Mytherceria Rituals: Difference between revisions
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===Level Two Rituals=== | ===Level Two Rituals=== | ||
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===Level Three Rituals=== | ===Level Three Rituals=== | ||
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Latest revision as of 22:29, 19 March 2026
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.
Level Two Rituals
Level Three Rituals
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