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Rituals

 

For Hunters who wish to keep active there are powers beyond the realms of Praxis. These Rituals below all belong to one of the forementioned Praxis paths.These have the same costs as the levels of Praxis powers, however these rituals give a wider manner of magic to the Hunter. They help with many things the Praxis paths cannot. You can only buy Basic rituals when you complete the purchase of that path's complete basic powers and so on. You may not buy rituals before you have completed these purchases, as your character will not have the understanding of the powers to then be able to perform rituals also.

 

Not all Praxis paths have Rituals

 

Role play of these rituals will be watched carefully and please be aware that the storytellers will mix the effects of such rituals based on the efforts of play and description.

Alchemy

 

Shaping the Elements (Basic)

This Praxis may be employed for other purposes than creating potions. By winning a Physical Test, you may change the physical shape of an object, sculpting it as if it were clay. Particularly complex or intricate changes may also require one or more Traits in Crafts. Once your remolding is complete, the changes arepermanent. Most object scanonly standup to three remoldings before falling apart from stress.There are separate versions of this ritual for each elemental or material

form: stone, glass, metal, vegetable matter (wood, cloth, grains), livingplants, even ice or water.

 

Destroying the Elements (Basic)

Similar to the previous procedure, this ritual allows you to destroy up to one pound of matter for each success you gain in a Static Mental Test. By spending a temporary Willpower Trait, you may even unmake fetishes or, provided that you have at least two Traits in an appropriate Lore (and you can expect to make some very unpleasant enemies in the process).

As with the previous working, separate versions are required for each different type of material. 

 

Enhance Craftsmanship (Intermediate)

This rite allows you to enhance the mundane qualities of an object. For example, you could enchant a mirror to never crack, forge a blade whose edge will never dull or craft a bow which would never break astring. Though the items prepared using these rituals are not inherently magical, those sorcerers skilled in Alchemy will be able to detect these enhancements by winning a Simple Test.

 

Transformation of the Vile Body (Advanced)

This rite must be performed on a willing target: She literally becomes a factory for poisons and corrosive substances. The subject’s kiss becomes fatal, and her bodily fluids inflict aggravated wounds. Even metals and stone will be corroded by extended contact with her blood. As a side effect, the host becomes immune to all toxins. This condition lasts until the next dawn.

 

 

Conjuration

 

Setting the Stage (Basic)

This common ritual prepares an item to be the target of a Conjuration spell. This attunement has two effects. First, it allows for a free retest when casting any spells along this path that involve the object. In addition, Presto may be performed in a single action if the target of that Advanced spell has been prepared in this manner. After an item has been conjured, it must be reset before it can be summoned again.

 

Reaching Out (Intermediate)

Similar to the Intermediate spell Call to Hand, this ritual allows the caster to retrieve an attuned object from any well-known location, regardless of how far away it is. This process can be reversed by spending a temporary Willpower 

Trait, sending one small object to a well-known location anywhere in the world. In either case, you must be able to hold the item in one hand, and the remote location must be prepared using the Basic ritual: Setting the Stage. 

 

Leverage (Advanced)

This ritual extends the powers of Presto, allowing you to levitate or move any single object. You may also affect a living target (even if he is unwilling) by winning a Mental Challenge versus your opponent’s Physical Traits.

 

 

Conveyance

 

Walking the Clouds (Intermediate)

This dramatic rite allows the sorcerer and her companions to travel high into the air, up to the level of the clouds. By spending a temporary Willpower Trait, you may then traverse great distances and reach any point on the globe within a day. As with similar flights, the destination is fixed once the journey begins. The sorcerer may bring along one additional person for each success on an Extended Static Mental Test.

 

 

Going Home (Advanced)

An enhanced version of Stepping Out, this rite enables the caster to teleport multiple people to or from any well-known location. The ritual costs one Mental Trait per person when it is performed and only willing targets may be affected. If the caster is not present at the origin point, she must have some personal link to the targets. As with the spell, you must either spend a temporary Willpower Trait or perform an Extended Simple Test to determine if you are disoriented upon arrival.

 

 

Cursing

 

Anathema (Basic)

Magical societies often use this rite to brand members who have violated their tenets. This may be a physical mark that manifests in certain conditions (such as a deep red scar that appears in the palm during the waning moon) or a more spiritual brand, visible in the aura or causing other sorcerers andsupernatural creatures to be uneasy around the target (e.g., Garou may find that she “smells funny”). Once set in place, the mark is permanent until removed. As a side effect 

of the branding, the target may never Unweave this effect herself.

