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   â—‰ CULT OF COTEB  â—‰ THRALLS â—‰ INFERNAL GIFTS  â—‰ EVOCATIONS â—‰ RELICS  â—‰ RITUALSâ—‰

BOOK BOUND RITUALS
CULT RITUALS

INFERNAL RITUALS 

Book Bound Rituals are available for those who have reached ACCOYLTYE (RANK 2) within the cult.

CULT RITUALS can only be lead by cult leader or Oracles.

Infernal rituals build on the knowledge of the celestial lores and introduce new ways to combine effects. Rituals come in two flavours.

BOOK BOUND  RITUALS: Which are rituals written in a grimnorie which require little to no preparation.

CULT  RITUALS: Which require multiple parpicipants and a Sigil and takes longer to complete.

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BOOK BOUND RITUALS

Require the use of an Infernal Grimnorie to perform. Infernal Grimnories can be found under "Relics" and must be purchased with XP.

The Grimnorie technically performs the ritual, the thrall simply reads the words of power and provides faith. 

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CHOOSING GRIMNORIE:

A Grimnorie must have a relic pool greater than the total number of â—‰ in the ritual. (This includes â—‰ required for variations if variations are desired)

â—‰ Limited: Grimnorie     RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉(7)                   TORMENT â—‰ (1)              

◉◉ Informative:            RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉(9)             TORMENT ◉◉◉ (3)         

◉◉◉ Comprehensive:   RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉◉ ◉◉(12)  TORMENT ◉◉◉◉◉ (5)   

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ACTIVATING A GRIMNORIE:

ROLL: FAITH

DIFFICULTY: 12+

OR

SPEND: 1 Point of faith.

DURATION: GRIMNORIE REMAINS ACTIVE THROUGHOUT SCENE.

Once the Grimnorie is activated the user may use any ritual they have  purchased (Providing the Grimnorie Relic pool can cover the total â—‰ of ritual)

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PERFORMING  BOOK  RITUAL (Emote Reading aloud, Some Archaic ancient tongue)

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • MODIFIERS:  

Each point of faith invested in ritual can reduce difficulty by 1.

SUCCESS: Beating the Tormented difficulty by + 1 gives you the standard effect.

TORMENT A Score between 11 + Grimnorie Torment = Tormented version of ritual performed.

Successes for  Tormented version are 1 success per point of Grimnorie Torment.

FAILURE: Rolling below torment difficulty is a straight failure.

BOTCH: Gain 1 temporary Torment.

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DELIBERATE TORMENTATION

In some cases you may wish to deliberately torment the effect... You can do this easily by torturing the book with a lighter or a knife or such. Just roll as normal but use the tormented version of the ritual and the successes -rolled- rather than the amount given by the books torment rating. Infernal Grimnories are quite indestructible , but they can still feel pain..

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ANKIDA'S: This is simply a term for -ritual- leader/caster

PREP ROLL: Some Rituals have Requirements of items. It is unlikely your character will carry these items with him at all times. Therefore a "Prep roll" is required to see if you remembered to bring item with you.

ROLL: Intelligence + Occult Difficulty = 10 + Dots of ritual.

PURCHASING A BOTTEMLESS SATCHEL FROM RELICS NEGATES THE NEED FOR A PREP ROLL (So long as you have the Satchel upon you)

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HADRISEL’S LIBATION : COST 15XP

Primary Lore: Lore of Storms ◉◉ Secondary Lore: Lore of Awakening ◉

This ritual was one of the first cooperative attempts by Defilers and Scourges to create a portable healing draught that could be applied to warriors of the infernal host during battle. 

RESTRICTIONS: This ritual requires up to half a liter of pure water and requires a silver vessel to contain the libation.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

Each drink of the libation heals one health level of bashing damage per success. In addition, the libation cleanses the recipient’s body of all toxins (e.g., fatigue toxins, the effects of alcohol, etc.) and cures any minor illnesses (e.g., cold, flu, sore throat, etc.). The libation can be used a number of times equal to the Ankida’s Faith score at the point the ritual was successfully cast. The libation’s potency lasts only until the following day, at which point any unused amount reverts back to water.

Torment: The high-Torment version of this libation creates a viscous, oily liquid that burns to the touch and spreads disease and infection. The number of successes rolled becomes a damage pool that inflicts bashing damage on any target struck by the water. In addition, if the victim has open wounds on his skin or he swallows any of the substance, he will contract a virulent disease.

VARIATIONS: None

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DUST SWARM: COST 25 XP

Primary Lore: Lore of Awakening  ◉◉◉ Secondary Lore: Lore of The Earth ◉◉

The ritual creates a swirling storm of dust motes and gives it a strange semblance of life. As well as obscuring vision, the individual motes swarm like insects, attempting to drain living beings of their blood.

RESTRICTIONS: The ritual area must be dry enough for dust to rise.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:        Enough dust is created to fill a hemisphere 5 Meters radius per success rolled

SUCCESS

Each successes affect how much blood the swarm can consume. Once the swarm has inflicted  five times the number of successes rolled for the ritual as damage  the swarm dissipates having gorged itself.

 

The center of the hemisphere can be anywhere within the ritual casters line of sight. Anyone caught within the cloud is immediately beset by the swarming motes, and suffers one bashing damage per turn of exposure and suffer -3 to all perception rolls.

 

There is no time constraint on the duration of the swarm. It will keep attacking until it is scattered by an external force (such as a strong wind), or until it has sated itself on blood. If it has no one to attack, it will drift with the wind. The swarm can -see- up to 20 meters and can drift 3 meters a turn.

The swarm is vulnerable to area effect attacks. 

DEFENCE 4+ /HEALTH 4

If anyone manages to capture or “kill” it, she will discover that it is indeed ordinary dust. It will not attack the active participants of the ritual that created it.

TORMENT: The Grimoire  Torment causes the swarm to inflict lethal instead of bashing damage, and it will attack anything, including the participants in the ritual.

Variations: None

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DISARM: COST 45XP

Primary Lore: Lore of The Forge  ◉◉◉ Secondary Lore: Lore of The Fundament ◉◉

This ritual is of uncertain origin. Some legends say that it was adapted from a chorus performed by heavenly angels to disarm a group of mortals loyal to the fallen. Other sources claim that a Malefactor of the Iron Legion, sick with the slaughter of the Time of Atrocities, developed the ritual as a means of ending conflicts before they could begin.

RESTRICTIONS: A piece of magnetized iron must be placed in the center of the casters hand.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:        20 Meters x Faith score.

SUCCESS

The number of successes determines the complexity of the weapons affected by the ritual.

  • One success renders high-tech weapons that use electronic components inoperable.

  • Two successes render complex mechanical weapons such as automatic rifles and machine guns inoperable.

  • Three successes render basic mechanical weapons such as revolvers or crossbows inoperable.

  • Four or more successes render the most basic weapons such as knives and axes unable to function. If used, they will automatically miss their target.

Effects last for the duration of the scene.

TORMENT: The high-Torment effect of this ritual allows weapons to function within the affected area but increases the chance for catastrophic accidents. Each Grimnorie point of torment increases a weapons botch threshold. 

GRMNOIRIE TORMENT â—‰             Botch on 1,2,3

GRIMNORIE TORMENT ◉◉◉        Botch on 1,2,3,4,5

GRIMNORIE TORMENT ◉◉◉◉◉  Botch on 1,2,3,4,5,6,7

On a botch the  weapon hits its wielder or the wielder’s nearest friend or ally instead.

NOTE: This ritual covers "mundane" weapons carried by both friend and foe and even oneself. "Magical weapons" are not effected.

Variations: None

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LOCAL INTERFERENCE: COST 25XP

Primary Lore: Lore of The Forge  ◉◉ Secondary Lore:Lore of The Earth â—‰  Lore of The Fundament â—‰

This ritual allows the Malefactors to create an area where mechanical objects become highly unreliable and prone to malfunction.

RESTRICTIONS:  A handful of magnetized iron shavings must be set in the center of the casters hand.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:        10 Meters x Faith score.

SUCCESS

The number of successes determines the effectiveness of the interference.

  • One success causes high-tech electronic systems to cease working.

  • Two successes cause complex mechanical systems like internal combustion engines to cease functioning.

  • Three successes affect simple mechanical systems.

TORMENT: The high-Torment version of this ritual allows mechanical objects to function, but increases the chance for tragic accidents. Mechanical system sused within the area of effect will botch depending on the Torment of the Grimnorie used, injuring the operator or nearby individuals. The Storyteller determines the exact nature and effect of the accident caused.

GRMNOIRIE TORMENT â—‰             Botch on 1,2,3

GRIMNORIE TORMENT ◉◉◉        Botch on 1,2,3,4,5

GRIMNORIE TORMENT ◉◉◉◉◉  Botch on 1,2,3,4,5,6,7

Variations: A variation of this ritual was developed to affect a specific individual instead of an entire area. The Malefactor must know the individual’s name and she must be within the ritual’s area of effect. Add Humanity â—‰â—‰â—‰

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PART THE WATERS: COST 25XP

Primary Lore: Lore of Storms  ◉◉◉◉ Secondary Lore: Lore of The Fundament ◉◉◉  Lore of Paths ◉◉

This ritual allows the demons to create a path through a lake, river or, with enough Faith, a sea. The water rolls back on either side of the designated route, revealing the lake- or riverbed, which is dried sufficiently to support traffic (although it might be uneven and hard to maneuver upon).

RESTRICTIONS: If the ritual is not cast at high tide, the difficulty to successfully cast it increases by one.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

  • Each success increases the length of the path by 100 meters.

  • The width of the passage is 10 meters

  • It lasts for up to six hours per Faith point.

The Ankida can restore the course of the waters whenever she wishes.

TORMENT: The footing of the path is treacherous, and it might contain areas of quicksand and other hazards. Also, the Ankida does not have control over the duration of the ritual. She cannot end it prematurely, nor know when it is going to expire.

The Thrall should make a Grimnoire Torment roll Difficulty 12+ each turn traversing the path. On a botch, the path closes.

Variations: There is said to be a version that creates a path that is a mere 200 meters long, but always centered on the Ankida, so when she moves forward, the waves part before her and close behind her. The maximum depth is twice that of the normal ritual. Increase Fundament ◉◉◉◉ 

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SHADOW DARK: COST 15 XP

Primary Lore: Lore of The Realms ◉◉ Secondary Lore:  Lore of Light ◉◉

This ritual creates an area of darkness that is more akin to a shadowy reflection of the spirit realm than a simple lack of light. It is not perfect darkness — light sources remain but lack the strength to illuminate other objects. Strange shapes seem to glide by on the darkness. Distances seem distorted, and there is a faint moaning that somehow seems to overshadow most other sound. Even people who are normally used to working blind are affected.

RESTRICTIONS: If the ritual is not cast at dawn or twilight, the difficulty increases by one.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:        3 x Ankida's Faith Score meters centered around a point within the Ankida’s line of sight.

  • DURATION:  3 x Ankida's Faith score turns.

SUCCESS

Anyone within the area suffers a modifier of +3 to the difficulty of all actions that interact with physical objects.

A successful Willpower roll (difficulty 16+) means the person has resisted the distractions of the environment for up to three turns, and the penalty decreases to +2. Conversely, a blind person or a person trained in Blind Fighting can further reduce this penalty by one , when trying to perform a familiar task.

TORMENT: The darkness causes 1 point of Bashing damage each turn

Variations: By adding Transfiguration ◉◉ it is said that the ritual can make people within it lose awareness of their own bodily form, which seems to shift and distort with everything else. This adds another +2 to the difficulty of actions increasing the difficulty to 5+

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CLOUD CHARIOT: COST 25 XP

Primary Lore: Lore of The Winds ◉◉◉◉ Secondary Lore:  Lore of Fundament â—‰

Demons with mastery over the Lore of the Fundament or the Lore of Winds found that their powers added easy strength and speed to their wings, making fast travel trivial. Many other fallen had no such advantage — and neither did any of their beloved mortals — so the Cloud Chariot was developed. It shapes air into a solid vessel for the Ankida and her friends and allies to ride, and it allowed safe and easy travel in an age of war when such advantages were invaluable.

RESTRICTIONS: The ritual must be cast under open sky.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • DURATION:  1 hour per success

SUCCESS

The ritual conjures up a clear, glassy vessel like a chariot, carriage or sleigh.

  • Each success gives the Cloud Chariot one hour of existence.

  • The chariot can hold the ritual’s Ankida, plus one extra person for every dot of the Ankida’s permanent Faith score.

  • The vessel moves at the Ankida’s will. Although she doesn’t need to concentrate on it rigidly, she does need to be conscious and coherent. If for some reason she passes out, is incapable of rational mental thought (such as being drugged) or leaves the vessel, the chariot dematerializes and gravity reasserts its hold over the former passengers.

  • The chariot is fast and manoeuvrable. Its top speed (in miles per hour) is equal to the Ankida’s Faith score multiplied by 50.

  • It’s capable of full three-dimensional movement, though it cannot be submerged in water without dissipating, and it can reach an altitude of half the Ankida’s Faith score in miles.

TORMENT: The high-Torment effect of this ritual creates a vessel shaped of the very essence of corruption. The chariot is formed of clouds of bitter acid and bilious air, and it emits a noxious stench of decay. It functions as usual, but passengers suffer a level of bashing damage every hour from the vile air that surrounds it. It destroys small creatures and plants in its wake. Greenery wilts and birds drop out of the sky at its passing.

Variations: With the addition of the Lore of Storms◉◉ , the conjured chariot can safely be submerged without fear of dissipation. The vessel can travel below water with no problems, although its progress is far slower. Its speed is reduced to a quarter of normal, and it can only go to a depth of 10 times the Ankida’s Faith score in meters. If the ritual is modified to increase the Lore of the Winds ◉◉◉◉◉, the vessel takes its own air supply with it, providing breathable air for the passengers as long as the Chariot remains below water. Including the Lore of Awakening ◉◉◉◉ allows the vessel to move without the direction of the Ankida. She must still be aboard, but she can merely give the craft orders and then sleep, pass out or become as incoherent as she likes. The vessel will continue with its predefined orders as long as the ritual lasts, or until the Ankida gives new commands.

