Mytherceria Rituals
Mytherceria Rituals
Level One Rituals
Mytherceria rituals, like those of the Abyss Mystics, are rare and jealously guarded. Creating a ritual is a long and difficult process. And teachers are demanding; apprentices wishing to learn should expect to pay dearly for the privilege. No cases are known of non-Kiasyd learning these magics. Some Mytherceric Rituals are prone to spectacular failure. They tap into reservoirs of power largely mysterious to the casters. These awkward side-effects are often called Wyld Magic, as it is thought by Darkling researchers that the source of their power is The Wyld, the mysterious force that permeates The Dreaming. Reactions from releasing the Wyld Magic are left up to the Storyteller’s discretion but could include a summoning a swarm of death’s head moths, making a cloud of noxious gas smoke fume out of the caster mouth, a minor light show, or even (in the event of a catastrophic botch) opening a portal into The Dreaming, the Deep Umbra, or the Abyss.
Rituals and alchemy don’t cost exp you learn in game when create character you may choose one level one ritual and alchemy recipe for free
luna tinea
Kiasyd using his vitae and connection to Fey for summoning Moon Moth from the Hedge There are beatiful and look like symbol of clan Kiasyd when summon Kiasyd may use this moth for looking of magic trace because the are attractet to it They glow when find source of magic or when they are in full moon System: To active luna tinea the caster must drop some blood in the ground in natural enviorment The user make Charisma + Ocult rool with the difficult Determinate by the enviorment
- Difficulty 5 National park or place when no human live
- Difficulty 6 normal forrest
- Difficulty 7 country side
- Difficulty 8 big park in the city
- Difficulty 9 central park
- Difficulty 10 City ground with little plant around if story teller agred
(I plan change this difficulty, but dont have any idea for this moment if you want change it yourself for you play)
Unseelie Fog
Target Number of Successes: Varies Whether for safety or for offense, fog has long been a tool for both warriors and the stealthy. It works as well to hide a siege party as it does to conceal a Haven. This fog is not of this world, as it is summoned directed from the Dark Kingdom of Zeernebooch, from where the powers of Mytherceria are drawn. Any creature who can sense the presence of the Wyrm, will know something is amiss with this thick mist. System: To active Wyrm Fog, the caster mixes 1 Blood point with fresh water and pours it on the ground, which must be exposed earth or stone. The user makes a Charisma + Occult roll, with the difficulty determined by the climate:
- Coastal/Ocean Difficulty 5
- Swamp /Marsh Difficulty 6
- Jungle Difficulty 7
- Forest, Grassland, Difficulty 8
- Mountains Difficulty 8
- Desert Difficulty 9
- Alpine deserts Difficulty 10
If successful, the mixture turns into mist when it touches the ground. The area covered by the fog depends on the number of successes rolled:
- 1 success 10'x10', or 100 square feet
- 2 successes 50'x50', or 2500 square feet
- 3 successes 100'x100', or 10,000 square feet
- 4 successes 200'x200', or ~1 acre
- 5 successes+ 2 acres 1 acre per additional success
Side Effect: Botching releases Wyld magic effects.
Level Two Rituals
Mechanical Gremlin
Known since antiquity to Kindred and mages, gremlins are malevolent wildling spirits. Gremlins are nefarious little banes of the mechanical, familiars who hate technology and all things Weaver (see Werewolf: the Apocalypse for more information on Wyldlings and Weaver spirits). This ritual summons a single gremlin who will destroy, deconstruct, or otherwise foul up a specific mechanical device by disrupting the Weaver spirits within the device that permits its function. Gremlins are thought to have taught this ritual to the Kiasyd during the Victorian Era. Those same gremlins are closely aligned with Garou born under the Ragabash auspice, especially those of the Red Talons tribe. At least one Garou-Kiasyd alliance has been broken by gremlin interference.
System: The character spends a Blood point and says the word for "gremlin" (or other trickster spirit) in her tongue three times. She then rolls Manipulation + Intimidation; where the difficulty is determined by the complexity of the item. If the caster has no knowledge of the device she intends. to foul (such as an elder attempting to disrupt a server farm), the difficulty is raised by 2.