 

Voodoo Doll (Intermediate)

By spending a Willpower Trait and defeating your target in a Mental Challenge, you are able to create a sympathetic bond between that individual and an appropriate representation. Any actions performed on the replica will have the equivalent effects on the target; this includes control over physical movements as well as inflicting sympathetic damage. The link lasts for the duration of the ritual, though the subject may ignore its effects for one minute by spending a temporary Willpower Trait. 

 

Tainted Heritage (Advanced)

This rite allows the sorcerer to taint her target, passing on the effects of Inconvenience to others with whom she comes into contact. The scope of the taint must be specified when the curse is cast; it may apply to the target’s family or everyone he speaks to in the next month. Alternately, a Misfortune may be called down upon a small group, similar to the effects of Falling Out. 

 

Seven Plagues (Advanced)

This potent rite is used when simply directing your wrath against an individual is just not sufficient. Once the rite is set in motion, a series of maladies (each equivalent to Misfortune) will rain down upon an entire area or large group. As with other the powers of this Praxis, the sorcerer may only hint at the results; the specific manifestations are determined

by the Storyteller. To determine the severity of the effect, the sorcerer must engage in an Extended Static Willpower Test, each success calling forth one additional blight.

 

 

Daimonis

 

Lesser Daimonic Ward (Basic)

This simple rite allows you to guard an area or person from trespass by certain types of spirits. Any ephemeral beings that wish to enter (or affect) the subject of the ward must first defeat you in a Mental Challenge. Alternatively, you may reverse the protection, creating a mystical prison that holds a spirit within the specified boundary. This protection lasts as long as you are present to support it. However, by spending a Willpower Trait, you may empower the ward for the remainder of the game session, even if you leave the area. This rite protects only against angelic or demonic Umbrood spirits. 

 

Greater Daimonic Ward (Intermediate)

This is an enhanced version of the previous rite, which must be learned first. Any spirit (of the appropriate type) wishing to cross the boundary must spend a Willpower Trait to do so. Even then, the spirit will suffer one aggravated wound per crossing. This protection lasts as long as the components of the ritual (sprinkled salt, iron shavings, carved runes, etc.) remain undisturbed. 

 

Summon Daimonic Being (Basic, Intermediate, Advanced)

This rite places a call into the otherworld, summoning a specific being whose name you know or just any one of a certain type. Completion of the spell puts forth the evocation, but you must win a Social Challenge against the spirit in order to force it to respond. The Basic version of this ritual calls only lesser demons and minor angelic beings, whereas the Intermediate form allows you to summon greater demons and the more powerful angelic hosts. Some sorcerers claim to know an Advanced version that calls upon the demon lords and cherubim, but few sensible folk would take such risks.

 

 

Divination

 

Dowsing (Basic)

This common rite allows you to determine the approximate location of a nearby person or object. This takes the form of a subconscious tug leading you to what you seek. In the case of a specific target, you must either know the subject intimately or have some item closely associated with the individual. Alternately, you may locate the nearest member of

a group, such as a source of fresh water or a particular type of plant. If you are unable to locate your target within an hour, the effect fades. In addition, if your concentration is interrupted for more than a turn, you will lose track of your quarry and must begin again. Maintaining your focus under these conditions requires a Mental Challenge (or a temporary

Willpower Trait). You must recast the ritual with each new target. You may not use Dowsing to track supernatural creatures or things. 

 

Tracking (Basic)

Similar to the previous ritual (Dowsing), this rite allows you to follow an individual’s movements even after he leaves your presence. You must either have personally interacted with your target during the scene in which you cast this ritual or you must possess some physical link to him (a lock of hair, blood, etc.) as a focus. By passing a Static Mental Test (difficulty equal to your target’s number of Mental Traits), you are able to follow another character at a distance of up

to one mile for each Mental Trait you have. If your quarry moves beyond this range, you must win another Static Mental Test to regain the trail. If he is able to remain out of range for at least an hour, he has successfully eluded your

pursuit. In this case, you must again come within line-of-sight before you may attempt to track him again.

 

Past Impressions (Basic)

Though the far future and remote areas are still beyond the range of your vision, recent local events are open to your scrutiny. Make a Static Mental Test to determine what recently happened in an area. Superficial events do not leave impressions for more than an hour, but violent or emotionally charged incidents may linger for days, weeks, even years if

they are powerful enough. These visions come across as disjointed flashes or hazy dreamlike images. Few details are available, but you can make out the general situation. For example, you could tell that two people were having an argument, perhaps even hear snippets of what was said. However, though you could see that someone had been shot, you would not be able to determine the extent of the injury or what type of gun was used.