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DARKNESS ETERNAL: 15XP

Primary Lore: Lore of Light ◉◉◉◉◉ Secondary Lore: Lore of Fundament ◉◉◉◉ Lore of Death ◉◉

Where this ritual is performed, no light shines and most other kinds of physical energy transference are disrupted. This ritual counters the flame of the Celestials and the Neberu’s own luminescence — it appeared in the closing epochs of the war and was viewed by many as an bitter acknowledgement by its rebel creators of their alienation from their own radiant natures. It nonetheless has tactical advantages and can be made permanent. Bastions were built in accursed realms where all must find their way by touch. Forests of mineral-eating trees were planted and chimera made to stalk there or swim in still, black waters. Although the forces of Heaven later destroyed most such areas, fragments might still remain in the remote places of the world, waiting to ensnare unfortunate souls who stumble across them.

RESTRICTIONS: The ritual must be performed on the night of the new moon, in a cave where even starlight cannot reach. Which rather limits its usefulness.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:        100 yards per success.

  • DURATION:  1 day per Ankida's Faith.

SUCCESS

  • From the outside, even a few feet away, the effect is like a solid, black wall. Light is non-existent within the area of effect. Sound is dampened within only a few feet of its origin. Heat does not transfer readily, so the region is permeated with an aching cold. The air is still and heavy. If any water found within, it is too deep or vast to freeze, it moves slowly, like syrup. Electromagnetic radiation is similarly diminished, and no electronics or combustion engines will operate. Any living creature that isn’t supernaturally altered to live in such an environment (using the Lore of the Flesh or Lore of the Beast, for example) suffers one health level of lethal damage every day it is exposed to the darkness.

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  • Individuals caught within the ritual’s area of effect will become disoriented and lost unless a successful Perception + Intelligence  roll (difficulty 16+) is made. If the roll fails, the individual will wander aimlessly within the region .A new Perception + Intelligence  roll can be made each day thereafter to determine if the individual manages to stumble out of the affected area.

TORMENT: This ritual came out of the darkest days of the Time of Atrocities. Nonetheless, the agonies of the Abyss can make it worse. The area induces thoughts of madness and terror, wearing away at a victim’s sanity. Beings caught in the area of effect lose one point of Willpower each day they are exposed to the darkness.

Variations: None

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REPLICATE: COST 35XP

Primary Lore: Lore of Portals  ◉◉◉◉ Secondary Lore: Lore of Light ◉◉◉ Lore of Firmament â—‰

Replicate is a war ritual used to allow a retreat without the enemy realizing it. The designated combatants are teleported from the midst of the battle to a predetermined site, leaving in their place an illusion of themselves that performs a set of rote actions to keep the enemy distracted long enough to evacuate the entire force.

RESTRICTIONS: The casting of the ritual must be unobserved by those not participating in the ritual. The Ankida must possess a personal token from each person to be evacuated and a name.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

  • Each success evacuates four individuals from their current location, regardless of range, to a specified doorway at a remote location.

  • The illusions left in their place resemble them exactly and continue to perform defensive actions for a number of turns equal to the Ankida’s Faith score.

  • They cannot injure their opponents, and they disappear if anyone touches them. Otherwise, they remain in place for the duration of the scene.

TORMENT: The high-Torment effect of this ritual exposes the evacuees to the Ankida’s Torment. Each character evacuated loses one point of Willpower which returns the following day.

Variations: A variation supposedly exists that only permits a retreat within range of sight, but enables the illusions a degree of solidity plus all the statistics of the original combatants. The originals of each illusion must maintain line of sight, and they cannot use lore or engage in combat themselves without losing control of the illusion. Otherwise, the proxy combatants continue to fight until “killed” or for a maximum of one scene. Only one proxy combatant can be created per success by the augmented ritual. Increase Lore of Light ◉◉◉◉ and Lore of Firmament ◉◉

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VACUUM: COST 20XP

Primary Lore: Lore of Winds  ◉◉◉ Secondary Lore: Lore of Death ◉◉

With an understanding of the movement and decay of particles, it is possible for a small sphere to be created that is as close to void as physically possible. This sphere can be moved and manipulated by the Ankida until it is released, at which point it has all the physical effects of a vacuum on its surroundings. It was used to create extremely strong joins in structures, locks even an angel could not break. It was also used to form of booby traps.

RESTRICTIONS: The ritual area must be as clean as possible, down to removing pollutants and dust particles from the air. Some Scourges use an electrostatic filter system for this purpose.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

  • The Sphere covers an area of 1 meter x successes rolled.

  • The sphere can be used to seal any door making it invulnerable to force or picking attempts or even magic.

  • The  sealed door can be opened either by a key phrase or an expenditure of a faith point.

  • The sealed door can be booby trapped if so desired. Whereby the vacuum causes an implosion that inflicts a number of health levels of bashing damage equal to the successes rolled in the ritual. The trigger is use of force. However this does cause the seal to vanish. Use of the booby trap is best employed on doors you don't mind people accessing.

TORMENT: The sphere collapses immediately and has a random radius of effect.

ROLL: TORMENT:

DIFFICULTY: 12+

The damage inflicted is multiplied by the number of successes. If no successes are rolled, the sphere keeps the damage of the regular ritual.

Variations: There was a variation that remained inert until a preset condition was met add Patterns ◉◉◉  Such spheres could be huge, and they might have survived to this day in hidden bastions.

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FIRESTORM: COST 60XP

Primary Lore: Lore of Flames  ◉◉◉◉ Secondary Lore: Lore of the Winds ◉◉◉◉

This short-lived but powerful ritual creates a much-feared conflagration from which there is little hope of escape.

RESTRICTIONS: This ritual cannot be performed in rain or fog. 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RADIUS:         3 X Faith Meters

  • RANGE:         REGULAR = Within 4 x faith  Meters of caster: TORMENTED = Centered on caster

  • DURATION:   1 turn

  • NOTE:           Vampires will need to roll Rotshrek if they observe the firestorm or are within it.

SUCCESS

Each success inflicts one  point  of aggravated damage on every character within the area of effect, which is a roughly hemispherical volume. Only dodging out of area of effect (Difficulty 12+ casters Faith ) Will avoid damage.

TORMENT: The center of the firestorm can only be the Ankida itself. The Ankida and those within 1 meter  it are not affected unless there are nearby walls (within half the radius of the effect) which reflect the firestorm back onto the caster.

Variations: The version known to be performed by Lucifer and his cohorts granted the Ankida sufficient control to exclude targets within the area of effect. As well as determining damage, each success means one human-sized object of the Ankida’s choice will not be affected by the blast. Add Patterns ◉◉

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FAITH OF STEEL COST 10XP 

Primary Lore: Lore of Radiance   ◉◉ Secondary Lore: Lore of the Awakening  ◉◉, Lore of Longing  ◉◉

This ritual inspires human troops under the Ankida’s command, filling them with hope and determination, and allowing them to fight on despite any injuries they receive. They are unaffected by injuries that would normally cripple a mortal, making for a fearsome force. 

RESTRICTIONS: The focus of the ritual is a human under the Ankida’s command who has been wounded in anger within the last hour. (Thralls of lower cult rank)

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

  • The effect lasts for 10 turns per success.

  • One human (Lower ranked thrall) per point of the Ankida’s Faith is affected, as long as the Ankida can see him

Those effected by the ritual.

  • Receive temporary health equal to their faith.

  • keep attacking for an extra number of turns equal to their Faith even if they are incapacitated (not dead), at -5 penality. 

TORMENT: The high-Torment version of this ritual infuses the recipients with an unquenchable bloodlust, driving them into a murderous frenzy. Unless a successful Willpower roll is made (difficulty 14+), they will attack the nearest individual, friend or foe, each turn.

Variations: None

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LIQUID ASSASSIN: COST 5 XP

This simple but potentially lethal ritual literally forces water into a victim’s lungs, drowning him far from the presence of any large body of water.

Primary Lore: Lore of Storms   ◉◉ Secondary Lore: Lore of the Fundament ◉◉

RESTRICTIONS: The Ankida must hold a vial of quicksilver in her hand during the casting of the ritual, and the target must be within the Ankida’s line of sight at the ritual’s culmination.

NOTE: Undead and those with water breathing abilities  are immune to this ritual. Though they may suffer discomfort.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • DURATION:   1 x Ankid's Faith turns

SUCCESS

Each success represents a quantity of moisture drawn from the victim’s surrounding environment that condenses on the victim’s skin and slowly flows into his mouth and nostrils.

The victim can attempt to fling the water from his skin with a Strength + Dexterity roll (difficulty 14+), with each success canceling one of the Ankida’s successes.

Each unsaved success inflicts one point of lethal damage per turn

TORMENT: All the water between the Ankida and the victim (and a meter on either side of that line), acts in a similar manner, trying to kill every mortal in the affected area.

Variation: Swap Fundament for Lore of the Winds ◉◉ The ritual becomes far more beneficial, allowing the target to breathe beneath water for one hour per success rolled  Adding Fundament â—‰ to the Winds ◉◉ version allows the recipients to resist water pressure as well. There is no Torment for the variation ritual.

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FOREST WARD: COST 10XP

This ritual was created as a defensive measure by Devourers of the Iron Legion, infusing a wilderness area with a protective life of its own. Enemies pursuing a retreating group of fallen find that the paths through the forest seem to shift before their very eyes, leading them away from their quarry.

Primary Lore: Lore of the Wild   ◉◉ Secondary Lore: Lore of the Awakening  ◉◉ Lore of Paths ◉◉

RESTRICTIONS: This ritual must be performed within a forest or other area of dense vegetation.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RADIUS:        100 meters per success 

  • DURATION:    1 Scene.

SUCCESS

Within the affected area, the forest’s paths shift from moment to moment, appearing or disappearing in a manner designed to lure the Ankida’s enemies back in the direction they came.

Enemies of the Ankida who move through the affected area must roll Intelligence + Academics (Survival ) DIFFICULTY 18+  to move in the intended direction.

If the roll fails, the characters are led in a roundabout fashion back the way they came.

A roll can be made for the pursuers each turn to see if they can return to their intended course. If any roll botches, the pursuers have become hopelessly lost. They will be led back in the direction they came, and no further rolls may be made.

TORMENT:  The high-Torment effect of this ritual infuses the vegetation with malevolent life, causing it to lash out at the Ankida’s enemies with branch, thorn and vine. The number of successes rolled becomes a bashing damage attack that automatically attacks the  Ankida’s enemies each turn they remain in the affected area.

Variations: None

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HEART OF STONE: COST 50XP

This ritual was used to harden the defenses of humans fighting for the rebel cause. The targets gain increased resistance to damage in combat.

Primary Lore: Lore of the Flesh   ◉◉◉ Secondary Lore: Lore of the Earth ◉◉

RESTRICTIONS: The Ankida must be hold a handful of  powdered granite.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RADIUS:        100 meters per success 

  • DURATION:    1 Scene.

SUCCESS

The ritual affects as many humans as the number of successes rolled.

Each affected individual adds the Ankida’s Faith to his stamina  up to a maximum of twice his Stamina.
TORMENT: All recipients gain the protective advantages of the ritual but also suffer a -2 penality to all combat rolls  as the effect literally hardens muscles and skin.

Variations: A subsequent version of this ritual was said to specifically affect metal weapons used to strike the recipient, making the weapon harder and harder to wield effectively due to strange fluctuations in inertia. Metal weapons that strike a thrall with this protection suffer a negative modifier of + 1 per point of extra stamina the thrall gained.  Add  Lore of the Fundament  ◉◉◉

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UNDYING FIRE: COST 10 XP

This ritual was originally developed from the Devils’ ritual Resist Fire as a tool for punishment, although it has been put to use as a weapon on occasion. It sets the victim of the ritual on fire, inflicting hideous agony without the release of unconsciousness or death.

Primary Lore: Lore of the Flesh   ◉◉◉◉ Secondary Lore: Lore of the Flame ◉◉

RESTRICTIONS: The target must be within sight of the Ankida.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • DURATION:    1 Scene.

SUCCESS

The target suffers -1 penalty to all contested rolls and a + 1 penalty to all feats per success rolled.

A Willpower roll Difficulty 12+ Successes can be rolled to  ignore its effects for the duration of a single turn.

The target does not take any physical damage from the flames. The flames are not just illusory, however — the target really is on fire. Any inflammable articles on the target’s body will catch fire as well. This may cause damage to the target if he is carrying ammunition, aerosol cans or the like.

Once its effects expire, make a Willpower roll for the victim against a difficulty of 16+ . If the roll fails, the  target gains a temporary derangement.

There are no variations or tormented versions of this ritual

NOTE: "Hideous Agony" means the character feels the pain of the flames. Vampires definitely must roll Rötschreck

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HOPE’S TRUE FLAME: COST 10XP

This ritual creates a tongue of brilliant white flame that blazes above a house or other structure and protects those within it from harm.

Primary Lore: Lore of the Celestials ◉◉ Secondary Lore: Lore of the Flame ◉◉ Lore of Longing ◉◉ Lore of Radiance ◉◉

RESTRICTIONS: The participants of the ritual must not have performed any acts of violence in the previous week.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • DURATION:    1 day per ankida's faith

SUCCESS

The number of successes determines how powerful the effect is on those who witness the flame. All those who can see the flame, and who plan violence on the occupants of the building upon which the ritual was cast suffer -1 penalty to all combat actions  per successes rolled.

Torment: None

Variations: None

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PLAGUE OF BOILS: COST 40XP

This ritual was devised by Scourges of the Ebon Legion to punish mortal villages who supported the Heavenly Host, smiting them with an agonizing plague of boils until they recanted their allegiance and returned to the fallen.

Primary Lore: Lore of the Flesh ◉◉◉◉ Secondary Lore: Lore of Radiance ◉◉◉ Lore of Patterns ◉◉◉ Lore of The Awakening â—‰

RESTRICTIONS: At least one example of the target group must be within line of sight of the ritual.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • DURATION:    1 day per ankida's faith

SUCCESS

  • The plague can affect a number of people up to 10 times the number of successes rolled.

  • The target group can be defined as anything from worshippers of a particular Earthbound up to every living human being.

  • Initially, only those within sight are stricken, and the plague must be transmitted from them to subsequent victims like any other illness.

  • The onset of symptoms is usually delayed by two to three days, although it is contagious immediately.

  • Successfully making the Stamina + Resolve roll to resist the disease means that the individual is immune to further infections.

EXPOSURE ROLL: Stamina + Resolve Difficulty 20+ 

INTERVAL:  Once Every 1 X Ankida's Faith days make a recovery roll.

RECOVERY ROLL: Stamina + Resolve Difficulty 20+ 

RECOVERY TARGET: 20 accumulated successes
DAMAGE:  1 bashing per day if tormented version rolled.

CONDITIONS: 

Reduce Stamina and Dexterity by 2 every interval and suffer a -1 penality to all rolls due to the painful boils.

