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Secondly, before beginning the ritual, the caster must There are two different types of Rite - Power Rites and
first make sure they are prepared for the Rites they Adjustment Rites. Power Rites have a cost, aftereffect,
intend to perform. Then, the caster begins the ritual or both. They raise the caster’s effective Power,
by taking an Action. allowing them to cast spells that are powerful beyond
their normal means.
performing the Ritual Adjustment Rites instead lower the caster’s effective
Spell Rank Ritual Duration Power, but change the spell’s parameters in useful
0-1 5 minutes
ways.
2-3 30 minutes
By combining both Power Rites and Adjustment Rites,
4-5 3 hours
shrewd spellcasters can make the most out of their
6-7 6 hours
spellcasting abilities.
8-9 9 hours
10 12 hours
To perform a specific Rite, a spellcaster must learn the
Rite from a mentor or a Tome of Rites. Once learned,
Rituals have a minimum duration based on the spell’s
the Rite is known permanently.
rank. The ritual ends immediately if the caster casts
another spell during this time, or becomes silenced,
dazed, incapacitated, or stunned. The caster is
otherwise able to take actions during this time, and
Circumstances
likely needs to do so to do complete Rites. Besides employing Rites, other circumstances
can be exploited to increase a ritualist’s effective
Once the minimum duration is complete, the caster Power when casting a Ritual spell.
can use an Action to finish the ritual. If the spell’s
Rank is equal to or lower than the caster’s effective For example, performing the Ritual in places of
Power, the spell is cast successfully. great magical power, performing the Ritual under
the patronage of a powerful entity like a demon or
faerie lord, or performing the ritual during rare and
Casting the Spell significant events such as an eclipse or during the
breach of a demon prince. Circumstantial bonuses
When the ritual spell is cast, any adjustments caused
can grant any amount of effective Power, to the GM’s
by Rites are applied. If the spell is being cast from an
discretion.
Incantation, the incantation is consumed but the spell
is cast successfully without need for a challenge roll.
Exploiting rare circumstances is usually instrumental
to success with some of the most dangerous Rituals.
Any attack or challenge rolls made by the caster as
part of the spell are made with 2 boons. Any challenge
rolls made by affected creatures are made with either
2 boons or 2 banes, as the caster decides.
2
Power Rites Rite of Offering - Gain 1 to 3 Power
Effect This Rite calls for the use of expensive magical
Rite of Assistance - gain 1 Power offerings such as candles, crystals, incenses, or oils
Effect This Rite requires assistants, each of which to enhance the Ritual’s magic. Total offerings worth
must have at least Power 1. For the Rite to be at least the spell’s rank in gc grant +1 Power. Total
successful, the combined Power or all assistants must offerings worth twice the spell’s rank in gc grant
meet or exceed the spell’s rank. +2 Power, and total offerings worth three times the
Aftereffect The caster and each assistant takes 1d6 spell’s rank in gc grant +3 Power. Offered items are
damage and gains 1d3 Insanity. consumed.
Effect The caster must sacrifice the sanctity of their Effect To perform this Rite, the caster must gather
own flesh for the sake of this Rite. To complete this at least 30 additional participants and distribute
Rite, the caster chooses how much Power they wish to to them 3 gc worth of alcohol and drugs. During
gain, and then inflicts wounds on themselves, which the Ritual duration, all participants, including the
do not seem to affect them until the ritual is finished caster, are whipped into a frenzy of debauchery and
or fails. The caster suffers the Aftereffect of this Rite lasciviousness. This Rite causes the Ritual’s duration
even if the Ritual fails. to increase by 3 hours, but the Ritual becomes much
Aftereffect The caster takes 2d6 damage per point of harder to disrupt - the caster no longer needs to focus
Power gained. The caster cannot heal damage until they on the ritual exclusively, and can even cast spells, be
complete a rest. stunned, fall asleep, or be incapacitated during the
ritual time as long as they are able to take an action at
Rite of Devotion - Gain 2 Power the end of the ritual time to cast the spell, and fulfill
any other needed Rites.