 

Insight (Intermediate)

As your ability to tap into unseen sources improves, you may begin to answer more complex questions. Insight allows you to perform a standard reading using whatever tools are your stock in trade. Details of the future will be vague and uncertain, though simple cause-and-effect relationships will be revealed. The difficulty of the test is determined by your relationship to the subject of your inquiry. The closer you are to your target, the more difficult it is to keep your answers unbiased. You may now also query through time, though only events within the current chronicle (no more than six months in the future or two years in the past) can be seen.

 

Omen of Fate (Advanced)

This ritual allows you to read aspects of an individual’s fate, including the ones described in the Background: Destiny or the Flaw: Dark Fate. If cast at the beginning of a game session, Omen of Fate may reveal impending dangers or

moments of transition that warrant close attention. You must pass a Mental Challenge and have something belonging to the target, such as a piece of clothing, blood, hair or a treasured item like a wedding ring, in your possession.

 

Scrying (Basic, Intermediate, Advanced)

This rite enables you to peer across space (and occasionally time), looking in on a specific person or location. The Basic version allows you to view current events within a quarter mile of your immediate location. The Intermediate application extends your range of perception to anywhere within a 20-mile radius and up to a month past, and the Advanced form

enables you to see any physical site. A well+known location will be seen and heard clearly, whereas those places less familiar to the caster will provide fuzzier percept ions. Two in-game mechanics may be used to simulate this power. If you are able to reach the location where a desired scene is taking place, you may watch the action as an out-of-game observer. If this is not feasible, a Narrator must be called in to inform you of what you see. Some form of focus, such as

a bowl of water, a mirror or a crystal ball, is required to use this ritual. No one but the sorcerer will see anything in the focus, and the people being observed will not be aware of it.

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Enchanting

 

Eldritch Mark (Basic)

This simple rite brands an object or location with the signature of the caster, much like a craftsman signs his work. Though the sigil is invisible to mundane eyes, any sorcerer or supernatural being will be able to detect it after a moment’s examination. Once cast, the mark is permanent until removed. 

 

Enhance Craftsmanship (Intermediate)

This rite allows you to enhance the mundane qualities of an object. For example, you could enchant a mirror to never crack, forge a blade whose edge will never dull or craft a bow which would never break a string. Though the items prepared using these rituals are not inherently magical, those sorcerers skilled in Alchemy will be able to detect these

enhancements by winning a Simple Test.

 

 

Fascination

 

The sorcerer is not the only person who can benefit from this path. She may choose to grant the advantages to another character. In this case, the recipient must either be present when the ritual is performed or must contribute some personal token to the working.  These rituals also require some connection to the person being controlled.This may come from a close personal item (ring, lock of hair, etc.) belonging to the target or some other form of intimate connection. Ofcourse,

if the character is present for the working, that will do nicely. The term “thrall” is used to denote the target of one of these rituals, and the title “regent” refers to the sorcerer or her client, as appropriate.

 

 

Confession (Basic)

You are able to evoke trust in others. By defeating an individual in a Social Challenge, you are able to get her to tell you the truth about any topic. This ritual can extend beyond simple conversation, with one secret or confidence being revealed for each success on an Extended test. This is not an information dump, however - the regent must continue to encourage her target with expressions of sympathy or interest. 

 

Tales of Inspiration (Basic)

Fascination is not always used to control others. This ritual enables youto boost your compatriots’ morale in times of need. By taking the time to tell an inspiring story, you may instill a sense of inner strength in the people around you. For each appropriate Social Trait spent, one allied character may gain a single temporary Willpower Trait during the upcoming scene. The story should be relevant to the impending events and must be roleplayed for this ability to work. 

 

Siren’s Song (Intermediate)

You are able to hypnotize others with your voice or presence, drawing them to you or some other point of focus - another individual, an object or even a location. The initial attraction is felt as soon as you begin the ritual. Anyone within earshot will feel drawn to you if he fails a Static Social Test. However, the full effects are not felt until the rite is complete.

Once someone has been observing you for 10 minutes, he becomes entranced. While in this state, he will do nothing but watch and listen as long as the ritual continues. Anyone affected will relent on any challenge during this time, though the effect is broken if the target is injured. This effect cannot be recorded or sent over the phone.

 

Regency (Advanced)

More than just affection, this rite instills a hopeless attraction in the target. He will wish to be close to and help the regent in any way that he can. This does not result in slavery, though the thrall will be willing to do almost any “favor” for his regent. Depending upon the circumstances, the thrall may spend a Willpower Trait to ignore this compulsion for a single scene, though only if he were asked to perform some action that would violate his basic Nature. If there is an emergency or his regent is attacked, the thrall’s first instinct will be to save her. Self-sacrifice is not uncommon, especially if the 

thrall has been well treated and the bond has been in effect for some time. Though Regency initially lasts only one month, the effects of multiple successive compulsions extend the duration. Each later casting must take place as the prior effect starts to fade (within a few days). The second application of this bond lasts for six months, and the next lasts for a year. If the target is bound a fourth time to the same regent, the bond endures as long as the thrall is alive; should he die, his regent becomes a Fetter. The only way to negate this compulsion is to avoid the regent completely for the duration of each summoning or to destroy the means by which the thrall is being drawn (although this is only temporary). This will be difficult - and require continual expenditures of Willpower - as the bond draws the thrall to his regent like a moth to the flame.

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Healing

 

Healing Sleep (Basic)

This rite places a willing or unconscious target into a deep sleep, healing one normal wound for each success on an Extended Static Mental Test. Normal injuries require the subject to remain out-of-game for one hour per Health Level restored, and aggravated wounds may only be healed between game sessions. 

 

Purify the Blood (Basic)

This simple rite cleanses a target of all foreign substances (pollutants, poisons and drugs), including Alchemical creations. It has no effect on supernatural conditions such as a vampiric blood bond, nor will it remove vampire blood if the subject is ghouled. Whereas lesser toxins are removed automatically, potent venoms, Advanced Alchemical poisons and viral infections require the subject to pass a Static Physical Test. This cleansing is often very painful, because the subject’s body rids itself of toxins through sweating, vomiting or toxic tears.

 

Rise and Shine (Basic)

This simple rite allows you to awaken another character, regardless of how deeply she is sleeping. Waking someone from magically induced sleep requires that you pass a Static Mental Test, equivalent in difficulty to Unweaving. 

 

Tone of the Mind (Basic)

Similar to Assessment, this rite allows you to determine the psychological state of your patient. Make a Extended Static Mental Test to detect any Derangements or mind-affecting Flaws (such as Nightmares or Phobia). This will also determine if someone is asleep, drugged or simply knocked unconscious. 

 

Restore Psyche (Intermediate)

A more durable version of Still Mind, this curative rite drastically increases the duration of the spell’s effects. Any foreign condition, even conditions caused through supernatural means, may be healed permanently. This also applies to Beast or Path Traits that have been gained during the current story. For cases in which a target’s insanity is caused by a Flaw or is an inherent aspect of his character type, the recipient must still spend the appropriate Experience to buy off this condition; otherwise, it will return at the rise of the next full moon.

 

 

Hellfire

 

Bladefire (Intermediate)

This simple rite attunes a weapon (usually a sword or dagger) to the spells of this Praxis. By spending a Mental Trait, you may surround the weapon with mystical fire, which inflicts aggravated wounds whenever the weapon strikes. Once activated, this effect lasts for the remainder of the scene. If the caster attempts to pass the weapon to someone else, the flames immediately go out.

 

Fire Ward (Intermediate)

This rite allows a specific individual to partially withstand the effects of this Praxis and similar powers as well as any sort of natural flames. Fire Ward grants a free retest against fire-based damage for the remainder of the game session. The target may spend a stamina-related Physical Trait to completely ignore one Health Level of damage. You may not cast this ritual on yourself.

 

Related Rites

Whereas the normal spells and rituals of this Praxis concentrate on summoning mystical fire, these effects branch out to include other destructive  forces. Each of these rites has Basic, Intermediate and Advanced versions,  which must be learned in order. The Basic version inflicts one Health Level of normal damage, whereas the Intermediate rites cause one such wound for each minute a victim is within the area of effect. Advanced rituals cause tremendous damage, inflicting one aggravated wound per turn until the victim escapes or dies. These rituals typically last for one scene. 

 

Rust

The forces of entropy are invoked with this rite. The sorcerer must expend a Mental Trait and win an Extended Mental Test. If she is successful, any ferrous metal object (up to five pounds per win) on the target disintegrates. Precious metals, such as silver or gold, are not affected; iron, steel, aluminum and most alloys are susceptible. 

 

Earthquake

This rite causes the earth to buckle, rocking the ground in a 20-foot radius (win a Simple Test to stay on your feet). A more potent version causes the earth to crack open and swallow your target and any others unfortunate enough to be in range, leaving victims to dig themselves out (which requires a Physical Challenge).

 

Tanglewoods

By channeling magical forces through vegetable matter (living or dead), the sorcerer can cause plants to animate and attack anyone in the area. Trees will batter people with their branches, and vines will coil around the victims, entrapping or choking them. Any characters trapped in this manner may attempt to escape by winning a Physical Challenge.

 

Drowning Tide

This ritual may only be cast on a large body of liquid (no smaller than an Olympic-size swimming pool). A sudden undertow or wave drags the target under and forces water into his lungs. Those victims who need to breathe may attempt to hold their breath by winning a Simple Test; if they fail, they take one level of normal damage per turn underwater. 

After the target reaches Incapacitated, she begins to drown and will die within 10 minutes if she is not freed. She may make a Physical Challenge to attempt to free herself.

 

 

Illusion
Backdrop (Basic, Intermediate, Advanced)

Similar to Facade or Phantasm, this ritual allows you to alter the appearance of an area up to 10 feet in radius for each Mental Trait you possess. Whereas the Basic settings are static and unchanging, the Intermediate version is capable of being animated as described above. The Advanced version of this rite even fools magical perceptions (at Storyteller discretion, the target may make a Mental Challenge to penetrate the illusion). This illusion lasts normally lasts for one day. If you spend a permanent Willpower Trait, the projection will remain as long as the area is undisturbed.

 

 

Life Stealing
Salting the Earth (Basic)

This ritual is one of pure spite, preventing a target from healing through any normal means. The duration of this ban is determined by aStatic Mental Test. Though this rite does not normally prevent magical forms of healing or

supernatural regeneration, these will not function during the scene in which the ritual is performed. At the Storyteller's discretion, you lose a temporary Humanity Trait, with more to follow as she deems appropriate.

 

Erosion (Advanced)

This vicious rite duplicates the effects of Weakening the Body, except that any Attribute losses sustained are permanent. Any wounds received through Erosion are aggravated. Vampires and Risen are not affected by this rite. Losea temporary Humanity Trait when you use this rite.

 

Drinking the Soul (Master)

The most sinister application of this dark Praxis, Drinking the Soul allowsyou to permanently drain the living essence of a being, using it to enhance  your own powers. The procedure involved is similar to Theft ofpower, though it may be used to steal Attribute Traits as well. Unfortunately, this rite only works against individuals who have a higher Trait total than yourself in the relevant area. If you target the victim’s power (Mana, Gnosis, Glamour, etc.), you may permanently gain a single Trait of the stolen type. Alternately, you may transfer one Attribute Trait for every two the victim has above your own (round down). Thus, if your target has five more Mental Traits than you do, you would gain two.The victim’s soul is consumed during the course of the rite. The merciful thing at this point would be to let the body die as well. However, you do have the option to leave your victim an empty husk, open to possession by wandering spirits. There is no justification for such malice - lose one pemnent Humanity Trait for such an action, more if the Storyteller deems it appropriate. Vampires and Risen are not affected, and this rite does notproduce a wraith.

Mentalis
Dream Walking (Basic, Intermediate, Advanced)

These rituals allow you to enter, and possibly affect, the dreams of your target. Whereas the Basic version of this rite only permits you to observe what is occurring within the person’s head, the Intermediate form allows you to join in his dreams as an active participant. Some sorcerers speak of an Advanced variant of this rite that grants the caster control over her target’s dreamscape, directing events as if she were scripting a movie.

 

Shared Visions (Intermediate)

This rite, called “Slide Show” by some rather flippant sorcerers,allows snapshot images to be passed between the sorcerer and his target. The images are truly like vacation pictures - occasionally out of focus, turned the wrong way or just plain bad. There is no movement involved, and this is not an upload/download rite - the human brain was not

meant to function in that fashion. 

 

Mind Ward (Intermediate)

This common rite shields the mind of one individual (usually the caster) from external control. This protection applies to direct forms of mind control (typically a Mental Challenge). It even protects against attempts to read or probe the mind, whether the subject is aware of them or not. Once cast, the subject gains a free retest against the relevant forms of mental attack or invasion for the remainder of the game session. Be aware, however, that vampires who are of the ninth or lower generation and skilled in Dominate may be able to bypass this ward. 

 

Conditioning (Advanced)

With this potent ritual, you may rework another character’s personality. You may implant memories, change fundamental beliefs, even alter the subject’s Demeanor. This rite must be performed consecutively over three nights, each segment requiring a separate Mental Challenge. These tests are usually performed blind, without the caster being aware of the final result. If even one of the three challenges is not successful, the conditioning fades after one week. Otherwise, the effects are permanent. You may not attempt this effect on a vampire of the 10th generation or lower. Vampires skilled in the higher levels of Dominate may uproot your Conditioning with a successful Mental Challenge and a spent Willpower

Trait. 

 

Telepathic Net (Master)

This useful rite allows you to set up a network of telepathic communication among no more than four willing individuals. The effects duplicate the Basic spell: Mindspeak. Distance limitations require that the individuals be in the same city, and they must all speak the same language. They may not pass images among them, nor may they perform deep mind probes. All who wish to share this link must be present when the ritual is cast. This effect lasts for the remainder of the game session, though the link may be continued indefinitely if each person spends a permanent Willpower Trait.

 

 

Mind Bending
Penitence (Basic)

You are able to evoke feelings of guilt and remorse in people, leading them to make amends for their sins. Whether these transgressions are real or imagined is of little consequence. This ritual preys upon the smallest doubt, blowing it entirely out of proportion. By defeating your target in a Social Challenge, you may convince him to “do the right thing,” finding some way to make up for whatever wrong doings he might have committed. You have no control over what form the act of contrition will take. 

 

Breaking the Mind (Advanced)

Similar to the Mentalis ritual: Conditioning, this rite instead targets an individual’s emotional stability. By successfully casting this ritual over three consecutive nights, you may instill the effects of Psychosis or Confusion for the remainder of the current storyline. It will take a master psychologist to heal the damage to the mind. Lose a temporary Humanity

Trait for the act.

 

 

Necromancy
Revisit Demise (Basic)

This ritual allows you to look back at one subject’s moment of death. Revisit Demise will only work on a freshly dead corpse, although some sorcerers claim success with vampires and Risen. Each success on an Extended Static Mental Test reveals one important detail of that event. This information will always be from the perspective of the deceased and

probably patchy at best. 

 

Seance (Basic)

This rite duplicates the Basic spell: Deathsight, conferring the benefits to all participants for as long as the ritual is maintained. It also allows wraiths to be felt and heard across the Shroud, even if they do not know the Embody Arcanos.

 

Lesser Ward (Basic)

There are three versions of this rite, each of which protects an area (or individual) from trespass by wraiths and Spectres. Any such beings who wish to enter a protected area or otherwise affect the recipient of the ward must first defeat you in a Mental Challenge. This protection lasts as long as you are present to support it. By spending a Willpower Trait, you may empower the ward for the remainder of the game session, even if you leave the area.

 

Greater Ward (Intermediate)

These are enhanced versions of the previous rites, which must be learned first. Any ghost wishing to cross the boundary must spend a Willpower Trait to do so. Even then, the creature will suffer one Corpus Level of damage per crossing. This protection lasts as long as the components of the ritual remain undisturbed. 

 

 

Animate Corpse (Advanced)

Common among some of the older religions, these rites allow you to animate a recently dead corpse. Those zombies created using this ritual remain animate until the next new moon. Once created, the zombie follows the orders of its creator, though complex or detailed commands are beyond its understanding. The automaton may not move quickly, run or swim, nor can it speak more than a few onesyllable words. The corpse is considered to have as many Physical (Tireless) Traits and Social (Intimldating) Traits as the caster has permanent Willpower Traits. In addition, it has as many Health Levels as the caster has Mental Traits and suffers no wound penalties from accumulated damage. The

animate corpse has no Mental Traits of its own and is immune to all Mental and Social Challenges.

 

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Shapeshifting

Transform Other (Basic, Intermediate, Advanced)

Whereas the normal arts of this path allow you to transform only yourself, these rituals permit such effects to be applied to others. Each version of the ritual is learned independently, and all require the sorcerer to win a Mental Challenge against her opponent’s Physical Traits. The Basic version of this ritual duplicates the effects of Seeming, whereas

the Intermediate form extends the effect to those changes described under the spells: Doppelganger and Change Self. Either application lasts for one day, though spending a Willpower Trait extends the duration indefinitely. With the Advanced version of this rite, equivalent to Second Form, you are able to transform another individual into an animal. However, your target may not be changed into a form that cannot survive in the immediate environment. Thus, if you wish to transform someone into a fish, she must already be in or near a body of water. This change is permanent, though a willing target may return to human form by spending a temporary Willpower Trait. Of course, all the dangers inherent in taking an animal form still apply, including potential loss of personality.

 

 

Spirit Calling
Opening the Door (Basic)

The first step toward truly understanding the spirit world is to open yourself to its influence. Though hazardous, this is an important part of your training. Opening the Door allows a nature spirit with the Possession Charm to gain free control over you. This bypasses any normal tests, delaying them until you wish to try to evict the spirit. While using this ritual, you are automatically considered attuned to the effect.

 

Window in the Curtain (Basic)

This ritual allows you to look through the Gauntlet, making the Penumbra visible to everyone in the area. However, this awareness works both ways. Though you may see and hear any activity within the Periphery, any spirits present may observe you as well. Once cast, this effect lasts for the remainder of the scene.

 

Lesser Spirit Ward (Basic)

This simple rite allows you to guard an area or person from trespass by certain types of spirits. Any inhabitants of the Middle Umbra who wish to enter the protected area or affect the subject of the ward must first defeat you in a Mental Challenge. This protection lasts as long as you are present to support it. However, by spending a Willpower Trait, you may empower the ward for the remainder of the game session.

 

Greater Spirit Ward (Intermediate)

This is an enhanced version of the previous rite, which must be learned first. Any elemental or nature spirit wishing to cross this boundary must spend a Willpower Trait to do so. Even then, the spirit will suffer one Health Level (or two Corpus Levels) of damage per crossing. The ward lasts as long as the components of the ritual (sprinkled salt or iron shavings, carved runes, etc.) remain undisturbed.

Summoning
Asking Nature (Basic)

A more specific version of Beckoning, this rite allows you to control any plants in the immediate area. Tall grass or bushes might part, and trees could drop fruit or move their branches out of the way. Any simple action within reason may be performed. Each command involves a Static Mental Test, though large-scale or complex activity might also require the expenditure of an appropriate Mental Trait.

 

Vermin Swarm (Basic)

Also similar to Beckoning, this rite summons a swarm of normal insects to fly and crawl through the area in an endless wave. Any other character wishing to remain in the region must pass a Static Physical or Mental Test or flee the scene in disgust. Even then, everyone in the area except the caster must bid an additional Trait on any feat for the remainder of the scene. Though this will compensate for the distraction ofdozens of minor stings, nips and bites, most feel it is hardly worth the effort. 

 

Summon Creature (Intermediate)

A general form of the Advanced power: Call by Name, this rite forms the heart of its Praxis. There are many variants, each of which allows you to summon one specific type of being (as listed above). For each appropriate Social Trait spent, one random individual of the specified type will be summoned. However, like the spell, this rite does not grant the creature any special powers of movement. Thus, if the nearest bear, for example, is a long distance away, it may take a while to get to you.

 

 

Totem Link
Food of the Land (Basic)

This simple rite allows you (or any other students of the same totem) to draw nourishment from the food of your chosen guide. Thus, a follower of Deer could eat grass, and a disciple of Oak could survive on only sunlight and water. Though this ritual does provide full sustenance as if you had eaten regular food, you may only rely upon it for as many days as you have Physical Traits. After that, more typical (human) fare must be obtained.

 

Hibernation (Intermediate, Advanced)

Most animals have an innate knack for self-preservation, allowing them to find shelter and rest when they have been injured. Followers of this Praxis  may acquire both the instincts and the power to make them manifest. The Intermediate application is the same as the Healing ritual: Healing Sleep, though you may only perform it upon yourself. The Advanced form allows you to drop yourself into a deep slumber, remaining in this state up to one week for each success on an Extended Static Physical Test. During this period, you do not need to eat or worry about fresh air. You also gain all the benefits of Adaptation. Once you awaken, however, you are likely to be hungry, thirsty and cranky.

 

 
Warding
Sleeping Sentinel (Basic)

This ritual is commonly used to guard a person's home or sanctuary against intrusion. During the rite, you must describe a boundary around a particular area. Anyone crossing this perimeter during the next 24 hours will leave an imprint that you are able to detect. Players who breach this defense must inform you out-of-game (either in person or by leaving a note at the scene) that they were in the area. Though mundanes have no awareness of the silent alarm, most supernatural beings will know that something has happened. How much they can figure out (and what they do about it) will largely depend upon their understanding of sorcery and the reasons for their trespass.

 

Hidden Glen (Basic)

This simple ritual guards an area from magical surveillance, including the Praxis of Divination or the vampiric Discipline of Auspex. Mundane observation is not prohibited, though anyone trying to spy on the area must bid an extra Trait on any such attempt. Once cast, this effect lasts for the remainder of the scene.

 

Lesser Power Ward (Basic)

Lesser Power Ward protects an area, person or object from various types of magical effects by granting a free retest when defending against these powers. In addition, any attacker must bid an extra Trait when attempting to harm the subject of the ward. There are separate versions of this ritual for each type of supernatural power: sorcery (including Theurgy ), Psychic powers, vampiric Disciplines, shapeshifter Gifts, wraithly Arcanoi, fae Arts, spirit Charms or even the rotes of True Magick. Any sorcerer may learn the rite that protects against the  Praxes of sorcery, though other versions require you to possess the appropriate Lore Ability.

 

Greater Power Ward (Intermediate)

This is a more potent form of the previous rite, the appropriate version of which must be learned first. Anyone attempting to use the proscribed powers must spend a temporary Willpower Trait before initiating any associated test. This version lasts for the remainder of the game session. However, if the ward is cast on an object or area, it remains in effect as long

as the ritual markings are undisturbed. 

 

Bastion (Advanced)

Similar in style and effect to the spell: Force Bum’er, this ritual is often used to protect a sorcerer’s home or sanctuary. Any would-be intruder must pass a Static Willpower Test against your permanent Willpower rating before attempting to pass this boundary. Even then, a hostile intruder must spend one appropriate Mental Trait each minute he is inside.

The conditions and requirements are the same as the Advanced spell, though the effects of this rite last indefinitely.

 

 

Weathercraft
Eye of the Hurricane (Basic)

This defensive rite allows you to protect an area from inclement weather, including other applications of the Praxis. If another sorcerer wishes to cast those spells (or create equivalent effects) within the region, she must defeat you in a Mental Challenge. You may insulate an area of up to a IO-foot radius for each Mental Trait you have, and the effect lasts for the remainder of the scene or as long as you maintain the ritual.

 

Elemental Ward (Intermediate)

Similar to other warding rituals, there are multiple versions of this effect, each guarding against one particular element: fire, wind, water, wood, metal, stone, etc. The rite may be cast upon a person or object, granting the individual a free retest when resisting the appropriate type of effect. In addition, by spending an appropriate Attribute Trait, you may ignore up one Health Level of elemental damage. However, this only applies to non-magical situations. Thus, an individual protected by a Fire Ward would be able to walk with impunity though a burning building (spending one Physical Trait per minute) but would only gain a retest against a Flame Bolt from the Hellfire Praxis. Once cast, Elemental Ward lasts for the remainder of the game session, though a temporary Willpower Trait may be used to protect an inanimate

object indefinitely.

 

Parting the River (Basic, Intermediate, Advanced)

These rites, which must be learned in sequence, allow you to control the currents of a body of water, causing them to flow in any desired manner. Alternately, you may alter the depth of a pool or even cause a river to part, allowing people to cross. The level of the ritual determines the size of the body of water that can be controlled as well as the extent of the effect. The Basic version can only lower a small pond or part a minor stream, whereas the Intermediate form could control a mid-sized lake or deeper river. The Advanced applications of this rite permit major tributaries or even ocean tides to be affected. More drastic alterations shorten the duration of the effect. A slight change in current, therefore, might last for hours or days, but reversing a river or parting a sea would last for minutes at most.

 

Storm Calling (Basic, Intermediate, Advanced)

Three versions of this ritual exist, and they must be learned in sequence. Though the intent of each is to summon abnormal weather patterns, the extent of the effect varies with the ritual level. Basic rites permit minor changes, like summoning a thick fog or creating a light shower, that affect the immediate area for a single scene. Intermediate 

rituals can blanket a city with these effects for an hour or cause more drastic changes in a limited area for a scene.

Advanced Storm Calling can affect an entire region with drought or a cold snap for up to a week or park a hurricane over the city for a day. In general, the more drastic alterations have shorter durations than less obtrusive effects.

You may even summon a small tornado with this rite, though the twister will touch only one or two places before dissipating. 

 

Earthquake (Basic, Intermediate, Advanced)

These rituals are identical to the Hellfire rituals of the same name and level.

 

Whirlpool (Basic, Intermediate, Advanced)

These rituals are identical to the Hellfire rituals of the same name and level.

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