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These Sword & Sorcery-style Rituals are designed to reflect the kind of magic power you might see in a certain dungeon-like fantasy role-playing game. Note that these rituals maybe a little more powerful than the ones from Secrets of the Surface World; this is to reflect the utilitarian nature of magic in Sword & Sorcery games.



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Sense Magic

Rank 1

This ritual allows the caster to perceive if mystical energies are at work. A successful Sorcery skill roll will reveal if a person or item is mystical in nature or if a mystical effect is currently in operation in a given area. If a previously cast ritual has ended its’ effect, then this ritual will detect the dissipating energies. If the item, person or area is not in visual range, then the caster will get a “feeling” what direction to proceed to; once visible the item, person or area slightly glows in a hue only visible to the caster. The range and area of effect modifiers found in Secrets of the Surface World (p. 49) modify the character’s skill roll.

Modifiers

Learn the type of ritual power (Necromancy, Theurgy, ect.)-2
Learn the exact ritual (Bless, Curse.)-4
Area was under the effect of a ritual up to 24 hours ago-2
Area was under the effect of a ritual over 24 hours ago-4


Light

Rank 1

This ritual is cast on a physical object, which causes a bright white light to emanate from it in all directions. The effect lasts for 24 hours, but if the object is destroyed, then the ritual ends. Any visibility modifiers to attacks rolls (see Hollow Earth Expedition, pg. 124) or Perception rolls due to darkness are negated by this light.

Modifiers

Reduce time to 6 hours+2
Reduce time to 12 hours+1
Increase time additional 24 hours-4


Mystic Bolts

Rank 2

With this ritual the caster unleashes a damaging mystical bolt of energy. The Sorcery roll is made with all the same rules for ranged combat, the bolt having a 1L rating and 25 foot range increment. Three additional bolts can be cast, with the Burst Fire autofire rule applying as needed (see Hollow Earth Expedition, pg. 118).

Modifiers

Create a 1L bolt+0
Increase damage to 2L-2
Increase damage to 4L-4
Each additional bolt (up to two additional)-2


Dispel Ritual

Rank 3

This ritual allows the sorcerer to cancel the effect of a ritual that has been previouly cast by someone. The ritual only works on magic that is currently in effect, such as Bless or Curse and not the effects or results of a ritual, such as damaged caused by one. The caster can try to dispel a ritual as its’ being cast by another sorcerer, but they would need to have a held action per the Holding Action rule found in Hollow Earth Expedition, p. 117. At this point it then becomes an opposed skill roll between the two sorcerers; if the caster exceeds the opponent’s success’ the other sorcerer’s ritual is canceled.

Modifiers

Each rank of the target ritual-2


Web

Rank 3

This ritual creates a web-like substance that fills an area and prevents movement. The sorcerer decides how strong the webbing will be and the size of the web, where the area of effect rules found in Secrets of the Surface World, p.137 apply. Anyone or anything trying to pass through the web must break it, as if damaging an object. The web can be cast in combat, with the area of effect attack rules located in the Hollow Earth Expedition, p. 127 applying giving targets a chance to evade. The number of successes earn is the duration of the web in hours, it disappears when this time limit has expired.

Modifiers

Create Defense 1 or 2 substance web+2
Create Defense 3 substance web+0
Each additional defense modifier beyond 3-2


Duplicate Self

Rank 4

With this ritual, the caster creates exact, illusionary duplicates of themself that moves and speaks just like the caster. When attacked, there is a chance these mirror images will be hit instead of the actual target. To simulate this, for each duplicate the sorcerer creates their Defense increases +2. If the attack misses her, one of the duplicates was hit instead and it disappears, reducing the bonus to Defense by 2 until all duplicates are gone.

Modifiers

Create one duplicate+0
Each additional duplicate-2


Fireball

Rank 4

With this ritual, the sorcerer summons up a fiery ball of energy that can be projected at a target with explosive results. The Sorcery roll is made with all the rules for ranged combat applying, the fireball having a 3L rating and 50 foot range increment. Once projected at a target, the area of effect attack rules located in the Hollow Earth Expedition, p. 127 come into effect.

Modifiers

Create 3L fireball+0
Increase damage to 4L-2
Increase damage to 5L-4


Teleport

Rank 5

When cast, this ritual allows the sorcerer to teleport from their current location to a point in the distance. She must be able to see the desired destination with the range modifiers in Secrets of the Surface World on page 49 applying to the sorcery skill roll. The sorcerer can also teleport other people or creatures and additional items with them, but with modifiers based on the total weight teleported. If she fails the skill roll, the ritual doesn’t take effect and she must wait the number of successes failed in minutes before trying again.

Modifiers

Teleporting the sorcerer and 100 pounds of weight+0
Each additional 100 pounds of weight-2
Any additional travelers are unwilling to be teleported-2

Created by Bretbo. Last Modification: Monday 15 of December, 2008 05:58:23 MST by Silverback.