The player and storyteller agree which Influence will be used, and at which level. (OOC)
    • Step Two: The ritemaster undergoes a vision quest to fine tune his ritual. (Optional) (IC)
    • Step Three: The ritemaster acquires any tribute or chooses to pay with Essence. (IC)
    • Step Four: The ritemaster brings her pack together to perform the ritual. (IC)
    • Step Five: The player assigns successes to factors. (OOC)
    • Step Six: The ritual takes effect. (IC)

    Acquiring Influences

    Acquiring Influences: When a Werewolf purchases his first dot of Rituals he gains two dots worth of Influences. These influences must be known by one of the Werewolf's Totems - be it pack, lodge, tribe or Luna Herself - and cannot exceed the Totem's own Influence. Each dot of Rituals he purchases beyond the first grants another free dot of influence. The Werewolf may also purchase Influences independently for the cost of New Dots x 5 experience. A Werewolf may never have an Influence with more dots than he has dots in Rituals or an Influence that is unknown to his totems.

    Influence Errata
    At five dots Spirits gain the influence “Mass Create”, however the mechanics for ritual magic make multiple targets into a factor, not a dot. Therefore we propose an alternative five dot effect: Exult. The target gains (or looses) properties as aspects of it's spiritual self overwrite the material. A care that was lovingly restored over months may be given the ability to protect it's passengers from accidents, while a car brought as a status symbol may inspire envy with all who look upon it.

    In addition we propose an additional one dot effect: Discover. Ritemasters may interrogate spirits to learn of about entities that fall under their influence.

    Who Knows What

    The following influences are provided by The People's totems. The exact limits of such powerful spirits is unkown, but as a Werewolf can never buy an Influence above five dots, the exact numbers don’t matter.
    • Mother Luna - Shapeshifting, Spirits, Silver*, Madness, The Moon.
    • Black Wolf - Territory**, Pack***, Hunting, Wolves, Darkness.
    • Death Wolf - Territory, Pack, Hunting, Wolves, Death.
    • Destroyer Wolf - Territory, Pack, Hunting, Wolves, Battle.
    • Dire Wolf - Territory, Pack, Hunting, Wolves, Wilderness.
    • Rabid Wolf - Territory, Pack, Hunting, Wolves, Fervour.
    • Red Wolf - Territory, Pack, Hunting, Wolves, Change.
    • Silver Wolf - Territory, Pack, Hunting, Wolves, Nobility.
    • Soulless Wolf - Territory, Pack, Hunting, Wolves, Sin.
    • Winter Wolf - Territory, Pack, Hunting, Wolves, Weakness.

    * In theory a Werewolf could use Control Silver to stop Silver doing aggravated damage to Werewolves. In practice this amounts to bribing Luna to undo her curse. That's not going to work.
    ** Territory includes the gauntlet and passage across it.
    *** Pack covers both individual packmates and the pack as a conceptual whole.

    The Vision

    Nothing in the world is free, no power is without a cost, and no Spirit so philanthropic that it would divest its power without first demanding a price. There are two ways for a ritemaster to pay the spirit for it's services. The first is to pay in Essence, the closest thing the Shadow has to a standardised currency. The second is for the pack to pay in chiminage.

    The difficulty of the condition is decided by the power of the influence being called. Accordingly the conditions are rated on a 1 - 3 scale, described below, with 1 being minor tasks, and 3 taking the form of major expenses. The cost for a ritual is equal to half the highest Influence being invoked, round up.

    A Ritemaster has some ability to intuit or calculate likely payments, and the Storyteller should reveal to the player an appropriate cost, personalised to both the totem and the desired ritual effects. When the pack have acquired appropriate payment or performed an appropriate service they may perform the ritual.

    A ritual designed chosen by intuition alone is not brilliant but it is good enough. The Ritemaster will have a number of rolls equal to half his Occult, rounded up. If the Ritemaster wishes to do better than their own intuition they can perform a vision quest to learn more about the problem and what ritual might solve it. The ritemaster travels through the Hisil (or the material if the problem lies with spirits upon this side of the Gauntlet). Each relevant fact provides one extra roll, to a maximum of Occult + Wisdom rolls. As a guideline, if the Ritemaster is looking in appropriate places he should uncover two or three facts a scene.

    Rites skip this step, the experience cost of a Rite represents learning it in such detail that the Ritemaster's knowledge is enough to provide the maximum number of rolls without a vision quest.

    Some rituals just aren't possible. No Ritemaster can cut a bargain that asks her Totem to break it's Ban, go against it's fundamental nature, or just seriously harm it's interests. The Storyteller is strongly encouraged to default to rites working and only use this rule when a ritual would make no sense at all. When a ritual is impossible the ritemaster intuits it before doing any work.