Object Difficulty
- Bicycle 6
- Computer 7
- Automobile 8
- Nuclear Reactor 10
The more successes the Kindred obtains, the more the device is damaged. Five successes disable the device permanently (the Weaver spirit has fled). Good roleplaying might certainly warrant one to three additional dice added to the pool, at the discretion of the Storyteller. The extent of the disruption is determined by the number of successes:
Object Successes
- Bicycle 5
- Computer 10
- Automobile 20
- Nuclear Reactor 50
G
remlins will travel a maximum distance of 1 mile to the intended device, as long as the character can give accurate directions. Whether an ability check is required to explain the location of the object is at the discretion of the Storyteller. The gremlins will fight back if attacked but cannot be ordered into combat. If injured, they will immediately return the Wyld by side-stepping through the Veil.
Side Effect: Botching releases Wyld magic effects. If a gremlin is killed, the player may owe a boon to a gremlin family, or, worse, make an enemy.
Dreamstalker
Weirdlings enjoy exerting control over their victims, even in dreams. A Kiasyd who whispers into the ear of an unconscious victim may implant fantastic or frightening thoughts that remain with the sleeper after waking. The dreams Kiasyd insert in victims' minds can be anything from seemingly disparate elements (you will repeatedly see eagles and pink umbrellas) to intact
narratives (you will dream of your husband chasing you around town with an axe). Kiasyd have been known to use this power to compel victims to react to stimuli planted in their path, seeing features from their dreams as symbols of good luck, or potential disaster.
System: The player rolls Manipulation + Expression (difficulty the victim's current temporary Willpower rating) as she commands the sleeper to dream whatever elements she narrates. The effect manifests in the victim's behaviors once woken, effecting concentration (difficulty of extended actions increases by two) and potentially stimulating the victim in a positive (the victim responds favorably to subjects from his dream) or negative way (the victim must make a Willpower roll to remain in the presence of what he dreamt) for a duration dependent on the number of successes achieved by the player.
Successes Result
- 1 success One turn
- 2 successes One hour
- 3 successes One night
- 4 successes One week
- 5+ successes One month
Abyssal Reflection
This ritual allows the kiasyd to create a mystical mirror that reveals a target’s true nature or deepest hidden secret. By gazing into the enchanted mirror, the subject’s reflection betrays aspects of their soul that they may not wish to reveal.
System: The caster must prepare the mirror by mixing their Vitae, mercury(quicksilver), and blackened glass shards, arranged in a precise lunar pattern. This process takes one hour, after which the mixture is poured onto a mirror. The mirror becomes enchanted for a single use. Once completed, the ritual mirror can be presented to a target. When the target looks into the mirror, they must make a Willpower roll (Difficulty 8). If they fail, their reflection reveals a hidden aspect of their true self—a deep secret, a suppressed emotion, or their true nature. The caster can perceive this revelation, though it may be metaphorical or abstract.
The mirror shatters immediately after use, leaving only shards of glass behind.
Side Effect: After using the mirror, the caster experiences vivid, disturbing nightmares for three consecutive nights. These nightmares are often tied to the secrets revealed through the mirror, leaving the caster feeling restless and uneasy.
Level Three Rituals
Commune
- Target Number of Successes: 3
Vampires know from studying Auspex that whenever someone handles an object, she leaves a psychic imprint on the item. The same can be true when one is merely walking about. With this Mytherceric ritual, a vampire can "see" what an object or a plant, has seen. This ability only recovers line-of-sight impressions and does not capture sound. Insight comes in the form of hallucinogenic visions, lasting as long as the character maintains contact with the object.
System: After mediating on the object for 3 hours, the user spends a Willpower point to activate Commune, and then makes a Perception + Awareness check (difficulty 7). The difficulty increases by one for every week she wishes to look back. The user experiences time up to ten times as fast in her vision but must view every moment in order. For example, if a character wishes to see what happened ten days ago, she must view everything happening in between her current time and the time she wishes to know about.
Side Effect: None.