Normal medical protocols will not offer any respite to the symptoms, and attempts at supernatural healing are performed at +2 difficulty.

Even when they do recover, the scars from the boils remain, unless healed by supernatural means. The disease is spread to other victims through physical contact with an infected person. An hour of interaction with an infected individual is enough to spread the contagion. The participants in the ritual are not immune, if they belong to the category that is vulnerable to the infection.

TORMENT: The high-Torment form of this disease inflicts one health level of bashing damage each day in addition to the  listed penalties.

Variations: It is said that a version exists that causes spiders to burst from the boils. Add Lore of Beasts ◉◉◉

NOTE: Undead are immune to diesease.

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SHOOTING STAR: 5 XP:

This ritual was created to reproduce an effect that the Elohim could perform effortlessly before the Fall, when the moons and other celestial objects were kept in their courses. This ritual was traditionally used for signaling troops and producing omens for the faithful. Most fallen actually have yet to realize that it can also wreak havoc on international communications these days.

Primary Lore: Lore of Patterns ◉◉◉◉ Secondary Lore: Lore of the fundament ◉◉◉

RESTRICTIONS:  If no suitable orbital object is overhead, there’s nothing to affect. However in 2020 there is always an orbital object over head. Nothing heavier than 1,000 pounds can be manipulated. The orbital object can be natural, such as a stone or ball of frozen gas, or unnatural, such as a small satellite

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

Each success past the first allows for a further course change for the meteor, such as a curve or bounce. Four or five successes allows something as complex as a letter or sigil to be traced. As long as the sky is clear of cloud, the meteor is clearly visible over a wide area.

TORMENT: The high-Torment effect of this evocation instills a feeling of terror and despair in any who witnesses the falling star.

Unless a successful Willpower roll is made (difficulty 14+), each witness suffers a -1 penalty to all willpower rolls.

Variations: None

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SCOURGES MICARAEL’S SIGHT: COST 10XP

This ritual was part of an effort to teach the craft of rituals to humans during the Time of Babel. Although that effort was not successful, the ritual’s effect — making solid matter perfectly transparent to the Ankida who performed it — was later studied for its military applications against the Heavenly Host.

Primary Lore: Lore of Firmament ◉◉ Secondary Lore: Lore of the Realms ◉◉

RESTRICTIONS: The ritual must be performed in an area lit well enough to read by. 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • DURATION:    1 Turn x Ankida's Faith

SUCCESS

The Ankida can see through solid, non-living matter as though it were clear glass.

Each success applies the effect to a cubic foot of matter anywhere within the Ankida’s sight.

TORMENT: The high-Torment effect of this ritual causes the Ankida to see hallucinations that feed the character’s paranoia. The thrall might see a group of Earthbound thralls laying an ambush for her, or she might see one of her thralls meeting secretly with her worst rival.

The Storyteller should choose a hallucination appropriate to the character’s personality and the situation, and present the vision as though the character were really seeing it.

Variations: With the addition of Lore of Longing ◉◉  this ritual works as a warning. Whenever anyone who wishes the Ankida harm comes within 5 +  Faith Meters, any solid matter between them becomes transparent to her sight, the window moving as required. As many as one enemy can be viewed per success rolled, and the effect lasts half an hour per Faith point.

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SPIRIT GARDEN: COST 5 XP

This ritual was one of the first ones designed to protect human spirits from the pull of oblivion, designed even before the higher evocations of the Lore of the Spirit had been formulated. It was not particularly successful, as loyalist Angels of Death could easily sense the garden thus created, and the soul was bound to a fragile bloom that was easily crushed.

Primary Lore: Lore of Spirit ◉◉ Secondary Lore: Lore of the Wild ◉◉

RESTRICTIONS: A recently dead body, a garden in which the flower can grow, and nightfall. 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • DURATION:    Flower lasts 1 day per success and 1 extra day per point of faith invested.

SUCCESS

 On a success the subjects  spirit is caught within the garden, blooming as a flower. The effect remains as long as the flower is in bloom, but if it is plucked or it wilts, then the soul is lost.

Note that the effect cannot be made permanent but it can defer matters until a better solution is found.The exact type of flower depends upon the individual

TORMENT The flower is black and poisonous, leaching all sustenance from the soil around it and slowly wilting plant-life within a radius of one meter per Faith point.

Variations: A rather different use of this ritual can be made with the addition of Lore of  Death â—‰. If the flower is eaten, then the last hours of the human’s life can be viewed (one hour per Faith point), and the spirit is lost

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VISIT SOUL PRISON: COST 10 XP

This ritual allows the Ankida to visit and converse with a soul trapped within a physical object,Once inside, the Ankida can remain as long as she wants and leave at will, either into the material world or the spirit world.

Primary Lore: Lore of the Realms ◉◉ Secondary Lore: Lore of Paths ◉◉ Primary Lore: Lore of Portals ◉◉

RESTRICTIONS: The Ankida must possess a favorite or often-worn token of the trapped soul — a wedding ring, a wristwatch or a pipe, for example.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

If the spirit does not wish the Ankida  to enter the prison a contested Willpower roll to counter the effect  can be made.

The ritual creates a virtual “room” that both demon and mortal can interact in and that engages all five of the senses. The two spirits can see, hear, speak, smell and touch, and the “room” can be altered in any way the Ankida wishes, becoming a garden one moment or a fiery furnace the next. 

TORMENT: The presence of the Ankida  ruptures the object in which the spirit is kept, and it might break it.

Roll Ankida’s Torment score Difficulty 12+

Each success inflicts one health level of damage to the object, unless it is a powerful item In addition, the spirit itself suffers great pain and tries to resist the visitation as much as it can.

Variations: A variation of this ritual preys on the trapped spirit’s memories to craft the environment of the ritual’s “meeting room.” This taste of the familiar is useful for putting the spirit more at ease and making it more willing to communicate, as well as providing a powerful incentive to persuade
the spirit to cooperate with any future endeavors. Add
Longing ◉◉

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PRENATAL GUARDIAN: 50XP (Free To Members of The Blood Of Coteb Aspect for Obvious Reasons)

Before the war, one of the functions of the Angels of the Deep was to protect children growing in the womb. Few, however, had the time or even desire to do so during the darker days of the war. This ritual was developed to provide a similar function, in order to assuage the guilt felt by some Defilers (though others used it as a tool of propaganda and control over the human population). It was also one of the few rituals relating to birth not developed in the Palace of Sighs, so it has escaped the terrible reputation of similar effects. (In the confusion of the modern fallen, though, the distinction may be lost.) There are rumours that monstrous demons and even Earthbound continue to refine this ritual as a means of creating superhuman vessels for themselves or their still-imprisoned superiors, sometimes using isolated villages to breed scores of altered children for their experimentations.

Primary Lore: Lore of Transfiguration ◉◉ Secondary Lore: Lore of Storms ◉◉ Primary Lore: Lore of The Flesh â—‰

RESTRICTIONS: Must be cast upon a pregnant woman within one week of conception. 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

Each success protects against a negative influence on the growing fetus. Such an influence might be the transmission of a disease or poison from the mother’s body, the development of a congenital disease or even miscarriage. When the baby is born, any remaining successes not used will increase the baby’s potential Attributes

These rituals can create child prodigies whose talents far exceed those of their peers, creating a potential resource for unscrupulous fallen. This ritual can be cast more than once during the one-week period after conception, but the successes do not stack. Instead, the roll with the highest number of successes is used. It can be cast only once per day per woman. If the woman is bearing more than one child, then each is affected, but the number of children is subtracted from the number of successes.

TORMENT: The high-Torment version of this ritual creates a soulless twin of the unborn child. Instead of shielding the child from disease or malformation, these evils are passed onto the twin, yet the power of the ritual ensures that the twin will survive its deformities and be born as a feral, bloodthirsty monster. Like the low-Torment version of this ritual, extra successes increase this twin’s Attributes, so it is possible that the infant can emerge fully formed (and lethally capable) from the womb.

Variation: One form of punishment inflicted on human women was to curse them with bearing an animal (usually a goat). Replace Flesh â—‰ with Lore of the Beast â—‰. Note that the animal grows at the same rate and to the same size as a human baby, making it a (very slow) way to produce giant-sized animals. The animal chosen may create other complications, at Storyteller discretion.

NOTE: Children cannot be played in Nocturne, However these progeny may with permission of Admin be introduced as adults at a later time, Or via use of time acceleration be reared in a haven where time passes much faster.

NOTE 2: As this ritual affects unborn children seek the mothers consent first.

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TIME WATCH: 10XP

This cruelly demanding ritual was conceived as a means of obtaining a warning of an enemy’s actions. What better watchdog than one that reacts to events a full minute before they occur? Of course, for maximum benefit the “watchdog” should be intelligent and articulate. Human beings subject to this rite accompanied dangerous sorties and were kept at sensitive positions such as fortresses and legion headquarters. For the humans themselves it was exhausting and ultimately maddening, but there was still no lack of willing volunteers.

Primary Lore: Lore of Patterns ◉◉◉◉ Secondary Lore: Lore of Humanity ◉◉◉

RESTRICTION: The ritual requires a willing participant. The process must be explained to her and she must agree, though subtle forms of misdirection as to the long-term costs of the ritual are allowed. After agreeing once, the subject can be used again without her consent.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

The subject remains under the influence of the ritual for an hour per success.

The subject is physically present among the caster and can be led, fed, even injured but is unaware of any outside stimulus. She perceives her surroundings and companions as they will be one minute into the future and reacts accordingly. This perception includes all five senses, but does not include her own movements in the near future. Her actions are carefully observed by her “handler” and interpreted for signs of danger. For the subject, this ritual is disorientating in the extreme. Although she is technically aware of her situation, if she is moved, fed or restrained in real time, she is utterly unable to comprehend it. At most, she is aware that something prevents her from moving. She is equally unable to interact with future time. Her companions do not respond to her, she cannot move things or eat, and although things such as explosions or gunshots do not harm her, they seem completely real. Her reactions, of course, are what her keepers are looking for. At the expiration of the ritual, the subject is extremely disoriented for a period of time equivalent to the duration of the ritual effect.

In Game turns this effect allows those watching the subject to ADD the rituals successes to their Initiative ranking and void any -ambush- powers that would have otherwise taken them by surprise, they have already witnessed the potential attack 1 minute in the future and so are prepared.

TORMENT: After the ritual has concluded, the recipient is subject to random fluctuations of time — sometimes normal, but up to a minute forward or backward. This side effect lasts for a number of days equal to the Ankida’s Torment score.

Variations: It is possible for the Ankida to link her mind to that of the subject add Firmament ◉◉. The Ankida remains aware of her real time surroundings and can communicate what she sees, but she is otherwise unable to move or act for the duration.

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FRUIT OF PERFECTION: Cost 50 XP

This ritual creates a fruit that can be used to impart courage and insight. It was developed in an attempt to inspire humanity before the rebellion. Otherwise it is known as the Apple Of Eden, The Forbidden Apple, Or the Fruit of the Tree of Knowledge. It can be any fruit however.

Primary Lore: Lore of The Wild  ◉◉ Secondary Lore: Lore of Radiance ◉◉

RESTRICTIONS: A mature fruit tree is required. 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

  • One success means that fruit eaten from the ritual tree makes the recipient immune to fear and supernatural forms of mind-control.

  • Two successes mean that the recipient adds one dot to her Intelligence.

  • Three successes means that the recipient adds one dot to each of her Mental Attributes.

  • Four successes mean that the recipient can add +1 to all rolls.

  • As many pieces of fruit are grown as the Ankida has Faith, each of which can affect one person.

  • The fruit loses its effectiveness within one hour of being Picked or Consumed.

  • If someone eats two pieces of the fruit, the effects do not stack.

TORMENT: The high-Torment effect of this ritual subtracts dice from the relevant traits or dice pools.

Variations: There is said to be a version of Fruit of Perfection that was developed during the war. It has the same effect, but it also makes the recipient of the effect more sensitive to the spirit realms as well as the natural one. Add The Lore Of  Realms â—‰

NOTE: This fruit does not work on undead or fera.

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BOUNTIFUL HARVEST: COST 20XP

This ritual was designed to create lush gardens in place of barren wastelands, providing sustenance for the host’s mortal flocks in times of need.

Primary Lore: Lore of The Wild  ◉◉ Secondary Lore: Lore of The Earth â—‰ Lore of Storms â—‰

RESTRICTIONS:  A small Sigil must be drawn into the earth with a small quantity of loam (Top Soil). 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RADIUS:         10 meters per success centered on Sigil.

  • DURATION:     1 Scene.

SUCCESS

A lush garden blooms into life within the affected area, with thick grass, small streams and tall, fruit-bearing trees. This garden can sprout in an area where one couldn’t normally exist — in deserts, snow fields, parking lots or toxic waste dumps.

The water, vegetables and fruit created by the ritual are normal and nutritious in every way.

The garden exists for a single scene. At the end of that time the water dries up and the plants wither into dust.

If the Ankida wishes, however, the garden can be made permanent by spending a point of faith. It must be tended like any other garden afterward if it is to survive, though.

Those with the fruit of perfection ritual can find fruit trees here!

TORMENT: The high-Torment version of this ritual does not create gardens, but lifeless wastelands. All water and vegetation within the affected area dries up and withers away, not to return again until the next blooming season. By spending a point of faith  the effects of this ritual become permanent, creating a blighted area where nothing will ever grow.

Variations: None

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RAIN OF FROGS: 20XP

The origins of this ritual are lost, but its persistence in human legend suggests its purpose was to bewilder and distract those who witness it. It i s possibly derived from a creation ritual that populated an area with animal life in the manner of a farmer scattering seed.

Primary Lore: Lore of The Winds  ◉◉◉ Secondary Lore: Lore of The Beast ◉◉◉ Lore of Awakening ◉◉

RESTRICTIONS: At least two frogs of complementary sexes are required for the ritual. 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:         1 Mile per Success

  • RADIUS:         1 cubic meter per success centered on Sigil.

  • DURATION:     1 Turn per success.

SUCCESS

Each success creates a cubic meter of frogs for aerial distribution.

The frogs are actually brewed in the air, a combination of living creatures and the pure idea of multiplying frogs.

The velocity of the falling frogs is automatically such that they can survive the fall, and they cause no damage upon impact. The duration of the rain is only a matter of minutes, but the consequences will be hopping around indefinitely.