Effect This Rite requires gathering 10 believers per Aftereffect The caster and all participants become
rank of the Ritual spell. The believers must pray, or fatigued until they complete a rest.
otherwise show devotion during the duration of the
ritual. Only genuine belief and faith in a God, ideal, Rite of Sacrifice - Gain 1 to 3 Power
or goal represented by the caster can fuel this Rite. A
caster can use this Rite only once per week, and only Effect This Rite requires the murder of helpless or
spells from their religious tradition can be cast this willing mortal victims, and can be invoked only by
way. casters with 3 or more corruption. 1 Power is gained
Aftereffect The caster becomes impaired until they for sacrificing any sapient mortal. 2 Power is gained
spend an hour in prayer or meditation. for sacrificing a sapient mortal with no corruption.
3 Power is gained for sacrificing a number of sapient
Rite of Geometry - gain 1 Power creatures equal to three times the spell’s rank (min. 3).
Effect This Rite uses formal scholarship to amplify the Rite of Soulcasting - Gain 3 Power
spell’s effect through the use of geometric patterns.
The Ritual must be cast in a location where the Effect This Rite requires the caster to weave a
required glyphs can be inscribed in chalk, salt, or fragment of their very soul into the magic. This is
blood. This Rite can only be used if the caster knows a desperate act performed only by the foolish or
how to write High Archaic, and has discovered the cornered. No particular actions are required to gain
tradition of the spell being cast. the Power.
Aftereffect The caster must make an Intellect challenge Aftereffect Roll 1d6. You suffer the corresponding effect,
roll. On a failure, the caster cannot cast spells for 1 hour. and all lower-numbered effects.
• 1: The caster gains 1 Corruption.
Rite of mind's horizon - Gain 1 Power • 2: The caster gains 1d6 Insanity.
• 3: The caster’s Strength is permanently lowered by 1.
Effect This Rite requires the caster to ingest • 4: The caster’s Will is permanently lowered by 1.
psychoactive drugs worth 1 ss. The caster suffers the • 5: The caster falls catatonic for 24 hours.
Aftereffect of this Rite even if the Ritual fails. • 6: The caster is killed as their soul is utterly destroyed.
Aftereffect The caster gains insanity equal to the Ritual
spell’s rank, or just half with a successful Will challenge
roll.
3
Adjustment Rites Rite of Ecstasy - Lose 1 Power
Requirements This method requires that two people
Rite of Astral Projection - Lose 2 Power engage in sexual intercourse at the Ritual location.
Requirement This Rite can be used only when casting a The caster does not necessarily have to be one of
spell with a target or area. Invoking this Rite requires that them, but they can be. This Rite can only be used
the caster take psychoactive drugs worth 2 ss. with Utility spells that affect only the caster or target a
Effect When the spell is cast, the caster’s soul briefly creature.
projects to any point within sight, and the spell is cast as Effect When cast, the spell instead affects both sexual
if the caster was standing in that location. participants instead of the usual target.
Requirement This Rite can only be invoked when Requirement This Rite can only be invoked when
casting a Utility spell that has a duration. Using this rite casting a Utility spell that is cast as an Action.
requires use of a specially prepared candle worth 2 ss. Effect When the Ritual is completed, the spell does not
Effect The spell’s duration is increased. A duration of 1 immediately take effect and the casting is not expended;
minute becomes 10 minutes, 10 minutes becomes 1 hour, instead the next time the caster would use this spell, they
1 hour becomes 8 hours, and 8 hours becomes 24 hours. may cast it as a Triggered Action. A caster can have a
Spells with different durations go to the next duration number of spells prepared this way equal to their Power.
up. Rite of The Script - Lose 3 Power
Rite of The Doll - Lose 3 Power Requirement Invoking this Rite requires that the caster
Requirement This Rite can only be used with attack expend either an additional casting of the spell or an
spells that target a creature, and requires use of a control Incantation of the desired spell. This Rite can only be
doll. used on spells with a Target.
Effect When the spell is cast, it targets the creature Effect Instead of its usual target, the spell targets each
to whom the control doll is bound regardless of their valid target in a sphere with a 5-yard radius set within
current location. The Control Doll is destroyed after the medium range.
spell is cast. Rite of the Seal - Lose 2 Power
Rite of The Drum - Lose 1 Power Requirement This Rite can only be used with spells that
Requirement This Rite can only be used with spells affect only the caster or target a creature. If using a spell
that target an area. Invoking this Rite requires that loud that targets a creature, it must target the caster when
rhythmic music be played throughout the duration of resolved. Using this rite requires drawing a seal on the
the Ritual. spell’s target, requiring rare inks worth 2 ss.