    Sample Conditions/Debts
    Piddling (O): Tiny tasks, rarely with any monitary cost of risk of harm. Loud speeches, clutching specific objects, and swearing off negligable acts are the most spirits will demand. These acts rarely take longer than an action with proper preparation and can usually be achieved in a scene without. A piddling task is worth one Essence.

    Examples: Cast a handful of cut grass into the sky; Cry aloud a prayer to the shadows; Clutch a effegy doll craved of stone

    Minor (OO): Inconveniences. Minor costs can take some investment, but not much. Small amounts of personal harm, or a scene or two of devoted activity are generally enough. And they can almost certainly be met within a few hours. A minor task is worth three Essence.

    Examples: Cut a gash in your right hand and bleed into a fire; Dance naked together beneath the moon; burn a completely an effegy of the Spirit.

    Major (OOO): Serious Losses. Major costs can get expensive, involve serious personal or perperty damage. Even when prepared it can take a full scene to achieve them, and unprepared could take a day or more. A major task is worth five essence.

    Examples: Rite members must submit themselves to near drowning; Craft a great totem pole embodying the Spirit in a public location; Members must sleep around a campfire in the wilderness for two full nights.
    Last edited by The Kings Raven; 01-20-2015, 07:00 PM.

    “There are no rules. Only Principles and natural laws.” - Promethius
    My Homebrew no longer fits in a signature, you can find an index of it here.
    Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

  • #2

    The Prayer

    In the final stage the Ritemaster brings the whole pack together to perform an ritual in honour of the spirits. They may howl, dance, or engage in spectacular mock battles. It is more than mearly pleasing to the spirits, the ritual shapes the resonance of the Essence paid to the spirit. Flavouring it not only with a resonance pleasing to the spirits, but to the task they wish the spirits to perform. Such Essence is among the most valuable in the Hisil.

    The Ritemaster rolls Harmony + the highest spirit rank in the pack + the highest appropriate renown in the pack.

    At the beginning of a ritual the payment offered is so much more valuable than what the Ritemaster asks that the spirit graciously accepts. So long as the Ritemaster has fewer than Occult successes the roll is uncontested, afterwords the spirit contests the roll with Finesse, or 3 times the highest Influence. Whichever is lower. If the Spirit wins a roll than the Ritemaster has used up one roll and gained no Successes, nothing more. Ties go to the Ritemaster.

    Example Sings the Moon is calling on Mother Luna herself to inflict fearful madness upon their foes, so they may be hunted down. Sings the Moon has a Harmony of 6, the highest spirit rank in the pack is 3, and this ritual falls under Cunning; the highest Cunning in the pack is 3. Inflicting madness which does not exist requires a four dot influence. The final pool is 6 + 3 + 3, 12 dice. After the grace of Occult successes the roll will be opposed by Influence * 3, or 9 dice.

    Even the best Ritemaster cannot continue accruing successes forever, two factors limit how many rolls may be made. The first is the prestige of the pack and the ritemaster: The ritual cannot accrue more successes than the dicepool.

    The second factor is ritual itself; a better designed ritual produces a more exact resonance which in turn is worth more to the spirits. The quality of the ritual is described in more detail in The Vision.

    Time Per Roll
    • 1 Minute: -3 dice
    • 10 Minutes: -1 dice
    • 1 hour: +0 dice

    Other Modifiers
    • Each Packmember not participating in the ritual: -2
    • Environment Resonates with the Influence: +1-3 dice
    • Environment does not resonate, or is in opposition: -1-3 dice
    • A Spirit with the Influence hates the Ritemaster: -1-2 dice
    • Influence is one possessed by a totem of a pack being targeted: - half the target's Influence
    • Influence is one possessed by a Spirit they are targeting: - the target's Influence
    • Ritemaster has Allies among spirits with the Influence: special, at any point in the ritual the Ritemaster can call upon her Allies to assist her totem. This grants one automatic Success per dot of Allies, however it count as asking for a favour as per the usual rules for Allies.

    Spirit's Modifiers
    The Spirit's counter roll is also modified:
    • The rite furthers the spirit's own goals: -1 to -3
    • The rite hinders the spirit's own goals: +1 to +3
    • The Spirit's relationship with the ritemaster: -3 to +3

    The Promise

    Rituals are flexible and spirits are fickle. It is more an art than a science. A ritual may go better than the ritemaster expected, or the spirit could be having a bad day and turn out to be hard to please.

    If the player did not get as many successes as they needed for the effect they want, the ritual still succeeded. The players simply choose, out of character, the factors they can afford with the successes they were able to get.

    Area of Effect

    Area of Effect is used for rituals that have power over a circular region around a specific loction, or a cubic volume.