Hel Storm
Target Number of Successes: varies This spell summons elemental forces from realms beyond the Skinlands. When this ritual is cast, cold wind, ice, and terrible rains from Zeernebooch’s Kingdom of Hel fall from the skies. This power can only be used during the winter season.
System: The caster throws a naturally tumbled river rock into the air (any mineral or mineral composition will do, as long as it is can be found in the wild, but, substances such brick or asphalt will not work) and rolls Manipulation + Occult, where the difficulty is determined by the type of storm:
- Difficulty 6 Wind
- Difficulty 7 Rain
- Difficulty 8 Snow
- Difficulty 9 Hail
Success means the rock turns into a Hel Storm. The number of successes determines the duration the storm lasts:
- 1 success 1 minute
- 2 successes 3 minutes
- 3 successes 15 minutes
- 4 successes 1 hour
- 5 successes+ 12 hours
Sacriffice to Nightmare
Kiasyd who know their connection to the Abyss also know it's necessary to keep the entities within content, and doing so occasionally requires a sacrifice. Pragmatic Weirdlings reason "If we need to sacrifice lives, why not the lives of those we hate?" After painting the interior walls of a pitch-black chamber with fae sigils, the Kiasyd seals a sacrifice inside the room. Within seconds, the tentacles and snapping jaws of the Abyss reach through, and consume whatever offering has been provided. Those schooled in Abyss Mysticism believe the nightmare entity to be a part of the summoner, as it ceases to exist if it leaves the chamber emblazoned with the Kiasyd's sigils and blood.
Sacrifices who survive over a minute in the chamber are supposedly given the honored treatment of being diablerized by Kiasyd without, but Weirdlings sniff at such vulgar claims.
System: The vampire must inscribe a Chanjelin Ward (V20, p. 455) within a room, where it has the same effects as usual. The Kiasyd must then spend two blood points to summon a tangible nightmare from the Abyss before exiting the room, leaving her sacrifice behind. The nightmare is a tentacled, many mawed creature, which cannot exist outside the sacrificial chamber for longer than a single minute.
Kiasyd must have one dot obtenebration if he want learn this ritual he may use this ritual without having a changing ward, but this will require blood point for each sigil
Earth Sword
The Kiasyd causes huge spikes to shoot out of walls, ceilings and floors. These spikes are made of whatever material they shoot out of, and can be especially dangerous to vampires in wooden houses. Despite their ligneous nature, when enchanted they are as flexible as fleshly grown vine.
System: The attacker rolls Wits + Melee (difficulty 6) and spends a point of Willpower while the target resists with a Wits + Dodge roll (also difficulty 6). If the attacker rolls more successes, the target takes three damage dice for each success, though the damage can be soaked normally. If the target rolls more successes, then she is unscathed. Five successes are required to impale a specific location, like the heart, or pinning the character to the floor or against a wall. The spikes last for a scene and can be controlled throughout. This Ritual works like a trap and Kiasyd must make him before fight or when in fight if story teller allow he must spend minimum 5 tour and ned more successes(determinate by story teller)
Successes determines the duration:
- 1 success 1 night
- 2 successes 1 week
- 3 successes 1 month
- 4 successes 1 year
- 5 successes+ Until used
Level Four Rituals
BLOOD ARTIFICER
Target Number of Successes: Varies This ritual allows the user to make magic items from Disciplines. Rolls Intelligence + Occult (difficulty 10). Failure means nothing happens. Botch indicates the object breaks. Difficulty can be reduced, at the Storyteller's discretion, if the item is special, such as a vellum shirt, or a knife made from a meteorite. Can only be used once, then the object crumbles to dust within one round. Number of successes determines the duration: 1 success 1 night 2 successes 1 week 3 successes 1 month 4 successes 1 year 5 successes+ Until used
Memory Basin
Kiasyd using a specially prepared basin made of pure silver, engraved with fae runes. The basin must be filled with water from a natural enviorment and vitea creating liquid capable of storing memories. System:The ritual allows the Kiasyd to extract memories from the mind of the victim and store them in the special silver basin. These memories can be permanently removed from the victim’s mind or stored in the basin, where they can be accessed later for review. When memories are stored in the basin, the Kiasyd or others can view them, manipulate them, or even restore them to the victim’s mind.(Pensieve from harry potter was my inspiration) Ingredients: • A silver basin inscribed with fae runes • Water from a natural source with vitae • A memory strand (taken from the body or soul of the individual whose memories are to be removed) • 2 Willpower points • 3 vitae points Difficulty: 8 Duration: Permanent (removal or storage of memories) Limitations: • Memories must be carefully extracted; a failed roll may result in the removal or damage of other memories, leading to the loss of important information or traumatic effects on the victim. • The basin can only store one memory at a time; additional memories require new rituals or additional basins. • If a memory is stored for an extended period, it may become distorted or manipulated by other powers or fae influences. Example Uses: • A Kiasyd can remove a traumatic memory from the victim’s mind, leaving them with no recollection of the event. • A significant event’s memory can be stored for later study or used as evidence. • Memories can be altered within the basin before being restored to the victim’s mind, allowing for the creation of false memories.