Effect The size of the area targeted by the spell is Effect When the spell is cast, it does not immediately
doubled. take effect. Instead a specific event, condition, or trigger
is specified at the time the ritual is completed - the spell
Rite of echoes - Lose 1 Power takes effect immediately as soon as the specific condition
is met. The triggering condition can be as general or
Requirement This rite requires spending materials specific as the caster likes.
worth 1 ss for a Rank 0 spell, or 2 ss per spell rank
otherwise. This Rite can only be used if the caster
knows High Archaic, and knows the spell being cast.
Effect Upon casting the spell, the caster gains 1
Insanity but the spell’s casting is not expended.
4
New Spells Battle spells
MANTLE OF THE SLAYER BATTLE UTILITY 6
Air spells Duration 1 hour
For the duration, you gain the following benefits
DEVASTATION AIR ATTACK 6 • Your attacks against demons, devils, monsters, spirits, and
undead are made with 2 boons and deal 2d6 additional
Area A line, 30 yards long, 30 yards high, and 5 yards wide
damage.
originating from a point within long range • You and your allies within medium range become immune
Duration 10 minutes to the frightening and horrifying traits.
A powerful tornado appears at one end of the area and Special If a Ritual is performed to cast this spell by a creature
moves along through it, dealing 8d6+6 damage to anything with less than 3 Corruption, the Ritual duration is reduced to
whose space it enters. Each creature and unsecured object 5 minutes.
damaged in this way is moved 3d6 yards in a random
direction; creatures affected this also fall prone. At the end of
each round for the duration, the tornado moves another 30
Chaos Spells
yards continuing in the same direction.
CHAOTIC ASCENSION CHAOS UTILITY 6
5
ANNIHILATION SHIELD DESTRUCTION ATTACK 7
Curse spells
Duration 1 minute
CURSE OF HATRED CURSE ATTACK 1 Take 8 damage. For the duration, all damage you take from
weapons and physical projectiles is reduced to 1. Missiles
Target One creature within medium range and weapons that strike you are disintegrated into dust.
Make an Intellect attack roll against the target’s Will. On Creatures that touch you directly during this time (such as
a success, the target becomes cursed for 8 hours. While with unarmed or natural attacks, or due to a Grab action on
cursed, the target gains 2 Banes to all Social rolls, and your part or theirs) take 3d6 damage. If this damage causes
children and animals are distressed in their presence. the target to become Injured or Incapacitated, the body part
that made contact with you is disintegrated.
CURSE OF IMPOTENCE CURSE ATTACK 2 Special If this spell is performed as a Ritual, the spell does
Target One living creature with functional sexual organs nothing when it is cast. Instead, if you take damage within
the next 8 hours, the spell’s effect and duration begin at that
within short range
time.
Make an Intellect attack roll against the target’s Will. On a
success, the target becomes cursed for 1 hour. While cursed,
the target makes Intellect and Will attack rolls and challenge
Death spells
rolls with 1 bane, and its sexual organs become shriveled and
non-functional. PROGRESS DISEASE DEATH ATTACK 1
Attack Roll 20+ The curse lasts until you die or until you lift it
Target One living and diseased creature within short range
CURSE OF MADNESS CURSE ATTACK 3 The target makes a Strength challenge roll. On a failure, the
takes 2d6 damage and if the target’s disease can progress, it
Target One creature within medium range
immediately progresses to the next stage. On a success, the
Make an Intellect attack roll against the target’s Will. On a target just takes half damage.
success, the target gains 1d3 Insanity and becomes cursed
until they complete a rest. While cursed this way the target CULL THE WEAK DEATH ATTACK 3
gains one of the following quirks: Depression, Flashbacks,
Narcolepsy, or Nightmares. Area A sphere with a 4-yard radius centered on a point
within medium range
CURSE OF TRAGEDY CURSE ATTACK 4 Roll 4d6. Each living creature in the area with a Health equal
Target One living creature within short range to or less than the result is instantly killed. You heal 2 damage
for each creature killed this way.
Make an Intellect attack roll against the target’s Will. On a
success, the target becomes cursed until they kiss someone FESTIVAL OF DEATH DEATH UTILITY 8
they love. The loved one must then make a Strength
challenge roll; they take 4d6 damage on a failure, or just half Area A 1-mile radius area around the ritual location
on a success. If incapacitated by this damage, they die and Duration 6 hours
are raised 1d6 rounds later as a Zombie.