TORMENT: The frogs secrete a toxin that can harm or even kill people who come into contact with them. The usual symptoms include spreading paralysis and difficult breathing. Victims who handle the frogs suffer one level of bashing damage unless a successful Stamina roll (difficulty 16+) is made each hour after exposure. The effects of the toxin last for a number of hours equal to the Ankida’s Torment score.

Variations: The variety of creatures that this ritual can be adapted for is limited only by size. A frog is pretty much the maximum weight. Rains of worms, spiders and even fish have all been rumored at one time or another. The Ankida simply switches the creatures required for the ritual

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STORM’S FURY: COST 60 XP

This ritual allowed the Angels of the Deep to pummel their foes with the full fury of a raging storm, directing it as an extension of their will and leaving their allies unscathed.

Primary Lore: Lore of Storms ◉◉◉◉ Secondary Lore: Lore of The Firmament ◉◉◉ Lore of The Winds ◉◉ Lore of Humanity ◉◉

RESTRICTIONS: This ritual must be performed under an overcast sky. A silver bowl containing salt water must be placed before the Ankida.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:         1 Mile per Success

  • RADIUS:          Half a Mile per Ankida's faith.

  • DURATION:     1 Scene

SUCCESS

1 point per success are subtracted from the dice rolls of every being within the storm’s area of effect except the Ankida’s friends or allies. The storm This ritual manifests itself as a raging thunderstorm regardless of the climate and season in which the ritual is performed. The effect of this ritual lasts for the duration of a single scene. Beings caught within the area of effect may roll Stamina + Resolve Difficulty 12+. Each success reduces the individuals penalty by 1

TORMENT: The effects of the high-Torment version of this ritual are terrible indeed, creating a raging tempest of hellish lightning and acid rain. The successes rolled when determining the effect of the ritual become points of  lethal damage  that is inflicted every turn for each character caught within the storm — friend and foe alike.

Variations: Toward the end of the war, the Silver Legion developed a version of this ritual that could be centered on a specific individual, provided the Ankida knew the individual’s name. Increase Winds to ◉◉◉  and Humanity to ◉◉◉

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RAIN OF BRIMSTONE COST 60 XP

This terrible ritual calls down a rain of burning sulfur onto the Ankida’s foes.

Primary Lore: Lore of The Earth ◉◉◉◉ Secondary Lore: Lore of Flame ◉◉ Lore of The Winds â—‰

RESTRICTIONS: A lump of sulfur, a lump of phosphorous and a lump of iron must be placed before the Ankida.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:         100 meters x Ankida's Faith can be chosen as center of effect

  • RADIUS:         10 meters x Ankida's faith

  • DURATION:     1 turn, the Ankida must make a Stamina + Performance roll, Difficulty 12+ Each turn he wishes ritual to continue

SUCCESS

The total number of successes becomes points of  bashing damage  applied to every person and structure within the affected area.

Individuals or objects are affected each turn that the ritual continues. Individuals may attempt to dodge into cover (Under a car, into a nearby building etc) Roll Dexterity + Athletics Difficulty 12+ Successes rolled for the ritual.

TORMENT: The high-Torment effect of this ritual mixes fragments of blazing rock along with the rain of sulfur, setting flammable objects alight and inflicting lethal instead of bashing damage.

Variations: None.

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BEAST TONGUE: COST 10 XP

The demons of the Sixth House had easy access to the minds and hearts of the animals with which they worked, but their human allies had no such advantage. The ability to converse with animals in tactical situations was invaluable to the Rabisu, and the Beast Tongue ritual was developed to extend this ability to the mortals who aided them. The animals the Devourers worked with were almost always ordered not to harm a certain group of designated humans, to allow the mortals to talk with the animals in the absence of the Devourers without risking life and limb.

Primary Lore: Lore of The Beast  ◉◉ Secondary Lore: Lore of Humanity â—‰

RESTRICTIONS: A sigil must be drawn with a solution infused with woodbine and robin. ( Photinia plant)

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • TARGETS:      Successes x Ankida's Faith amount of individuals can be gifted with the beast tongue.

  • DURATION:    1 hour per Ankida's faith

SUCCESS

Once it takes effect, the subjects can converse with any natural animal that is ordinarily capable of communicating with others of its kind.

The animal will perceive the ritual subjects to be communicating with it as others of its kind would. The ritual’s effects last for a number of hours equal to the Ankida’s Faith score.

TORMENT: The ritual’s subjects can still communicate with animals, but their “speech” comes out hostile and aggressive. Animals will react as if threatened to anything the subjects say while affected by the ritual.

A mortal or demon must rely on a Manipulation + Animal Kinship roll difficulty 10 + Grimnorie Torment  to overcome this effect and be understood normally.

Variations: Increasing the Humanity rating to ◉◉ causes animals who are being spoken to by a ritual subject to be naturally predisposed in her favor, regardless of whether they have been previously commanded  to be friendly.

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WILD PATH: COST 30XP

Speed and mobility on the field of war were essential for victory. Where others used their wings, many Ninurtu used the plants they had nurtured from infancy to burgeoning adulthood. Using the Wild Path ritual, Devourers could step into a stand of trees and step out a mile away, an unpleasant surprise to the enemy with their backs turned.

Primary Lore: Lore of The Wild  ◉◉◉◉ Secondary Lore: Lore of Paths ◉◉

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RESTRICTIONS: The subjects of ritual must stand within a sigil, which must be inscribed in a natural clearing in a copse of trees or forest.

SYSTEM:

  • SPEND  1 Point Of Faith

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • RANGE:        1 mile per Ankida's Faith from Sigil

  • TARGETS:      1 Mortal or Demon per success rolled.

  • DURATION:   12 hours

SUCCESS

During the duration of the ritual  period the affected subjects can step into one tree and emerge from another just as if they had traversed a path. This effect works anywhere within the range of the ritual. In effect, the ritual spontaneously creates paths for the beneficiaries of the ritual between the trees in the ritual’s area of effect, as and when the paths are needed. If a subject tries to step out of a tree that is outside the area of the ritual’s influence, she is automatically diverted to the nearest tree that is within the range of the ritual sigil.

Characters Stepping from tree to tree need to Identify the correct tree to step out of Roll: PERCEPTION + ACADEMICS( Survival): Difficulty 14+

If the roll fails, the person steps out of a random tree in the ritual’s area of effect.

TORMENT: If the ritual is affected by Torment, the demons’ taint irritates the trees and provokes resistance.

Stepping into a tree requires a Willpower roll to push one’s way past the Torment-induced barrier.

ROLL :COMPOSURE + RESOLVE

DIFFICULTY 12 + GRIMNORIE TORMENT

Variations: None

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FOG OF WAR: COST 10XP

The Fog of War was developed to hide groups of demons and their mortal allies from enemy troops. The ritual summons evanescent swirls of fine cloud and mist that subtly billow around the Ankida and his companions. With nothing so vulgar as a puff of smoke, the group vanishes from mortal sight and even becomes hard to spot by other demons.

Primary Lore: Lore of The Winds  ◉◉◉ Secondary Lore: Lore of Humanity ◉◉◉

RESTRICTION: The Ankida must draw a sigil around the group of subjects with a maidens’ veils soaked in tears.

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • SUBJECTS:     1 individual per Ankida's faith may be concealed by the cloud

  • DURATION:   1 hour per success.

SUCCESS

Mortals: The ritual conceals the Ankida and his allies from the sight of mortals. The players of each mortal who should see the hidden group may make a Willpower test against difficulty 16+. If he achieves more successes than the ritual casting did, he can perceive the group normally (though such perception does not magically reveal the group to any viewer other than that individual mortal).

Supernaturals : The ritual does affect the perceptions of supernatural , but to a much smaller degree. A supernatural  can see the concealed group if she succeeds on Perception + Wits roll difficulty 10+ Ankida’s Faith. 

TORMENT: When Torment affects this ritual, the fog it creates is ominous and menacing. The figures within are obscured by the billows, but the cloud itself is anything but discreet. Shot through with angry gray and red streaks, it looks like a thundercloud in miniature. Enemies who come into contact with the fog are scalded by its venom. It inflicts the Ankida’s Faith score points of lethal damage on any non-concealed person entering the cloud.

Characters wishing to avoid the cloud roll Dexterity + Athletics Difficulty 10+ Grimnories Torment. A character entering combat with a concealed character automatically suffers the damage as they can't enter the cloud and NOT take damage.

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RITUAL OF ETERNAL IMPRISONMENT

Primary Lore: Lore of Portals ◉◉◉◉◉ Secondary Lore: Lore of Patterns ◉◉◉◉◉, Lore of Portals ◉◉

This nightmarish ritual was created in the last days of the war as a means of striking fear into the hearts of enemy angels. It was only used twice, and so horrific were its effects that all but the most hardened fallen cried out against it ever being used again. In fact, some fallen think that it was the use of this ritual that caused the Creator to cast the rebels into the Abyss. The ritual was thought to be lost, until one of the books of Gaar-Asok turned up with the details of the ritual mentioned inside. The purpose of this ritual is to trap a person in time. To allow space to pass her by as normal, but not time, so that she is eternally frozen in time. The reason this is so horrific has to do with the nature of revolution and the fact that even when we stand still, we are, if fact, still moving. When a being is frozen in time, she vanishes, because, in those milliseconds that follow being frozen, the Earth speeds away as it rotates on its axis and revolves around the sun, while our galaxy completes its celestial rotation. In fact, a creature locked in time becomes lost in vast eternity of space, and so is lost forever. This is the horror of this ritual. It is an eternity locked in solitary confinement with no hope of release, escape or death.

RESTRICTIONS: The subject of this ritual is placed in a metal rectangular container, and this container is placed in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE POINT OF FAITH.

ROLL: OCCULT + INTELLIGENCE

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

The victim resists by using Willpower. Difficulty 12+ Ankida's Faith.

If the Ankida is successful, the victim disappears from view, never to be seen again.

FAILURE:

If the Ankida’s roll fails, the ritual ends immediately and must be started again.

BOTCH:

If the ritual botches, however, there is a risk that the temporal bubble meant to contain the prisoner will claim his jailers instead. Make a Willpower roll for every person involved in the ritual against a difficulty of 16+. If the roll fails, the person disappears.

The good news is that the effects on the hapless participant are not permanent. The individual will return to the time stream at some point, but cannot control when or where her return will occur. The Storyteller is the final arbiter on the time and location of the victim’s return, and he can choose arbitrarily when and where the event happens.

TORMENT: None

Variations: There are rumors that the ritual could be performed with seven Mudu with Lore of Portals ◉◉◉◉, which would permit the prisoner to be teleported back to reality after a specific length of time had passed or a certain set of conditions had been met.

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RESHAPE THE SOUL

Primary Lore: Lore of Radiance ◉◉◉◉◉ Secondary Lore: Lore of Humanity ◉◉◉◉◉, Lore of Longing ◉◉

This powerful, terrible ritual is a product of the dark days of the Time of Atrocities, when both angels and demons made use of mortal worshippers or followers to strike at their enemies. With this ritual, demons would “reprogram” a mortal’s personality, shaping her into a perfect spy — or weapon. Most uses of this ritual focus on reprogramming a captured spy or mortal follower of the demon’s enemies. The ritual permanently reshapes the captive’s personality and loyalty to suit the demon, who can then question her freely or send her out to work for his purposes. The ritual is occasionally used in the opposite way, making a loyal worshipper into a wholehearted supporter of his enemy’s works — but one with a number of secret commands buried in her subconscious that can be activated as the Ankida sees fit.

RESTRICTIONS: The mortal being affected by the ritual must remain in the center of the sigil throughout. If she is an unwilling participant, she must be restrained or incapacitated so that she cannot leave. 

SYSTEM:

DRAW SIGIL

SPEND ONE  POINT OF FAITH.

ROLL: OCCULT + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

  •  The target resists with a Willpower roll (difficulty 16+).

  • If the Ankida gains more successes, the mortal’s mind and soul can be remade as she sees fit.

  • The Ankida can alter the human’s personality any way she likes, replacing his Nature and Demeanor with any Archetypes she wishes. She can also alter the mortal’s memories — one significant memory or chain of memories for each success gained on the ritual — change his opinions, make him loyal to the Ankida (or to someone else) and so on. The ritual cannot increase the mortal’s Faith potential. That requires a personal journey for the mortal that cannot be tampered with by demonic powers.

  • If the Ankida wishes to make the mortal into an undercover agent, she can implant post-hypnotic suggestions into his subconscious.

  • Every success gained on the evocation roll provides a suggestion that can be implanted, with a predetermined trigger and outcome of the Ankida’s choosing. When the trigger condition is activated, the mortal will follow his orders, then return to normal with no memory of what he has done.

Some suggestions might be reusable on an ongoing basis, such as, “Report on what Manishtusu has done in the last week.” Others, such as, “Kill Matthew Wallace,” will expire once completed and pass from the mortal’s programming. The Storyteller is the final arbiter as to whether or not an implanted suggestion is reusable over a period of time.

The effects of this ritual are permanent unless they are undone by another demon. The Revelation evocation of the Lore of Radiance can negate the programming, though the difficulty of the evocation roll increases by two. Before this can be done, though, the demon must realize that the mortal has been affected by Reshape the Soul, which can only be determined through observation and deduction.

TORMENT:  The high-Torment version of this ritual reprograms a mortal as normal, but at the cost of his sanity. The psyche and very soul of the human are damaged, and he is doomed to madness. If the ritual succeeds, the mortal gains a permanent derangement. For every success gained on the ritual after the first, Furthermore, Difficulty for  Willpower rolls increase cumalatively by + 1 each time a post-hypnotic suggestion is activated.

Variations: None

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PRISON OF FLESH

Primary Lore: Lore of the Spirit ◉◉◉ Secondary Lore: Lore of the Flesh ◉◉◉; Lore of Death ◉◉

This ritual holds the soul of a human body within her own body, in much the same way as the Anchor the Soul evocation (Spirit ••••) can trap a spirit within an object. It can return a newly deceased spirit to its original home or even be cast on someone who is still alive. Once held, the soul cannot interact with the outside world — it is effectively trapped in a prison of flesh. Whether or not the body was alive or dead, it enters a state where it has no bodily functions, yet the body does not decay. This ritual was used to protect the souls of the dying or recent dead and allow them to return to their body at a later time. The evocation Restore the Dead (Spirit •••••) was originally used on people affected by this ritual (in which case its effect is automatically permanent).

RESTRICTIONS: The blood of the recipient must be mixed in with the pigment or material creating the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE  POINT OF FAITH.

ROLL: OCCULT + STAMINA

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

DURATION:    1 Month per success.

SUCCESS:

The target can resist the effects of the ritual with a resisted Willpower roll (difficulty 14+ ). The effect lasts a number of months equal to the successes rolled. Three faith points can be donated by participants of the ritual to make the ritual effect permanent.

TORMENT: The ritual works, but the body starts decaying three times faster than its natural rate, and it resists attempts to preserve it (through freezing, mummification, etc.).

Variations: A more fearsome version of this ritual was created later, which holds the soul but sets the body on fire without consuming it. The only sensation the soul can feel is the pain of burning alive. Keeping the body in water, or similar measures, will douse the flames temporarily and provide a measure of relief. Add Flame ◉◉◉.

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REBORN IN NEW SKIN

Primary Lore: Lore of the Spirit ◉◉◉◉◉ Secondary Lore: Lore of Death ◉◉◉◉, Lore of the Winds ◉◉

This ritual was one of the few useful results of the Slayers’ constant experiments to overturn the curse of death. In one sense, the ritual is a failure because it doesn’t actually prevent death. It merely takes life from one soul and gives it to another. This long, demanding ritual rips a soul from a living body, and immediately replaces it with the soul of one of the dead. Potentially, through repeated use of this ritual, a soul could enjoy near immortality through repeated switches of body. The imprisonment of the Halaku prevented that, and the original beneficiaries of the ritual, friends, servants or lovers favoured by powerful Slayers, have long since disappeared from the world. 

RESTRICTIONS: The ritual may be performed only in an underground chamber, such as a cave or cellar. It also requires a living human and a ghostly soul bound into an object. It will not work on dead bodies or on unfettered ghosts.

SYSTEM:

DRAW SIGIL

SPEND ONE  POINT OF FAITH.

ROLL: OCCULT + STAMINA

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

The number of successes achieved must be greater than the living man’s Willpower. For this reason, most donor bodies are beaten and abused for some time before the ritual takes place.

If the roll succeeds, the Ankida can command the two souls to switch places. The ritual forges a link between the two souls, which lasts while both endure. Should the reborn every be killed, or his soul removed from his body by supernatural means, the original, bound soul snaps immediately back into the body, returning the replacement spirit to its anchoring object. The reborn ghost gains the Physical Attributes and Appearance of its new body and retains the remainder of its own Attributes and Abilities. The transfer is permanent. This ritual does not work on demon souls, and will not work on any type of supernatural person or creature. (Other than Thralls)

TORMENT: The high-Torment version of the ritual puts the two spirits involved through excruciating pain as one dies and the other is reborn. This pain will halve the Willpower of both ghosts and give them both a single derangement each.

Variations: An alternative version of this ritual allows the ghost to reclaim its former features as well as a new body. As the soul slips into its new body, the flesh melts and runs like wax before settling into the original face of the newly resurrected spirit.

This variation adds Lore of Transfigurations ◉◉◉

 

 

 

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HUNTER’S BYWAY

Primary Lore: Lore of Paths ◉◉ Secondary Lore: Lore of the Firmament ◉◉, Lore of the Realms ◉◉

This ritual is used to track down missing persons  — whether they are simply lost or actively hiding from the Ankida. The ritual is focused on an item that belongs to the person being sought and that has a degree of significance — car keys, a lock of hair, a favorite shirt and so on. The ritual creates a path through the spirit realms, bypassing the physical world and exiting back into reality just behind the person being hunted. The Ankida can step onto the path, travel quickly through the spirit world and appear behind her quarry in a matter of minutes, no matter where he might be.

RESTRICTIONS: The item used as a focus must be placed in the center of the ritual’s sigil. 

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + WITS

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

If the ritual succeeds, a pathway visible to all the participants but not to observers appears leading from the sigil, and fading from view a few yards away.

If someone follows the path, she passes into the spirit realm. From the outside, she simply fades from view, while from her perspective, she moves down a luminous, misty tunnel surrounded by darkness. Movement along the path is not instantaneous.

It takes a base of 10 turns  minus one turn for each success on the ritual roll, to reach the other end and exit back into reality.

The traveler appears just behind the person being hunted, who will probably be taken by surprise.

He must gain more successes on a Wits + Perception Difficulty 12+  roll than the successes of the ritual to notice his pursuer arrive. Otherwise traveller automatically goes first if combat is his purpose.

Once the traveler exits the path, it collapses, and she must find her own way back to the ritual site if she wishes to return.

TORMENT: The high-Torment version appears to work as normal, but it is actually far more dangerous. The pathway actually stays open for a number of hours equal to the successes rolled — hours in which any ghost or spirit that happens upon the path through the realms can exit at either end and wreak havoc.

Variations: None

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INOCULATE

Primary Lore: Lore of Awakening ◉◉ Secondary Lore: Lore of Patterns ◉◉◉ 

The Inoculate ritual was developed by desperate Asharu who wearied of seeing the human tribes ravaged again and again by the diseases of war — both natural diseases unavoidable in the poor living conditions of a war-torn land and supernatural maladies that spread as fast as breath thanks to malicious or hard-hearted members of the Second House on both sides of the conflict. Their patience wore thin with constant intercessions to the rest of the Morningstar’s host to exercise restraint and care for the humans on whose behalf they fought. Eventually the Asharu turned to preventative medicine, setting plans in motion before the fact to protect the humans when it was necessary and the Asharu could not be there.

RESTRICTIONS: The sigil must be drawn in quicksilver.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + STAMINA

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

DURATION:    1 Week per Ankida's Faith

SUCCESS:

The Inoculate ritual protects all the beneficiaries from future infection, disease and ill health for a given period of time.

The number of successes indicates the number of people the ritual can protect. Although it is equally efficacious on mortals, demons, animals and indeed all living things, the Inoculate ritual is usually used to protect groups of mortals to whom the Asharu do not have easy or frequent access. While a subject is protected from harm by this ritual, he cannot be afflicted with any disease, suffer any infections or be poisoned. The protection is unspecific and unalterable, so the subject cannot choose to voluntarily lift his resistance to a contaminating factor. For example, during the course of the protection, he cannot become drunk, as the ritual’s lingering effects counteract the alcohol by-products before they render him intoxicated.

 

Players of supernatural creatures attempting to inflict supernatural diseases on the character must

ROLL: COMPOSURE + RESOLVE

DIFFICULTY 10 + Ankida's Faith

Success indicates that the power takes effect, though the Inoculate effects may mitigate the foreign power in some way at the Storyteller’s discretion. Note that this ritual does not prevent a recipient from simple harm sustained through combat or careless mishap.

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TORMENT: The version of this ritual affected by Torment makes the recipients immune to disease and similar harm themselves but turns them into “plague rats” who infect everyone with whom they come in contact.

Each success cast in the initial ritual  inflicts one point  of bashing damage on everyone (except undead) who comes into physical contact with the infected character. The high-Torment version of this ritual lasts for one week.

Variations: Increase  Awakening  to ◉◉◉. This allows the protection to heal minor wounds the beneficiaries sustain.

Each subject gains 1 temporary point of health equal to the Ankida's faith score. Once lost they are gone and cannot be recovered. The bonus lasts as long as the ritual duration.

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PROPHETIC DREAM

Primary Lore: Lore of Patterns ◉◉◉◉ Secondary Lore: Lore of the Firmament ◉◉, Lore of the Spirit ◉

The Fiends developed this ritual during the war as an aid to the commanders of Lucifer’s legions, allowing them a glimpse of their own future as a tool to refining their battle plans. In practice the infernal leaders had to apply a great deal of insight to interpret their visions, often requiring the advice of the Neberu once the vision had passed.

RESTRICTIONS: The subject of the ritual must sit or lie in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + PERCEPTION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

The number of successes rolled determines how many days into the future the recipient can view regarding her subject. It also determines how many questions the player can ask the Storyteller about what the character sees. The evocation fills the recipient’s mind with a torrent of images, showing the most likely fate of a specific person, place or event, barring any outside interference. The Storyteller describes the course of events as though the recipient were an outside observer. She isn’t privy to the thoughts of the individuals involved, and she must decide the context and meaning of relationships and actions herself.

TORMENT: The high-Torment version of this ritual shows the recipient where the subject (be it a person, place or event) is at risk of suffering an accident or other misfortune, and it shows the best way to cause the tragic circumstances to occur.

Variations: None

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HORN OF TRUESIGHT

Primary Lore: Lore of Longing ◉◉ Secondary Lore: Lore of Patterns ◉

This ritual influences the dreams of the recipient, but only as a filter. Only things that are true will appear in dreams, but the ritual does not influence what those dreams might be. If the recipient was to have had false dreams, they simply would not occur, and nothing would take their place. Traditionally this ritual was bound into a circlet of horn taken from a creature of the oceans to make a permanent enchanted item. Since no suitable creatures currently exist, however, its use is strictly temporary (unless someone researches a suitable variation or breeds a creature to provide the material).

RESTRICTIONS: The recipient must be within sight of the Ankida for the duration of casting.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

DURATION:    1 Night per Ankida's Faith /Torment (Depending on which is rolled)

SUCCESS:

Those wishing to manipulate the targets dreams lose a number of successes equal to those rolled during the ritual casting.

otherwise ritual’s effects are such that hidden truths about the dreamer’s own personality are revealed, allowing her to gain greater insight into herself and possibly restore lost confidence or conviction. At the Storyteller’s discretion, the recipient of this ritual might  overcome a temporary derangement. 

TORMENT:  Instead of filtering natural dreams, the ritual creates its own — dreams of fear and paranoia that make it impossible to rest. Each time the recipient awakens from sleep within that time frame, he suffers -1â—‰  from all Mental Attributes, though no attribute  may be reduced below one â—‰ The recipient can attempt to avoid this erosion of mental faculties by remaining awake, requiring Stamina + Resolve roll: Difficulty 12+ 1 per day of ritual exposure.

Once the ritual effect ends and the recipient gains a full night of undisturbed sleep, his mental faculties return to normal.

Variation: Another version of the ritual, with the same components, filters out true dreams, instead of the opposite. It is easier to create an enchanted object with this version, since it requires ivory from a sea creature — the tusks of a walrus or narwhal will suffice.

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SONG OF ECSTATIC BATTLE

Primary Lore: Lore of Longing ◉◉◉ Secondary Lore: Lore of Transfiguration ◉◉, Lore of Awakening ◉◉

This ritual enables human troops to more effectively fight on while injured. Under its effects, each feels no pain from wounds, but only a surge of adrenaline and power that makes them redouble their attack.

RESTRICTIONS: A drop of blood from every human potentially affected.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + CHARISMA

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

DURATION:    10 turns per point of Ankida's faith.

SUCCESS:

For each success, three troops can be affected.

  • When they have taken between two  and five points  of damage, they add one die to any dice rolll based on a Physical Attribute

  • Once they reach six points of damage  however, the entire effect catches up with them. 

TORMENT: An attempt to relieve anyone of the ability to feel pain is anathema to a tormented soul. This version adds a + 1 bonus to every Physical Roll, but the pain from any attack is such that when it wears off they suffer -2 to all dice rolls.

Variation: A strange version of this ritual replaces the Lore of Awakening with the Lore of Humanity ◉◉◉.

Each wound sustained under this ritual makes the character less likely to be attacked if he wishes to retreat (or move to a more strategic location). Each time a recipient is wounded, he can decide to step back, in which case characters wishing to attack him must make a roll.

ROLL: COMPOSURE + RESOLVE

DIFFICULTY = 12+ 1 per point of damage thrall has suffered.

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ANIMATED PLANT

Primary Lore: Lore of the Wild ◉◉◉◉◉ Secondary Lore: Lore of the Beast ◉◉◉◉

In time, the most senior Rabisu mastered plants and animals alike, and under their watchful gaze the two began to blur. With this ritual and others like it, the Devourers created intelligent and active plants that were far more than mere vegetation. More than once, an unwary group of loyalists paused to rest in a small forest and were never seen again, though the well-fed trees sprouted and grew lush.

RESTRICTIONS: The plants to be enchanted must be placed within the sigil and targeted with the ritual when they are only seedlings.

SYSTEM:

DRAW SIGIL

SPEND TWO POINTS OF FAITH.

ROLL: OCCULT + INTELLIGENCE

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

The affected plants are far more than mere vegetation, however. They have rudimentary intelligence equivalent to that of an animal. The effect on the plants is permanent once the ritual has been completed. As they grow, they develop their intelligence just as a wild animal does. The plant also develops natural weapons it can use for hunting or combat. The plant’s attacks are equal to the Ankida’s Faith rating. The damage the plant inflicts is lethal.

Devourers who wish to command these animated plants must use evocations such as Command the Wild (Wild ◉◉◉) to do so. Without this control, the plants are as wild and feral as any untamed animal.

TORMENT: If the ritual is affected by Torment, controlling these plants — which develop a vicious and bloodthirsty will of their own — requires  using Command the Wild and a Composure + Resolve  roll with a difficulty equal to 10+ Ankida’s Torment.

In addition, when the plants successfully cause damage to someone, they also inflict an additional lethal health level of damage. Their sap is caustic and toxic, highly dangerous to mortal, animal and demon alike.

Variations: Unconfirmed rumors told of plants that could speak with men, created by incorporating the Lore of Humanity â—‰ into the ritual.

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TAPESTRY OF LIGHT

Primary Lore: Lore of Light ◉◉◉◉ Secondary Lore: Lore of the Forge ◉◉◉; Lore of the Fundament ◉

This ritual creates a strong material out of light itself, allowing the demon who casts it to create an object that can be of any color desired, including completely invisible. It can also be fashioned as an inexhaustible light source. Some property of the material precludes a sharp edge on any surface (let alone an infinitely thin edge), so effective slashing weapons cannot be created. It was originally developed for decorative purposes, such as to create intricate fountains in which only the water was visible, though a number of practical applications were subsequently discovered. Among its useful properties is that the material is unaffected by heat and all known acids.

RESTRICTIONS: The ritual must be conducted within an area defined by reflected light. From mirror to mirror suffices, but laser beams are an attractive and controllable option.

SYSTEM:

DRAW SIGIL

SPEND TWO POINTS OF FAITH.

ROLL: OCCULT + CRAFTS

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

The more successes the player rolls, the more resilient the weave is (granting it an effective Armor defence value equal to the successes). The size of the object is not determined by the volume of material created but by the volume in which it fits, so an empty cube requires as much Faith as a solid one. The object must fit within aspherical diameter equal to the Ankida’s Faith score in meters.

TORMENT: Whatever color is desired, the object seems to emit a subtle strobing effect that causes headaches and dizziness. Characters who witness the weave’s disorienting effects lose one â—‰  from their Mental Attributes unless a successful COMPOSURE + RESOLVE roll difficulty 14+ is made.

This penalty lasts as long as the character looks at (or in the general direction of) the material.

Variations: It is said a version exists that is only material with respect to one substance. For example, the resulting object can contain water, but any other material passes through it as if it was no more than a hologram. Even human flesh can be specified (or, separately, the substance of angelic form), leading to interesting possibilities for weapons that ignore armor, and wards that human cannot pass through but fallen in apocalyptic form can. Add Patterns ◉◉

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CHALICE OF FAITH

Primary Lore: Lore of the Forge ◉◉◉◉◉ Secondary Lore: Lore of the Celestials ◉◉◉◉◉

The Malefactors, made an incredible discovery in the closing hours of the Shattering — a ritual that could store Faith in an object! The ritual turns a specially prepared item into a chalice, or storage vessel, by making its spiritual nature “sticky.” Faith is attracted to the chalice and remains trapped in its gravity until drawn out by a demon. Chalices can be any kind of small item (some are cups, but jewellery is also common), and their existence is a secret known to few.

RESTRICTIONS: The item to be affected must be placed in the center of the ritual’s sigil. This item must be specially prepared by the Ankida ahead of

SYSTEM:

DRAW SIGIL

SPEND ONE POINTS OF FAITH.

ROLL: OCCULT + CRAFTS

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

Success means that the item’s spiritual nature is permanently altered, making it a storehouse for Faith. The chalice can hold a maximum number of temporary Faith points equal to the successes gained on the evocation. To place Faith into a chalice, the wielder makes a Faith roll Difficulty 14+. Each success transfers a point from her temporary pool to the chalice. Withdrawing Faith works in a similar fashion. The user makes a Faith roll difficulty 14+, and each success draws a point from the chalice into character’s pool, up to his normal limit. The chalice can only be used once in each fashion per scene (one deposit, one withdrawal).

TORMENT: The high-Torment version of this ritual creates a poisoned chalice, a relic that taints whatever Faith it contains. Whenever a character (Demon or thrall) draws Faith from a tainted chalice, he gains a point of temporary Torment for each Faith point he takes.

Variations: None

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SEAL AREA

Primary Lore: Lore of Paths ◉◉◉◉ Secondary Lore: Lore of the Fundament ◉◉◉, Lore of Portals ◉◉◉, Lore of the Wild ◉◉

This potent ritual is one of the foundations of many infernal bastions, sealing all the paths into a region save one or two known only to its owners, thus effectively isolating a stronghold or haven from the rest of the physical world. No one knows how many such hidden fortresses wait to be discovered by enterprising demons across the World of Darkness, or what ancient wonders they still contain.

RESTRICTIONS: A complete,  intact spider web must be laid across the center of the sigil and scattered with droplets of mercury.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + PERCEPTION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RADIUS:         1,000 meters per success.

DURATION:    The affected area remains isolated1 Day per Ankida's Faith or Permanent by spending 1 point of faith per success. (Other participants may                            donate faith)

SUCCESSS:

A minimum of one path must exist connecting the isolated region to the physical realm, up to a maximum number of paths equal to the Ankida’s Faith . Each of the ritual participants is aware of the location of each remaining path, though the paths may be concealed later using the Conceal Path evocation.

TORMENT: The high-Torment version infects the region’s remaining pathways with the Ankida’s malice. Mortals traveling the paths lose one point of temporary Willpower unless a successful Willpower roll (difficulty 16+) is made. Fallen who travel the path gain a point of temporary Torment instead.

Variations: None

NOTE: This ritual cannot be performed within Nocturne itself but it does provide oppurtunity to create super secret lairs on the earth. Adding Defeat Path and Defeat Scry rituals to the area would make it super impenetrable and secret from demons and mages. Other species simply lack the ability to find this place.

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DEFEAT PATH

Primary Lore: Lore of the Wild ◉◉◉◉ Secondary Lore: Lore of the Celestials ◉◉◉

This ritual creates an area where the Lore of Paths is much harder to use, making it much easier to defend against enemy angels — and other fallen.

RESTRICTIONS: The sigil must encompass the area to be affected, although all participants must still be able to see each other clearly. 

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + PERCEPTION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

DURATION:    1 Month Per Ankida's Faith The donation of five faith from any of the participants makes the effect permanent.

SUCCESS:

Each success is subtracted from the number of successes of any Paths evocation (or ritual based around the Lore of Paths) that crosses the area of effect. Note that opponents cannot create paths that specifically avoid the area of effect of the Defeat Path ritual. If they know the perimeter of the effect, however, that can create a path that does not cross the perimeter (but it might not get them where they want to go)

TORMENT: The addition of Torment provides a disorientating effect that gives people headaches and potentially gets them lost. Individuals traveling through the region (whether using Paths lore or not) become disoriented and lost unless a successful Willpower roll (difficulty 12+) is made each turn. Once lost, a Willpower roll may be made each successive turn to regain one’s bearings. If a roll results in a botch, the character cannot regain her bearings until she wanders out of the area.

Variations: It is said that there is a version that confuses the senses so that it appears that a path has been created successfully, but after it is travelled, the Malefactor finds herself in the same spot where she began. Add Longing ◉◉◉

NOTE: While it deals with "Paths", any manner of "Instantaneous travel" into or out of the area is likewise hampered by the amount of successes rolled on the ritual. In cases where only 1 success is required add the successes to the difficulty of the instant travel power (Such as sidestepping/ Hopscotch etc)

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DEFEAT SCRY

Primary Lore: Lore of the Celestials ◉◉◉ Secondary Lore: Lore of the Firmament ◉

This ritual creates an area that is protected from scrying attempts.

RESTRICTIONS: The protected area is defined by the size of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + WITS

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

DURATION:    12 Hours Per Ankida's faith.

SUCCESS:

The number of successes rolled is subtracted from any attempt to cast the Scry evocation or any remote scry/view  on any object or person within the specified area.

If the Scry attempt still succeeds, the target of the Scry glows a pale blue.

If an object or a person that is already the focus of a Scry attempt enters the protected area, the subject glows blue as well. 

TORMENT: The high-Torment effect of this ritual inflicts one point  of bashing damage each turn against individuals attempting to scry/remote view into the affected area (this damage can not be avoided). They can still view what is going on, but it’s like getting an eyeful of tear gas when they do. Variations: Rumors abound that a ritual could be cast that interferes with scrying attempts, making it appear that the area was empty or that a specifically programmed action was happening within it. Add Light ◉◉◉◉

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HAVEN’S PEACE

Primary Lore: Lore of Storms ◉◉◉◉ Secondary Lore: Lore of the Spirit ◉◉◉, Lore of the Earth ◉◉◉◉

This is one of the few new rituals developed since the escape from Hell, based on the old Haven creation rituals. These rituals worked by channelling the world creation and shaping lore of the other Houses through the filter of the Lore of the Spirit. The whole of Haven is composed of spirit — usually not sentient souls but the unaware souls of the plants and animals that died after the Fall. The Charonist group within the Slayers has reworked one of the old creation rituals used while building Haven to create Haven’s Peace. It brings peace and calm to an area of Haven, erecting conceptual barriers against the spirit storm and providing shelter for both ghosts and demons within.

RESTRICTIONS:  This ritual can only be carried out in the shadow lands, the portion of Haven closest to the living world.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + INTELLIGENCE

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RADIUS:         1 success =100 meters from sigil. Each additional success adds 50 meters.

DURATION:    12 Hours Per Ankida's faith.

SUCCESS:

The spirit storm does not appear within the circle, although any soul that steps outside immediately becomes prey to the flaying effect of the Maelstrom 

TORMENT: The high-Torment version of the ritual creates the same area of calm, but with terrible consequences to any ghost within the ritual’s effect area. Instead of gently forming around the area of peace, the protective ritual drives all spiritual material out into the Tempest beyond the shadow lands and into the severe Maelstrom blowing there. Any soul caught in this ritual is immediately dropped into the Tempest and suffers five lethal damage per turn until destroyed or rescued.

Variations: This ritual can also be used to create a fortress within the shadow lands, if required. Adding Lore of Portals ◉◉ makes the barriers around the ritual site impervious to demons and ghost as well as the Maelstrom, as per the Evocation’s normal effect.

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THE VEIL OF CERBERUS

Primary Lore: Lore of the Realms ◉◉◉◉◉ Secondary Lore: Lore of Portals ◉◉◉◉

As the Thousand Year War turned into a rout, the rebel Elohim had to adopt more defensive tactics. Cerberus, an accomplished Ankida, conceived this variation on another Haven-building ritual to allow groups of rebels and mortal servants to escape pursuing loyalist forces. If the refugees had a sufficient head start on their pursuers, this ritual allowed them to swap themselves, and their immediate landscape, with their counterparts on the other side of the Veil. While this had the unfortunate effect of sacrificing a few ghosts who were in the wrong place at the wrong time to the loyalist angels, it saved many Slayers from destruction in the closing days of the war.

RESTRICTION: This ritual cannot be cast in the presence of any observers except those participating in, and affected by, the ritual. It also requires a small scrap of dried skin and some fresh blood.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + WITS

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RADIUS:         3 meters + 2 meters per additional success.

DURATION:    1 hour per Ankida's faith.

SUCCESS:

Should the number of successes fail to extend the radius far enough to bring everyone within the transfer area, then the ritual fails. Not surprisingly, the ritual is normally conducted in a small, huddled group, just to be on the safe side. If the ritual succeeds, the area within its effect is enclosed with mist for a few moments. When the mist clears, the whole landscape within the ritual’s effect, and all things on it, have crossed the Veil. Back in the living world, the landscape has been replaced with its shadow land equivalents, a gray, lifeless facsimile of what was there before. The landscapes will swap back gradually over a period of several hours.

TORMENT: The high-Torment version of this ritual kills any humans who travel with the demons. They pass over the Veil, but leave their bodies behind. From that point onward, they are treated as normal ghosts. The landscape in the living world never really recovers from the effects of a high Torment use of the Veil of Cerberus. The ground remains forever barren, and animals avoid it.

Variations: In a bid to make things even more difficult for pursuing loyalists, a variation of The Veil of Cerberus was devised which incorporates Lore of Flame ◉◉◉◉ . It causes the transferred portion of the shadow lands to burst into a terrible conflagration as it emerges in the living world, blocking the progress of the pursuers and erasing all traces of the fleeing demons. There is a rumor that Lore of Patterns ◉◉◉◉◉ has also been used, to create a time bomb effect, but no fallen have yet been able to recreate that effect.

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GHOSTLY INFERNO

Primary Lore: Lore of Flame ◉◉◉ Secondary Lore: Lore of the Realms ◉◉

This ritual allows a Devil to summon a raging inferno not in the mortal world, but in the spirit realm. While the flames do not exist in this world, the effects of the blaze are still felt here — objects and people in the area of effect are burned by cold, invisible flames.

In the spirit realm, the fire burns ghosts and others  moving through the world of the dead.

RESTRICTIONS: The ritual requires that a burnt offering of flesh be placed in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RANGE:         100 yards x Ankida's Faith

RADIUS:         1 meter per success.

DURATION:    3 turns per Ankida's faith.

SUCCESS:

  • The Intensity of the flames is equal to the successes rolled.

  • flames are invisible to the normal eye, but the Ankida can vaguely perceive a patch of shimmering haze where the blaze lies, and he can attempt to control it while the ritual persists.

  • Make a Faith roll difficulty 12+  for the Ankida each turn to control the flames.

  • Each success increases or decreases the blaze’s radius by a yard or moves the blaze a yard in any chosen direction.

  • Within the area of the blaze, all characters  take one point of aggravated  damage each round for each level of the fire’s intensity.

  • Since it is a spiritual flame instead of a physical one, each character rolls RESOLVE + COMPOSURE DIFFICULTY 12+ Each success cancels one point of damage.

  • Characters who are immune to normal fire are also immune to spiritual flame. If the intensity of the fire is enough to ignite objects the items lose one structural level each turn until destroyed or until the fire dies out.

  • In the spirit world, ghosts and demons in spirit form that are trapped in the flames take damage, but they may Brace or Dodge the damage as normal.

TORMENT: The high-Torment version of this ritual sets the very substance of the spirit realm aflame, feeding on dead souls and the malevolent energies of the realm. The flames of this ritual cannot be controlled by the Ankida, but they are more powerful and cover a greater area. Add half the number of successes rolled (round down) to both the radius and the intensity of the blaze. While the flames remain invisible, ghastly moans and screams emanate from the affected region.

  • Characters within the area of effect roll RESOLVE + COMPOSURE  DIFFICULTY: 14+

  • If the roll fails, the mortal suffers +1 difficulty to all WP rolls .  If the roll botches, the mortal also gains a temporary derangement 

Variations: Some versions of this ritual allow the creation of flames far from the sigil and performers — the ghostly blaze erupting around a chosen victim anywhere in the world. To perform this variation, add Lore of the Firmament ◉◉ to the secondary lore, the sigil must contain a personal item belonging to the target or a piece of her body, and the Ankida cannot control the movements of the flames

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DAWN’S LIGHT

Primary Lore: Lore of the Celestials ◉◉◉ Secondary Lore: Lore of Humanity ◉◉, Lore of Light ◉◉ 

While the manipulation of light is the province of the Neberu, the Heralds were light itself in the first days of Creation, as well as being the stars that shone in the sky. Most importantly, the Heralds governed the sun, the first and most perfect of stars, and brought the divine spark of the Creator to humanity when morning first broke across Creation and stirred Adam and Eve from sleep. With this ritual, the Namaru can re-create that first dawn in the middle of the night, flooding an area with bright, warm sunlight — not a hot glare, but a soft radiance that stirs the souls of both mortals and demons alike.

RESTRICTIONS: The ritual must be performed at night.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + CHARISMA

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RADIUS:         1 mile per Ankida's Faith

DURATION:    3 turns per Success rolled

SUCCESS:

the surrounding area is filled by bright (but not blinding) sunlight.  The sunlight radiates from the ritual’s sigil, but the sigil does not becoming overly bright. The light casts shadows away from the sigil, but permeates the whole area so that almost all locations within the radius of effect are illuminated as if it were the first few minutes of dawn. Both mortals and demons within the ritual’s radius of effect may be revitalized and inspired by the dawn’s light, which is both physically and spiritually illuminating.

All mortals and demons  within the area gain + 1 to willpower rolls for the remainder of the scene.  They also heal point of bashing damage if they were injured.

The light created by this ritual is true sunlight, with all the spiritual and physical properties of the sun. Any creatures affected by sunlight in some way, such as vampires or other supernatural creatures, will be fully affected by the dawn light created by the ritual, for as long as the sigil shines or until they find shelter. When the ritual’s effects end, the sigil ceases to shine and the light fades away.

TORMENT: The high-Torment version of this ritual creates a dark, brooding light the color of rust, like the glow of a dying star. beings touched by this corrupt glow are plagued by despair, madness and nightmares, and they gain a temporary (Scene long Derangement) . Characters may try to resist this effect with a successful Willpower roll difficulty 16+.

Variations: None

NOTE: With Nocturne always being set at night time, Dawns light is one of the only ways of casting other rituals that require sunlight.

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RESIST FIRE

Primary Lore: Lore of Flame ◉◉ Secondary Lore: Lore of the Flesh ◉◉

This ritual gives the subjects the ability to shrug off fire damage. It was designed to help human support troops in battle against loyalist members of the First House.

RESTRICITIONS: The ritual must be cast in direct sunlight. Each subject to be affected must be within the sigil. 

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + STAMINA

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS:

The number of successes rolled determines how many individuals receive the ritual’s protection. Each can ignore fire damage for up to five turns per Faith point.

TORMENT:  The subject does not take damage from fire, but he feels the pain of being burned nonetheless. Each time a character is attacked with fire, ROLL COMPOSURE + RESOLVE

DIFFICULTY: 10 + ANKIDA TORMENT: 

If the roll fails, the character loses her actions for the next turn.

Variations: A powerful version of this ritual allows flame to actually heal the recipient. If a fire attack is successful, Each point of fire damage  heals one level of bashing damage. Add Awakening ◉◉◉

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VOLCANO

Primary Lore: Lore of the Earth ◉◉◉◉◉ Secondary Lore: Lore of Flame ◉◉

The Malefactors were not created to control fire, but they worked hand in hand with the Heralds before the Fall, crafting the lava underpinnings and molten heart of the earth. With this ritual, the Ankida and her assistants can rekindle the planet’s burning blood, bringing it to the earth’s face — there to erupt, spewing molten lava and rivers of fire out onto the surface.

RESTRICTIONS: The sigil for this ritual must be carved into solid ground, either earth or natural stone (not concrete)

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + STRENGTH

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

DURATION:    1  Hour Per Success.

RADIUS:         100 Meters x Success. Expands by the same amount every hour.

SUCCESS:

If the roll succeeds, a volcano grows from the ritual’s sigil, a massive cone of earth that spouts molten lava . The lava moves slowly in an ever-expanding radius and causes great damage to the surrounding area. The Ankida cannot control the spread of the lava once the volcano begins to erupt. Almost all objects in the area will be destroyed, including buildings and vehicles, once they come into contact with the lava. Any character in contact with the lava suffers a number of aggravated damage points each turn equal to the successes rolled, which ignores armor defence and stamina (Dodge is the only option ) When the ritual’s effect ends, the volcano crumbles in on itself and the lava cools unnaturally quickly, leaving behind a lake of coarse, brittle stone about an hour later.

TORMENT:  The high-Torment version of this ritual produces lava steaming with corruption and radioactive toxins, jetting from the volcano high into the air. The corrupt lava expands much faster than normal. The radius affected increases by a mile each hour, regardless of the successes rolled for the evocation. When the ritual ends, the lava stays hot and will take several days to cool. Furthermore, its corrupt nature poisons the earth beneath it, rendering it permanently toxic and polluted.

Variations: One version of this ritual also produces a cloud of smoke and ash that jets from the volcano, blotting out all light for a number of miles around equal to the successes rolled. Add Lore of the Winds ◉◉◉ to the secondary lore requirements.

NOTE: VOLCANO may not be used in the City of New Orleans., it is strictly reserved for away missions.

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Variations: With the addition of the Lore of the Beast ◉◉, the characters within the cloud become invisible to animals, fera & Vampires as well. Adding the Lore of Light â—‰ increases the difficulty for viewers to see through the cloud by +1. Including Humanity ◉◉ suggests to mortals affected by the concealment that they didn’t just see nothing at all, they saw something else entirely — something particularly innocuous and appropriate, like a grazing herd of deer, a flock of gulls, a group of toddling children or anything else that would lull the mortals into inattention. A mortal can resist this effect with a successful Willpower roll vs the  Ankida’s Willpower. If the mortal wins then the entire effect of the cloud, concealment and all, is negated for that mortal only.

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INCARNATE SPIRIT: COST 5 XP

This ritual was devised by the Slayers to permit grieving mortals to briefly visit with the spirits of the departed.

Primary Lore: Lore of The Spirit  ◉◉◉ Secondary Lore: Lore of The Flesh ◉◉ , Lore of the Realms ◉◉

RESTRICTIONS: This ritual can be performed only on the night of the new moon. See Moon Phases 

SYSTEM:

  • ROLL: GRIMNORIE RELIC POOL

  • DIFFICULTY:

  • TORMENTED  11+ GRIMNORIE  TORMENT  

  • REGULAR       Must exceed the Torment difficulty by +1

  • NUMBER:     1spirit per Ankida's faith may be incarnated.

  • DURATION:   1 hour per success.

SUCCESS

The number of successes required depends on the thickness of the barrier between the realms in the ritual area.

One Success : A relatively weak area, such as a graveyard or a church.

Two Successes: A rural area.

Three Successes: An urban area.

Four of more Successes:a relatively strong area such as a science lab.

 The incarnated  spirits can be seen and communicated with, and they can even interact with the physical world as though they were flesh and blood, though they are physically weak and frail.

Each incarnate spirit has effectively one dot in each of her Physical Attributes, though her Mental and Social Attributes are the same as they were when she was alive (as determined by the Storyteller). If the incarnate spirit suffers a single health level of damage, be it bashing, lethal or aggravated, the body discorporates. In this quasiphysical form, the spirit cannot use any supernatural powers it possesses 

TORMENT: The high-Torment version of this ritual infuses the incarnate spirit with some of the Ankida’s hate and malevolence, causing it to behave maliciously toward mortals in its presence. If communicated with, it is intentionally hurtful and deceitful, and will try to find ways to injure or kill living beings in its proximity.

Variations: None

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CULT RITUALS

Unlike book rituals, Full Rituals involve a greater number of participants and also a greater degree of timing and preparation.

Full Rituals are extremely powerful and have not been seen since the final days of the war of wrath. 

Full rituals are far too powerful or too "Miraculous" for unwarranted use and potentially draw a lot of unwanted attention.

Therefore they are restricted and not available for purchase. Only the Cult Leader Or Oracles may lead these rituals.

Full rituals originate from a time of all out angelic war, this should give you an inkling of why they are not used casually.

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PREPARING A RITUAL:

All rituals require a Sigil to be drawn. A Sigil is a five meter radius. The Ankida is the ritual owner and must both draw the sigil and be in the center. higher ranked cult members must stand on the next circle from the centre. Additional contributors stand on the outer most edge of the sigil.

ACION: FULL ACTION.

ROLL:  OCCULT + CRAFTS

DIFFICULTY 12+ TORMENT  (Max 5)

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PERFORMING  RITUAL

  • SPEND 1 POINT OF FAITH (Or make a faith test difficulty 12+ each member involved in ritual must make a faith test or spend faith.)

  • ROLL: OCCULT + (The field required by ritual)

  • DIFFICULTY:

  • TORMENTED  11+  TORMENT  (Max 5)  

  • REGULAR       Must exceed the Torment difficulty by +1 (The target difficulty to roll is therefore 11+1 +Ankida's torment (Maximum 5 torment) 17 Max Diff:

  • MODIFIERS:  

Each point of faith invested in ritual can reduce difficulty by 1.

SUCCESS: Beating the Tormented difficulty by + 1 gives you the standard effect.

TORMENT A Score between 11 + Torment Difficulty  = Tormented version of ritual performed.

Successes for  Tormented version are 1 success per Ankida's Torment.

FAILURE: Rolling below torment difficulty is a straight failure.

BOTCH: Gain 1 temporary Torment.

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CASTING TIME:

  • Each â—‰ present in the rituals combined lores takes 1 turn to cast.

  • The roll is made on the final turn.

  • However each  cultist character that  willingly participates  in the ritual divides the total time among their number (rounding down) to a minimum of one turn. ((Example a 6 dot ritual divided among 3 characters  would take 2 turns))

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SIREN’S SONG :

Primary Lore: Lore of Longing ◉◉◉ Secondary Lore: Lore of Radiance ◉◉; Lore of Humanity ◉

This ritual was developed as a battlefield tactic by the Crimson Legion as a means of luring enemy mortals away from their place on the battlefield and creating an opening that the fallen might then exploit. The song was so alluring and powerful that it resonates in humanity’s collective memory to this day.

Restrictions: This ritual must be performed at the edge of a large body of water.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL 

ROLL: OCCULT + PERFORMANCE (Singing)

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5) 

REGULAR       Must exceed the Torment difficulty by +1 

RANGE:  100 meters per success  measured from the center of the sigil.

EFFECT:   Any mortals caught within this radius will stop what they are doing and make their way toward the ritual sigil unless a successful Willpower roll (difficulty 18+) is made.

Affected individuals will walk in the most direct path toward the sigil regardless of potential danger. Victims have been known to walk over cliffs, drown themselves in lakes and stagger onto the blades of their enemies. While affected by the ritual, victims can take no other action, even to defend themselves.

Once successfully cast, the ritual continues as long as the ritual members continue to sing.

ROLL: STAMINA + PERFORMANCE (singing) (difficulty 12+) for every ritual participant each turn to see if they can continue to maintain the song.

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TORMENT: The high-Torment version of this song fills the mind of a listener with visions of madness and anguish. Make a Willpower roll (difficulty 18+) for any caught within the area of effect. If the roll fails, the victim is overcome with visions of the Abyss and falls to the ground, writhing in pain and fear. Affected individuals can take no actions of any kind as long as the song continues. If the Willpower roll botches, The victim gains a temporary derangement as well. A demon gains one point of temporary Torment.

VARIATIONS: Legend speaks of a version of this ritual that could be centred on distant locations far removed from the casting sigil.

Add Firmament ◉◉ to the ritual’s secondary lore.

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WIND OF YEARS: 

Primary Lore: Lore of the Flesh ◉◉◉◉ Secondary Lore: Lore of the Wind ◉◉◉; Lore of Death ◉◉; Lore of the Fundament ◉◉

This terrible ritual, crafted by Devourers of the Ebon Legion, inflicts the effects of age and infirmity on their foes, weakening them until they were easy prey for the legion’s soldiers.

Restrictions: This ritual must be performed during the gibbous phases of the moon.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + ACADEMICS (Medical)

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RANGE :       10 meters  x Ankida's Faith Rank.

EFFECT:        Every individual except the Ankida’s friends or allies within the affected area lose a number of Physical and/or Mental Attribute dots equal to the successes rolled as their bodies become decades older. Players choose which traits are affected If any trait drops to 0, the character falls unconscious. The effects of this ritual last for the duration of a single scene, after which the victims return to their normal age and their trait levels are restored.

 

TORMENT: The high-Torment version of this ritual directly affects a victim’s life force instead of her physical body. Instead of reducing traits, each success  removes one point health point from a victim.

VARIATIONS : Legend has it that a variation of this ritual was designed to affect specific individuals, no matter how far away they are from the ritual sigil. Add Firmament ◉◉◉ and Humanity ◉◉ to the ritual’s secondary lore. In addition the Ankida must know the name of the individual to be affected. (Traitors can expect this to be used on them)

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BEAST OF BABEL: 

Primary Lore: Lore of the Beast ◉◉◉Secondary Lore: Lore of the Flesh ◉◉, Lore of the Firmament ◉◉, Lore of Humanity ◉◉

This powerful ritual was developed originally as a form of cruel sport by Devourers of the Ebon Legion, transforming prisoners into animals that the demons could hunt with their hounds. It wasn’t long, however, before the battlefield applications of the ritual became obvious.  

RESTRICTION: The ritual can be performed only under the light of the full moon. Further, the freshly skinned hide of the animal the Ankida wishes to use for the ritual must be placed in the center of the sigil. Further, the animal chosen must be approximately the same size and mass of a typical human being. Insects and small animals such as rodents are not allowed.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + ACADEMICS (Survival or Medical)

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RANGE :       10 meters  x Ankida's Faith Rank.

EFFECT: Each victim rolls Willpower (Difficulty 13 + Casters Torment)   Each victim  within the affected area that succumbs to the ritual is transformed into the Ankida’s chosen animal, taking on its Physical and Mental Attributes, instincts and behavior for the duration of the scene.

((By expending a faith point per victim, the Ankida can make the effects of this ritual permanent. OOC Permission required))

TORMENT: 

The high-Torment version of this ritual infuses its victims with an appetite for human flesh and an insatiable bloodlust. The transformed animals attack the nearest mortal, friend or foe, in an attempt to kill and eat them. If faith points are spent to make this effect permanent, the victim reverts back to his normal form at the end of the scene but transforms beneath the light of each succeeding full moon and remains in animal form until it kills and eats human flesh.

VARIATIONS: None

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FIERY VISION: 

Primary Lore: Lore of Longing ◉◉◉ Secondary Lore: Lore of Light ◉◉; Lore of Radiance ◉◉; Lore of Humanity ◉

This ritual was one of the Defilers’ signature battlefield effects, creating a blazing image high above the battlefield that exhorted the warriors of the fallen to greater acts of valour and filled the hearts of their enemies with dread. The ritual creates the image of a fiery figure high above the center of the sigil, speaking in thunderous tones that can be understood by all who witness it regardless of their native language.

RESTRICTIONS This ritual can be performed only on a clear night, and a fire must be kept alight in the center of the sigil.  

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + PERFORMACE

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RANGE :       100 meters  x Ankida's Faith Rank.

EFFECT:

Any of the Ankida’s allies or followers that can see the vision receive a + 1 Willpower bonus per successes rolled. 

The effects of this vision last for the duration of a single scene, at which point the individuals’ Willpower scores return to normal.

TORMENT

The high-Torment effect of this ritual blasts the souls of the Ankida’s enemies, filling their hearts and minds with visions of despair. Enemies of the Ankida who witness the vision suffer a -1 Willpower modifier equal to the Ankida’s torment.(max 5) If a victim whose Willpower is effectively 0 or negative because of this modifier  is overcome with fear and falls into a catatonic state for the remainder of the scene. 