Stone Travel
The Kiasyd can travel through the earth by creating tunnels. These tunnels can be used by others, but they are very unsafe, and collapse easily. The vampire can travel underground with almost no chance of being detected. System: Tunneling requires physical contact with the ground as well as a Strength + Athletics roll (difficulty 6). The number of successes translates into the distance in miles the traveler can move before becoming exhausted. The Kiasyd may cave in any section of the tunnel behind her; otherwise the tunnel will collapse on its own within a few weeks. Stone Travel only works on rock, dirt, sand and other natural substances; a vampire cannot tunnel through concrete or steel.
Level Five Rituals
Summon Wym Elementals
Target Number of Successes: Varies When this spell is cast, the player calls forth an elemental Wyrmling. Unlike Goblins, these elementals generally go unnoticed by human eyes unless they move or assume an anthropomorphic shape. Anyone capable of sensing the supernatural (Auspex, etc.) can detect Wyrmlings. These crea- tures exist for a full scene, and then disarticulate back into the material from which they were ani- mated. They are, however, not nearly as dependable as Goblins... System: A minor elemental Wyrmling, usually of the rank Gaffling is drawn through a portal and assigned a task, then sent back from whence it came. The caster must cover a 1 cubic foot area with the element of the desired Gaffling (Balefire, Poison, Sludge, or Smog.), and meditate for one hour within 5 feet of the element. Every hour, she must spend a Blood point and make a Manipulation + Occult check (difficulty 8). If she succeeds, at the end of the third hour, the Gaffling animates the mass of arranged base element. The number of successes determines the duration the Wyrmling will stay on in Material Realm:
- 1 success 1 hour
- 2 successes 2 hour
- 3 successes 1 night
- 4 successes 2 night
- 5 successes+ 1 week
Failure means the ritual does not work, but a botch means the creature arrives and immediately attacks the character and anyone else present. When the Wyrmling loses all health levels, the creature disintegrates back into the base element from which it was formed. The Wyrmling will fight until incapacitated against its natural enemies, such as creatures from the Skinlands, Wyldlings, and Weaverlings, but will not fight other Wyrm spirits. Two Wyrmlings usually join forces and attack the caster. Many accomplished ritualists know this last fact, but they don't necessarily teach it to others. For stats on Wyrmlings, see Book of the Wyrm, 2nd Edition page 124.
Basilisk’s Touch
The Kiasyd can turn victims to solid stone simply by touching them. The effects may be permanent, and the only way to reverse the effect is through powerful Thaumaturgy, or by another touch of the Kiasyd.
System: This ritual takes effect as soon as the attacker succeeds in touching her victim, spends two points of Willpower, and rolls Wits + Occult (difficulty 8). The victim resists with at least three successes on a Willpower roll (difficulty 8).
Successes determines the duration the victim become petrified.
- 1 success 1 night
- 2 successes 1 week
- 3 successes 1 month
- 4 successes 1 year
- 5 successes+ forever
Domain of the Ancestors
The ritual allows the Kiasyd to call upon the power of their ancestors blood, temporarily enhancing their connection to Mytherceria. Within the vicinity of the ritual site, the Kiasyd's Mytherceria level is increased by 2, allowing them to access powers up to level 7, similar to a higher generation. This boost grants
access to advanced powers normally beyond the Kiasyd's reach, but the effect only lasts within the immediate area of the ritual.
System: The ritual must be performed in a natural environment, such as an ancient forest, a wild mountain, or a place particularly imbued with fae energy. Conducting the ritual in a different setting significantly increases its difficulty (by +3). The ritual also requires ancient relics, which are difficult and dangerous to obtain. (My favorite oryginal idea )
Ingredients
• Kiasyd blood (or a rare substitute, such as the blood of fae or Maegar) • Ancient fae or Wyld relics (You may use relics create with Tinglestripe discipline or another artefact with storyteller aproval) • Part of an ancient tree or another natural element with a strong nature connection • 3 Willpower points • 5 vitae points Difficulty: 9 (6 in a natural environment) Duration: 1 night (12 hours)
Limitations
• The effect lasts only for one night and exclusively within the vicinity of the ritual site (a 500-meter radius). • The ritual cannot be repeated in the same location for at least a month, and attempts to abuse this power may attract the attention of hostile fae spirits or other magical entities. • The increase in Mytherceria does not alter the Kiasyd's physical attributes but allows temporary access to higher-level powers. • I create this ritual for allowing to use level six and seven rituals then using him for access for discipline must be discussed with storyteller
Level Six Rituals
Bedlam Song
Target Number of Successes: Varies The Bedlam Song is a poem. Anyone who hears a Weirdling recite this rhyme, from beginning to end, becomes catatonically insane, repeating limericks and couplets over and over until she collapses. Perfected during the medieval times, this power mimics the sort of conditions peasants’ thought were indicative of possession. More than just crowd control, the afflicted will forego sustenance, and may perish from thirst or starvation.
System: The Kiasyd whispers a rhyme into her victim’s ear and spends four Blood points. A Manipulation + Occult check is required, where the difficulty is equal to the permanent Willpower rating of the target. The effects last for a period equal to the number of successes: victims babble and repeat the rhyme continuously, exhausting themselves. People in this condition need to be cared for, as they will not eat or drink water, or even vitae. A Kindred affected by Bedlam Song will eventually enter torpor if she is not fed necessary amounts of blood. The affected can make a Willpower check (difficulty 8) once per hour to attempt to temporarily lessen the effects enough to eat or feed.
Side Effect: Botching releases Wyld magic effects.
Level Seven Rituals
Dance of Pan
Target Number of Successes: 5 In order to learn this ritual, casters must also know Bedlam Song. The Kiasyd begins the ritual by herself dancing and chanting the Dance of Pan. Weak-willed witnesses give into the dancing fit upon sight. They dance until the spell wears off, or they pass out from exhaustion. When they wake, if still under the effects of Dance of Pan, they immediately begin gyrating and dancing again until either the effects wear off or they collapse dead. The dance is highly contagious, and sometimes if you see the people dancing, you too could become its victim. Entire villages have been affected by this Darkling ability. It is rumored that the most famous outbreak of St. Vitus’ Fire, in 1585 in Strasbourg, was started by Marconius.
System: The caster rolls Manipulation + Performance (difficulty 8). Anyone who sees or hears the ritual being performed must make a Willpower check
(difficulty 8) or become enchanted with the dance. Those affected dance ecstatically, mumbling the words to the chant (an extended version of Bedlam Song). Those who witness victims of Dance of Pan may also be affected and must make a Willpower check (difficulty 6) or become compelled to dance themselves. The number of successes rolled determines the duration of the affliction:
- 1 success 1 hour
- 2 successes 2 hours
- 3 successes 1 night
- 4 successes 2 nights
- 5 successes+ 1 week
Every hour a victim dances, she must make a Stamina check (difficulty 4). A botch indicates she takes a level of Lethal damage. Enough botches can prove deadly to mortals. Side Effect: Botching releases Wyld magic effects