For the duration, creatures in the area cannot heal damage
and cannot die. Any creatures that would die are noted to
BLOODLINE CURSE CURSE ATTACK 6 be mortally wounded and inevitably die immediately upon
Target A mortal creature within short range leaving the area or at the end of the spell’s duration. But
during the spell’s duration, mortally wounded creatures
Make an Intellect attack roll against the target’s Will. On seem to be powered by an unholy power - if they become
a success, choose one of the effects below. The target’s incapacitated, they heal damage equal to their health after 1
children, grandchildren, great-grandchildren, and so on also minute and can continue to act until the duration ends.
become targets, regardless of their current location. Special This spell must be cast as a Ritual, and must be cast
• All targets gain a disease of your choice. at night. The spell ends prematurely if true sunlight touches
• All targets gain 3d6 Insanity, or half with a successful Will the ground in any part of the target area.
challenge roll.
• All targets take 2d6 damage.
Demonology spells
Destruction spells
HORRID MASK DEMONOLOGY UTILITY 0
TEAR TO SHREDS DESTRUCTION ATTACK 2 Duration 10 minutes, plus 10 more minutes for each point of
corruption you have.
Area A cone, 3 yards long, originating from a point you can
reach Take 1 damage. Your body is covered in a shadowy morass
for the duration. Lit areas out to 1 yard around you become
Take 3 damage. Each creature in the area takes 3d6 +3 shadows. Your appearance is distorted beyond recognition,
damage as if struck by dozens of invisible razors. Each and even your voice becomes guttural and distorted. If you
creature in the area takes half the damage with a success have 3 or more Corruption, you gain the Frightening trait
on an Agility challenge roll. Creatures wearing armor against targets with 1 or less Corruption.
automatically succeed on the challenge roll, but their armor is
destroyed.
6
DEMONIC GROWTHS DEMONOLOGY UTILITY 3 TRANSPARENCY FEY UTILITY 2
Duration 10 minutes, plus 10 more minutes for each point of Duration 1 hour
corruption you have. You become entirely invisible for the duration or until you
Take 1d6 + 1 damage. You vomit up 1d3 Void Larva, which deal or take damage. Your clothes, belongings, and anything
are compelled for the duration. At the end of the duration or you carry do not become invisible, instead seemingly floating
when incapacitated, the Void Larva are destroyed. in mid air. If still wearing clothes, creatures make attacks that
target your Defense or Agility with 1 Bane instead of treating
7
FLESH THAT FEEDS FORBIDDEN ATTACK 4 Soul Bottle or banish it back into the bottle, and can use
a Triggered Action to cause the Phantom to become
Duration Concentration, up to 1 minute compelled until the end of the following round. The Phantom
Take 1d6 damage. You vomit up a swarm of stinging insects is incapable of moving beyond short range of its Soul Bottle.
made of bits of flesh and bone; when you cast this spell and If the Phantom would become incapacitated, the soul is
each time you concentrate, the swarm deals 3d6 damage to a shunted back into the Soul Bottle where it reforms after 2d6
creature within medium range. When you stop concentrating, hours and can be summoned again. The Phantom cannot
the effect ends and the swarm rushes back into your mouth harm or even physically interact with a Soul Bottle.
laden with its stolen blood. You heal 1d6 damage for each Special This spell must be cast as a Ritual.
round in which you damaged a living creature with this spell. Sacrifice You may expend a casting of this spell as an Action
to heal 4d6 damage from a Spirit or Undead creature within
short range. That creature may then take an Action.
Nature spells
ROOT NATURE ATTACK 0
Spiritualism spells
Target One living creature within medium range standing on
SPIRIT OF COURAGE SPIRITUALISM UTILITY 1
natural terrain
Target One creature you can see within short range
A small root shoots from the ground and grabs at the target.
Make a Will attack roll against the target’s Agility. On a Duration 1 minute
success, the target is immobilized for 1 round. An ancestral spirit appears and enters the target for the
Attack Roll 20+ The target also falls prone. duration. During that time, the target has a +2 bonus to
Defense, and the target makes Will attack rolls and
PRAYER TO THE LAND NATURE UTILITY 4 challenge rolls with 1 boon. The first time the target takes
damage from a weapon, reduce that damage by 6, and the
Requirement This spell must be cast in natural locations of
spell’s effect ends.
symbolic or magical significance. Special If this spell is performed as a ritual, the duration is
You pray to the spirits of the land and they aid you in turn. increased to 1 hour.
You learn a spell of a rank you can cast, based on the location
in which you cast this spell. Spells are typically of the Nature, SPIRIT OF POISE SPIRITUALISM UTILITY 2
Primal, Air, Earth, Storm, or Water Traditions. The specific
Target One creature you can see within short range
spell is determined by your GM. You gain a full set of castings
of this spell as based on your Power. You forget this spell Duration 1 minute
when you complete a rest. An ancestral spirit appears and enters the target for the
Special This spell must be cast as a Ritual. duration. During that time, the target cannot be charmed,
or compelled, and the target makes Intellect attack and
AWAKEN LESHY NATURE UTILITY 7 challenge rolls with 1 boon. The first time the target makes
a successful social roll to charm or seduce a creature, that
Target One tree, size 3 or larger, within medium range
creature becomes charmed with the target for 1 hour or until
The target tree is awakened and permanently becomes a that creature takes damage.
Leshy (Shadow of the Demon Lord, page 244). The Leshy is Special If this spell is performed as a ritual, the duration is
disposed to be friendly and helpful, and will risk itself to aid increased to 1 hour.
the caster for a task that helps protect its lands or nature.
It will not take actions that hurt its home or the natural
creatures that live there, nor tolerate such actions would-be
allies.
Telepathy spells
Necromancy spells TELEPATHIC BOND TELEPATHY UTILITY 2
Target One willing living creature within short range
ENSLAVE SPIRIT NECROMANCY UTILITY 6 Duration 1 hour or until you or the target choses to end the
effect.
Requirements A container such as a bottle or even a skull,
For the duration, you and the target become linked. While
and special inks worth 1 gc
linked, you are each able to take an Action to experience
Target One mortal creature, killed no longer than 24 hours
all sensory input currently being experienced by the other
ago, that you can reach creature. This causes you to become dazed until the end of
As part of the ritual required to cast this spell, you expend the following round.
the required ingredients to prepare a special vessel called
a Soul Bottle, which has 5 Health and 10 Defense. This spell
calls the soul of the target creature into the Soul Bottle
and traps it, turning it into a Phantom with the Burned by
Sunlight trait (as a Wraith). The Phantom is a ghostly naked
reconstruction of what the creature looked like in life, and
it retains its thoughts and memories. If the Soul Bottle is
destroyed, the Phantom is instantly released and passes on
to whatever fate awaits its soul after death.
While the Phantom remains trapped in its Soul Bottle,
you can use an Action to summon the Phantom from its
8
Teleportation spells
DISPLACED STRIKE TELEPORTATION UTILITY 2
New Items
You teleport to an open space you can see within medium Mage's robes
range. Then as part of casting this spell, you make an attack
with a weapon. You make the attack roll with 1 boon and
While wearing these robes made from enchanted
can use Intellect instead of the attack’s normal attribute. cloth, your magical powers are enhanced. When you
On a success, the target takes 2d6 extra damage. After the cast an attack spell, you make the attack roll with 1
weapon attack is resolved, you teleport back to your original boon, and creatures make challenge rolls to resist the
location. spell with 1 bane. They do not function if worn with
armor. Mage’s Robes are rare and cost 5 gc.
Time spells
Ritual Scroll
SMASH THE CLOCK TIME UTILITY 5 Ritual Scroll function similarly to incantations. Each
After this turn, take two more turns. During each of these scroll is dedicated to a particular spell, and allows a
extra turns, the following conditions apply: caster to cast the spell using the Ritual Scroll - though
• You can use both an action and move your speed.
• You cannot use an Action to cast or concentrate on a spell
only as a Ritual. To successfully cast a spell using a
during these turns. Ritual Scroll, the caster must expend any number of
• You automatically hit with any attacks you make during castings whose combined Rank add up to the Rank
these turns, but any damage you deal is halved. of the Ritual Spell. Unlike with an Incantation, the
• Other creatures cannot take Triggered Actions, Free Ritual Scroll is not expended. Ritual Scrolls cost as
Attacks, or free reactions of any sort during these turns.
They are effectively immobile, unaware, and frozen.
much as an Incantation of the same Spell Rank.
Tome of Rites
Tome of Rites contain the details of how to perform
one or more Rites. Ritual Tomes are rare and cost 1
gc for each Rite they contain. They are often handed
down from master to pupil.