Variations: A variation on this ritual is said to exist that causes the vision to manifest itself over a geographical location far from the ritual’s sigil. Add Firmament ◉◉ 

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CREATE WATER  ELEMENTAL:  

This powerful ritual allowed the Defilers to create living servants from the very sea, serving the Angels of the Deep in a variety of minor roles.

Primary Lore: Lore of Storms ◉◉◉ Secondary Lore: Lore of Awakening ◉◉; Lore of the Celestials ◉◉; Lore of the Fundament ◉◉

Restrictions: This ritual must be performed under the light of a full moon, on the shores of an ocean or sea. A small amount of mercury must be placed in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

EFFECT:

The ritual creates a living entity formed entirely of water.

One Success Creates a being with the following statistics.

ATTACK ◉◉◉◉◉  DEFENCE  ◉◉◉◉◉ ◉◉  WILLPOWER ◉◉◉◉◉  HEALTH ◉◉◉◉ 

Each additional Success adds +1 to each statistic.

  • The elemental can alter its shape and appearance at will, and it can travel anywhere air can reach.

  • The entity is bound to the Ankida’s will, and it will follow her instructions to the best of its ability.

  • The elemental will exist for the duration of a single scene.

  • If a point of the Ankida’s  faith is spent, the elemental will continue to exist until it is destroyed or released by the Ankida. 

Torment: The high-Torment version of this ritual creates an amorphous, flesh-eating monster
that exists only to hunt and kill the living. 

  • The touch of the monster burns like acid, inflicting Aggravated  damage in combat.

  • Finally, the Ankida only nominally controls the creature. A Willpower roll (difficulty 16) must be made on the Ankida’s behalf each time she attempts to direct the monster’s actions.

  • If the roll fails, the creature acts under the Storyteller’s control.

Variations: None

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CREATE FIRE  ELEMENTAL: 

This powerful ritual allowed the Devils to create servants of living fire that performed the role of guardians, bodyguards or assassins during the war.

Primary Lore: Lore of Flame ◉◉◉ Secondary Lore: Lore of Awakening ◉◉; Lore of the Celestials ◉◉; Lore of the Fundament ◉◉

Restrictions: This ritual must be performed beneath the noonday sun near a source of intense natural heat such as a geothermal spring or a volcano. A small quantity of obsidian must be placed in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

EFFECT:

The ritual creates a living entity formed entirely of fire

One Success Creates a being with the following statistics.

ATTACK ◉◉◉◉◉  DEFENCE  ◉◉◉◉◉   WILLPOWER ◉◉◉◉◉  HEALTH ◉◉◉◉ â—‰â—‰

Each additional Success adds +1 to each statistic.

  • The elemental assumes a lithe, humanoid shape that can wear armor or bear weapons specially crafted to withstand intense heat.

  • The entity is bound to the Ankida’s will and will follow her instructions to the best of its ability.

  • The elemental will exist for the duration of a single scene.

  • If a point of the Ankida’s faith  is spent the elemental will continue to exist until it is destroyed or released by the Ankida.

  • Its touch will ignite inflammable objects after one turn of contact and inflicts lethal damage in combat.

Torment:

The high-Torment version creates a serpentine creature charged by the Ankida’s hatred and driven to torture and kill the living.

  • The creature’s body is sheathed in hard scales that provides + 5 defence.

  • its touch inflicts aggravated damage instead of lethal.

  • Finally, the Ankida only nominally controls the creature; a Willpower roll (difficulty 16+) must be made on the Ankida’s behalf each time she attempts to direct the monster’s actions. If the roll fails, the creature acts under the Storyteller’s control.

Variations: None

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CREATE AIR ELEMENTAL: 

This powerful ritual allowed the Scourges to create living servants from the very air itself, serving the Angels of the Firmament in a variety of minor roles.

Primary Lore: Lore of the winds ◉◉◉ Secondary Lore: Lore of Awakening ◉◉; Lore of the Celestials ◉◉; Lore of the Fundament ◉◉

Restrictions: This ritual must be performed under the light of a full moon, on a cloudy, windy night. A handful of feathers must be placed in the center of the sigil. 

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

EFFECT:

The ritual creates a living entity formed entirely of air

One Success Creates a being with the following statistics.

ATTACK ◉◉◉◉◉  DEFENCE  ◉◉◉◉◉ ◉◉  WILLPOWER ◉◉◉◉◉  HEALTH ◉◉◉◉ 

Each additional Success adds +1 to each statistic.

  • The elemental can alter its shape and appearance at will, able to travel anywhere air can reach.

  • The entity is bound to the Ankida’s will, and will follow her instructions to the best of its ability.

  • The elemental will exist for the duration of a single scene

  • If a point of the Ankida’s faith is spent the elemental will continue to exist until destroyed or released by the Ankida. 

Torment: The high-Torment version of this ritual creates a monster that exists only to hunt and kill the living.

  • The touch of the monster cuts like a blade, inflicting lethal damage in combat.

  • Finally, the Ankida only nominally controls the creature. A Willpower roll (difficulty 16+) must be made on the Ankida’s behalf each time she attempts to direct the monster’s actions. If the roll fails, the creature acts under the Storyteller’s control.

Variations: None

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CREATE EARTH ELEMENTAL: 

This powerful ritual allowed the Malefactors to create servants of living stone that acted as servants and sentient siege engines during the war.

Primary Lore: Lore of the Earth ◉◉◉ Secondary Lore: Lore of Awakening ◉◉; Lore of the Celestials ◉◉; Lore of the Fundament ◉◉

Restrictions: This ritual must be performed in a cavern where sunlight cannot reach. A lump of marble must be placed in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

EFFECT:

The ritual creates a living entity formed entirely of stone 

One Success Creates a being with the following statistics.

ATTACK ◉◉◉◉◉  DEFENCE  ◉◉◉◉◉   WILLPOWER ◉◉◉◉◉  HEALTH ◉◉◉◉◉  â—‰â—‰â—‰â—‰â—‰

Each additional Success adds +1 to each statistic.

  • The elemental assumes a huge, rocky humanoid shape that can wear armor or carry weapons specially crafted for its massive size.

  • The entity is bound to the Ankida’s will, and it will follow her instructions to the best of its ability.

  • The elemental will exist for the duration of a single scene

  • if a point of the Ankida’s faith is spent the elemental will continue to exist until destroyed or released by the Ankida. 

  • its huge hands inflict lethal damage in combat.

Torment: The high-Torment version creates a living war machine charged by the Ankida’s hatred and driven to torture and kill the living.

  • The creature’s body is sheathed in stone-hard skin that provide  8+ Defence.

  • its fists inflicts aggravated damage instead of lethal.

  • Finally, the Ankida only nominally controls the creature. A Willpower roll (difficulty 16+) must be made on the Ankida’s behalf each time she attempts to direct the monster’s actions. If the roll fails, the creature acts under the Storyteller’s control.

Variations: None

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CREATE SPECTER: 

Primary Lore: Lore of Death  ◉◉◉◉◉ Secondary Lore: Lore of The Flesh ◉◉◉, Lore of The Spirit ◉◉, Lore of The Winds ◉◉, 

This ritual creates a deadly form of undead creature that is invulnerable to most weapons and can decay flesh with a touch. These creatures were occasionally used by the Alabaster Legion as shock troops in rare assaults against angelic prison cities during the Age of Atrocities.

RESTRICTIONS: The ritual requires the heart of a man who died by violence.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + MANIPULATION

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

SUCCESS

A walking dead creature has 

ATTACK: â—‰â—‰â—‰â—‰â—‰ DEFENCE ◉◉◉◉◉  HEALTH◉◉◉◉◉ ◉◉◉◉◉

Each success can add to the creatures Attack and Defence rating.

IMMUNITIES: Non magical weapons.

ONLY: Fire, silver, enchanted or blessed weapons inflict damage against it.

  • Negative modifiers -never- apply to the creature at all. It always rolls with its full Attack/Def stats.

  • Undead minions are mindless automatons, acting solely according to your characters  will.

  • Each time you wish the spectre to perform an action, make a Willpower roll (difficulty 14+). A failed roll causes the specter to continue the last action it was commanded to perform.

DAMAGE: Any damage the specter inflicts removes health levels permanently, unless powerful supernatural healing is used.

ROTE ACTIONS:

You can program a specter to perform a rote set of instructions; one action per Wits rank , all by spending a faith point.

Since these instructions are transmitted mentally, it’s possible to create a detailed set of commands, including complicated travel routes and detailed physical descriptions. Once programmed, however, a minion cannot be given further commands. If you use faith to command the minion to perform an action outside the realm of its instructions, its programming is lost.

TORMENT: If not programmed with a rote set of instructions, these creatures go into a violent frenzy unless their creator makes a successful Willpower roll (difficulty 16+) each turn. This Willpower roll is in addition to any rolls to impose commandments from action to action.

VARIATIONS: Reports from the war suggest that some versions of this creature were created imbued with an aura of flame. This not only increased the damage they inflicted but made them immune to fire as well. Add lore of Flame â—‰â—‰â—‰

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AGE LANDSCAPE

Primary Lore: Lore of The Earth  ◉◉◉ Secondary Lore: Lore of The Wild ◉◉◉, Lore of Death ◉◉

The ritual can potentially affect a huge area, changing the geographical characteristics of it in a short period of time. Tens of thousands of years of erosion can be simulated in mere hours. The ritual was used by the fallen to reshape the lands that God had directed to be built and subsequently damaged in His anger.

RESTRICTIONS: This ritual can be performed only at sunrise or sunset. A lump of sandstone must be placed in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + STAMINA

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

AREA OF EFFECT:  The area of effect covers a diameter of 200 meters per success centered around the sigil. The edge of the effect is not sharp, it tapers off for another 100 yards beyond that circle.

SUCCESS

Each success ages the landscape by approximately 1,000 years. Changes are often not immediately apparent, but any observer can watch the slow shifting of ground and vegetation. The exact effects depend upon the composition of the bedrock. Caves form, cliffs become steeper, or the ground level simply drop away a few feet. Any vegetation adapts itself to the new landscape, so that it looks like it was always there (although the individual plants do not change, which might cause some of them to be in unsuitable locations for longterm survival).

TORMENT: The ground is blighted, by weeds and poisonous plants, by crumbling rock and scree, and, if it’s wet enough, fetid swamp and quicksand.

Variations: Apparently some rebels developed a variation of this ritual which also undermined structures built on the surface, so as to attack enemy fortifications. Add Fundament ◉◉◉

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RIVER OF BLOOD

Primary Lore: Lore of Storms  ◉◉◉◉ Secondary Lore: Lore of Flesh ◉◉◉, Lore of Portals ◉◉◉ ; Lore of Transfiguration â—‰â—‰

All the anguish, resentment and frustrated love of the Angels of the Deep is manifest in this unholy catastrophe. It replaces the life-giving flow of water with a turgid, sticky mass of flowing blood that scars the land and sends an inescapable message to those living upon the Earth. As well as being fit for little else than attracting carrion beasts, the blood spreads through ground water and even infiltrates the rain, meaning no-one can escape its touch. In addition, the veil into the spirit realm is significantly thinned in the area of the river, leading to hauntings and strange spatial effects.

RESTRICTIONS: The ritual needs to be performed on the bank of a river, and an urn containing five pints of human blood must be placed in the center of the sigil.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + EMPATHY

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

RANGE:        Each success adds a mile of river that is affected from the source point.Beyond the limits of that distance, the blood then flows                                    downstream, under the normal effects of fluid dynamics.

DURATION:  1 day per point of Ankida's Faith

After the duration has elapsed, water starts flowing again, but the mass of blood from the ritual still remains, fouling the water until it rots away naturally over the course of several months. All participants, including Khauiki, can donate faith If 20 faith is accumulated in this way, the effect becomes permanent.

TORMENT: Such is the power of this ritual that it transforms the pain of the Abyss into material form, creating a powerful and monstrous blood golem that roams the land, killing anyone it can find.

  • The construct is 15 feet tall

  • Physical and Mental Attributes =Ankida's Torment.

  • Attack + Def = Ankida's torment +5

  • its touch inflicts lethal damage 

  • Health = Ankida's Torment + 5 x 2

  • It does not receive roll penalties in any circumstances

  • whenever it takes 10 levels of damage its body dissolves and reforms back in the river, as long as the blood still flows there. It can also do so at will. Resting for 1 Day to reform at full health the next.

  • Its first targets are the participants of the ritual.

Variations: None

NOTE: Vampires who have more than 5 Hunger will need to roll frenzy.

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FATE OF THE FIRSTBORN

Primary Lore: Lore of Death  ◉◉◉◉ Secondary Lore: Lore of The Celestials ◉◉◉, Lore of Patterns ◉◉◉ ; Lore of Radiance ◉◉

One of the most potent rituals conceived, Fate of the Firstborn was first used as a punishment on the human city of Dumishal, when it was discovered that the city representatives were trying to negotiate with both the rebel and the loyalist Host. Although designed by Archduke Abaddon of the Ebon Legion, it was Azrael, the Alabaster Legion’s highest-ranked Slayer, who led the ritual. Azrael claimed that the members of his House had loved the citizens of Dumishal as much as any of the humans, and so it was love that would admonish the straying child. The first born children of Dumishal died, and Azrael wept even as he looked upon what he had wrought and declared that it was good.

RESTRICTIONS: An urn containing lamb’s blood must be placed in the center of the sigil. If not cast during a solar or lunar eclipse, the difficulty increases by two.

SYSTEM:

DRAW SIGIL

SPEND ONE FAITH OR MAKE A FAITH ROLL DIFFICULTY 12+

ROLL: OCCULT  + WITS

DIFFICULTY:

TORMENTED  11+  TORMENT  (Max 5)  

REGULAR       Must exceed the Torment difficulty by +1

Each success kills up to 10 mortal children across the targeted town or city. (NPC's Obviously) Each victim must be in the city at the time, be the first born son of his parents and have at least one parent currently within the city as well. Other than that, the selection is random (as determined by the Storyteller).

TORMENT: The ritual kills the same amount of people, but selects the nearest living beings rather than those matching any particular criteria. For example, if nine successes are rolled, then the 90 closest people to the ritual — including the participants themselves — automatically die. 

Variations: None

NOTE: This particular ritual cannot be used in the new Orleans setting and is Strictly restricted to use in NPC populations which may be visited in cult storylines. It is also restricted by Solar and Lunar Eclipses so would not be used very often anyway. Please note also this ritual may be triggering for some people so ample warning should be given to those involved in the scene.

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