    Radius | Defined Volume | Target Number
    1-yard radius | 5 cubic yards | None (basic success)
    2-yard radius | 10 cubic yards | +1 success
    4-yard radius | 20 cubic yards | +2 successes
    8-yard radius | 40 cubic yards | +3 successes
    16-yard radius| 80 cubic yards | +4 successes*

    * Affecting larger areas is more difficult. Add an additional two successes to the target number per x2 radius or volume.


    Duration is used for ritual effect that must persist longer than a single turn. Note that wounds and other lingering consequences of the ritual persist even after the duration ends.

    Duration | Target Number
    One turn | None (basic success)
    Ritemaster's Rituals turns | +1 success
    One scene | +2 successes
    One day | +3 successes
    One month | +4 successes*

    *Add an additional success to the target number per month of additional duration. Spirits are certain to ask for a monthly oblation for such enduring rituals.

    Number of Targets

    Number of Targets is used for ritual effect that must be applied equally to separate Individuals.

    Number of Targets | Target Number
    One* | None (basic success)
    Two | +1 success
    Four | +2 successes
    Eight | +3 successes
    Sixteen | +4 successes**

    * Double the Number of Targets successes will grant if all targets are participating in the ritual.
    ** Add an additional success to the target number per x2 targets.


    Potency represents the strength of the ritual; it is used whenever the ritual has an incremental effect. Rituals that add or subtract dice from dice pools use Potency to determine the dice by which to modify the pools. Rituals that inflict damage use Potency to determine how severe the wounds are.

    Potency | Target Number
    1 | Basic success
    2 | +1 success
    3 | +2 successes
    4 | +3 successes
    5 | +4 successes*

    * Add an additional success to the target number per die or wound.


    Range is used whenever the ritualist wishes to affect a target further away than what she can touch. “Touch”-range rituals require the ritualist to make physical contact with the target. In combat, this requires the sorcerer to touch the subject with her open palm (see “Touching an Opponent”, page 157 of The World of Darkness) before the Duration of the ritual ends. The ritual then takes effect against the target.

    Range | Target Number
    Touch | Basic success
    Line of sight | +1 success
    One mile | +2 successes
    Two miles | +3 successes
    Three miles | +4 successes*
    In Ritemaster's Territory | +3 Successes**

    *Add an additional success to the target number per ten miles of range.
    **If further than one mile.
    ***Targets in remote locations must be in the present of some representation of the Influence, otherwise they cannot be affected.


    Size is used to affect very large targets; a basic success is sufficient to achieve a spell with power over a subject of size 20 or less. If multiple subjects are targeted by the spell, the size of the largest one is used for this factor.

    Size | Target Number
    20 | None (basic success)
    21-30 | +1 Success
    31-40 | +2 Success
    41-50 | +3 Success
    51-60 | +4 Success*

    *Add an additional success to the target number per additional 10 size.

    A note on summoning and binding

    The ability to summon and bind spirits comes not from any Influence but from the Rituals trait itself. One dot allows a ritemaster to call spirits, either a specific spirit or any within a certain criteria. A call does not force a spirit to appear, or bind it's actions in any way. It is nothing more than a polite request for a spirit's presence, depending on the spirit a call may be answered, ignored, or provoke retaliation. So while any Pure could call Mother Luna herself with a pithy one dot in Rituals; it would in fact be madness to do so.

    As a Ritemaster grows in experience they can create rituals that force a spirit to appear, bind it, banish it, force it or beseech it into a Fetish. This requires three dots, or the target's Rank. Whichever is higher.

    Summoning and binding rituals use the ritemaster's own power, they do not call upon the spirits for aid. However the mechanics are the similar; a mortal shaman cannot do magic through will and chanting, he needs tools to summon and bind the spirit. These tools use the same mechanics as acquiring chimmage for a ritual, as detailed under The Vision. Uratha ritemasters can do the ritual nothing but their own power, by spending the appropriate Essence.

    The roll is slightly different. Calling a spirit does not let the spirits contest the roll; they simply decide if they want to show up or not. Other rolls to summon or bind a spirit let the spirit contest from the first roll, this represents the Spirit struggling against the ritual's power.

    Luna is sometimes called the Queen of the Spirit World, and She offers her descendent the Influence of Spirits. Through her power the Forsaken can strengthen spirits, learn about them, enslave spirits to obey their every whim (though this is not Honourable and will only justify the Hisil's hatred of the people) or even create new Spirits.
    Last edited by The Kings Raven; 01-20-2015, 07:05 PM.

    “There are no rules. Only Principles and natural laws.” - Promethius
    My Homebrew no longer fits in a signature, you can find an index of it here.
    Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers