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rite & Ritual

To me, there is no set piece more iconic to the dark ~Credits~


fantasy genre than The Ritual. The word Ritual
itself is powerful enough to conjure up all sorts
WRITING, Design, and Layout:
L.E. Arias
of juicy and delightful bits of macabre imagery. editing & Proofreading: J. Alimi
Black-robed cultists shuffling towards a clandestine ILLUSTRATIONs: L.E. Arias, S.N. Bickham
midnight meeting... candles and glyphs drawn
in blood... orgies under the blood moon... and of This product was created under license. Shadow of the
Demon Lord is a trademark of Schwalb Entertainment,
course - a dagger poised just so over the heart of a LLC.
soon-to-be human sacrifice.
This work contains material that is copyright Schwalb
Entertainment, LLC. Such material is used with permission
I’m willing to bet that during your adventures in under the Community Content Agreement for the Disciples
Rûl, you’ve come across more than a fair few magic of the Demon Lord CC.
rites - if only to stop them moments before they
All other original material in this work is copyright 2019 by
summoned something ancient and powerful. Right? L.E. Arias and published under the Community Content
Agreement for the Disciples of the Demon Lord CC.
This supplement provides rules to help your
Shadow of the Demon Lord characters perform their
own magical rituals.

This supplement also includes 40 new spells, many


of which are designed to work nicely alongside
Ritual Magic.

1 Requires Shadow of the Demon Lord from Schwalb Entertainment.


Distributed through the Disciples of the Demon Lord Creative Community at DriveThruRPG.
Ritual Magic Rites
During the Ritual, the caster may perform Rites.
Preparations Rites are specific set of effects that change the caster’s
To cast a spell as a Ritual, the caster must either effective Power for the purposes of casting the Ritual
know the spell they wish to cast, or have access to an spell. All Rites are listed on pages 3 and 4 of this
Incantation or Ritual Scroll of the desired spell. document.

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.

After the spell is resolved, the caster must then


contend with any Aftereffects from the Rites they
employed.

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.

Rite of Blood - gain 1 to 3 power Rite of Revelry - Gain 2 Power

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.

Rite of The Candle - Lose 1 Power Rite of preparation - Lose 1 Power

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

Alteration spells Requirement You must know at least 3 other spells


Duration 1 minute
TRANSMUTER’S APOTHEOSIS ALTERATION UTILITY 6 When you cast this spell, assign another spell you know to
correspond with a result of 1 or 2 on on a 1d6. Assign another
Duration 1 hour spell for a result of 3 or 4, and a third spell for a result of 5
For the duration, you gain the following benefits: or 6. When you cast this spell and at the beginning of each
• Any damage you take is reduced by 5. round for the duration, roll 1d6. At any time during that
• You can use Alteration Spells that would require an Action round, you may cast the corresponding spell as a Triggered
to cast as a Triggered Action instead. Action. Once you have cast three spells this way, the effect
• You gain a +2 bonus to an Attribute of your choice. You ends.
may spend an Action to change which Attribute this
bonus applies to.
Special If this spell is cast as a Ritual, its duration is instead 12
Conjuration spells
hours.
CONJURE DEBRIS CONJURATION ATTACK 1
Arcana spells Area A sphere with a 2-yard radius centered on a point within
medium range
Duration 1 minute
TALENT SURGE ARCANA UTILITY 2
You cause conjured debris to rain down on the area for the
You gain 1 use of any Talent whose activation or use is gated
duration. Each creature in the area when you cast the spell or
to a certain number of times per rest based on your Power
that is in the area at the end of a round must make an Agility
score. Examples include the Oracle’s Divine Ecstasy talent or
challenge roll. On a failure, it takes 1d6 damage. The ground
a Psychic’s Psychic Power talent.
in the target area also comes difficult terrain for the duration.
Special If this Spell is cast as a Ritual, you instead gain 1d3+1
As a Triggered Action, you can move the center of the area
uses of the talent.
up to 10 yards.

RUSHED RITUAL ARCANA UTILITY 3


FALLING STAR CONJURATION ATTACK 7
You may use this Spell when performing a Ritual to perform
Area A sphere on the ground with a 20-yard radius, centered
the Ritual in half the usual required time.
on a point within extreme range
Sacrifice You can expend a casting of this spell to cast
Duration 1 minute
Empowered Magic.
You conjure a large object high up in the atmosphere. At
WHITE WAND ARCANA UTILITY 4 the end of the duration it impacts in the center of the area.
The impact deals 5d6+10 damage to anything within 5
Target Your Implement yards of the center of the area, and the resulting shockwave
Duration 1 hour deals 5d6+10 more damage to everything in the whole area.
The target implement glows softly for the duration. During Creatures may make an Agility challenge roll to take half
that time, you may use it to cast Rank 1 attack spells you damage from each effect. Additional damage may be dealt
know freely, without expending a casting. Once you cast 3 to creatures as structures collapse. If the target area was on
spells this way, the effect ends. solid ground, it is covered by a swirling dust storm for 1 hour
Special If a Ritual is performed to cast this spell, the Ritual (as in Tombs of the Desolation, page 23).
duration is reduced to 5 minutes.

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

Divination spells you as Invisible.

UNICORN’S GRACE FEY UTILITY 3


WANDERING EYE DIVINATION UTILITY 1
Duration 1 minute
Target A crystal ball, mirror, scrying pool, or other surface
When the spell is cast, you teleport to an open space within
appropriate for divination.
medium range. For the duration, you become immune to
Duration 10 minutes disease, poison, insanity gain, and to spells from the Curse,
A floating magical eye then emerges from the target. The Death, and Forbidden Traditions. When the duration ends,
Eye is a 1-inch diameter orb with spider-like legs, solid, has 1 you heal damage equal to twice your Healing Rate.
Health, and speed of 14 (climber). It is invisible when standing
still, but can be seen when moving. For the duration, you can
Concentrate to direct the eye to move wherever you like,
Forbidden spells
and everything the eye sees is shown on the spell’s target.
The eye can’t pass through magical portals. At the end of the CLEAVE FLESH FORBIDDEN ATTACK 2
duration, the Eye simply disappears.
Target One living creature within short range
Special If this spell is performed as a ritual, the duration is
increased to 1 hour. The target’s body recoils as if hit by an invisible weapon.
Make an Intellect attack roll against the target’s Strength.
REMOTE EAR DIVINATION UTILITY 2 On a success, the target takes 2d6 +3 damage, and rolls 3d6
on the injuries table and gains the corresponding effect (see
Target Any size 1 or smaller object
Battle Scars page 2).
Duration 8 hour Attack Roll 20+ The target takes 2d6 more damage, and
For the duration, you can hear as if you were standing at the instead rolls 4d6 on the injuries table.
target’s location, but all sound is garbled and muffled. At
any time during the duration you can concentrate for up to DEVIL’S PASSION FORBIDDEN UTILITY 2
2 minutes to hear clearly, but the spell then ends when you
Duration 1 hour
stop concentrating.
You gain +5 bonus to Health for the duration. If a creature
Fey spells has sexual intercourse with you while this spell is active,
you heal damage equal to your healing rate and the spell’s
duration is increased by 4 hours. However, that creature
BROWNIE’S KNACK FEY UTILITY 0 gains 1d3 Insanity and becomes diseased with Incubus Pox.
Creatures with Incubus Pox are diseased, and must make a
Target A sphere with a 2-yard radius centered within short Strength challenge roll with 1 bane each time they complete
range. a rest. On a failure, the creature gains takes a cumulative
The target area is suddenly covered in a whirlwind of frothing –1d6 penalty to Health. After the third success, the creature
soap bubbles. Any creatures in the area are dazed for 1 round removes the diseased affliction and any penalties it gained to
but are thoroughly groomed; their body is cleaned and nicely Health from the afflliction.
scented, all hair is shaved or trimmed as desired, and even Sacrifice You can expend a casting of this spell to cast
worn clothes are cleaned and pressed. Objects in the area Obedience.
cleaned, sorted, and repaired. Dishes are cleared of leftovers
and neatly stacked, countertops are cleaned, books are ARM OF THE TERMAGANT FORBIDDEN UTILITY 4
alphabetized, etc.
Duration 1 minute
Special This spell must be cast as a Ritual.
When you cast this spell, one of your arms is suddenly
ELFIN VEIL FEY UTILITY 1 transformed into a large sword made of bone and sinew
for the duration. This sword attacks with 2 Boons and deals
Target One creature wearing clothes within short range 2d6 damage on a hit, plus additional damage equal to your
Duration Until next midnight or noon, whichever comes first. Corruption. For the duration, you are also immune
The target’s outfit transforms into something beautiful and to being Frightened or Compelled. At the end of the duration,
elegant to the caster’s taste for the spell’s duration or until the sword sloughs off, leaving you with a bloody stump. You
the clothes are removed wholly from the target’s body. Even can cast this spell again to grow a sword from that stump,
rags can turn into elaborate suits or ball gowns. The creature but it is otherwise permanently maimed.
wearing clothes transformed this way makes attack rolls in Special If this spell is cast as a ritual, the duration is increased
social situations with 1 boon, and gain a +2 bonus to Defense to 1 hour.
while not wearing armor.

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.

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