333, Appendix A: Rituals

Naturally, a setting prominently featuring Ritual Path Magic should supply players and GMs with some worked examples of rituals. Some of the rituals detailed here have multiple names, given to them by various eccentric wizards.

Previously on Ritual Path Magic

In addition to the example rituals given in Thaumatology: Ritual Path Magic, you can find more fully detailed rituals to cast in the following Pyramid issues; 3/48 Secret Magic and 3/56 Prehistory.

Feign Death

Spell Effects: Greater Destroy Body.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual allows the caster to pretend to be dead for its duration (or until cancelled), appearing to all mundane senses and mortal science to be an inert corpse. The caster cannot move on their own while the ritual is in effect, but can think and sense their surrounding to some degree (if their eyes are open, they can see straight ahead, for instance). The caster can still take injury and feel pain, can cast spells if capable of doing so without physically moving, still ages, can still die for real, and can be magically analysed for signs of life.
Typical Casting: Greater Destroy Body (5) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 27 energy (9×3).

Wiretap
Spell Effects: Lesser Control Energy + Lesser Control Magic.
Inherent Modifiers: Bestows a Penalty, Others’ detection of the spell.
Greater Effects: 0 (x1).

This spell, usually cast as a charm (typically on an actual listening device), allows the caster to listen in on phone conversions, read email, text messages, etc of a particular gadget that is within 100 miles of you. It lasts for 1 week, and others rolls to detect it are at -5. It transmits to one device of your choice after casting that weighs no more than 100 lbs.

Typical Casting: Lesser Control Energy (5) + Lesser Control Magic (5) + Bestows a Penalty, -5 on others rolls to detect the spell (16) + Duration, 1 week (9) + Range, 100 miles (30) + Subject Weight, 100 lbs (2). 67 energy (67×1).

Read Me/This is Not a Place of Honor
Spell Effects: Lesser Sense Mind.
Inherent Modifiers: Area of Effect.
Greater Effects: 0 (x1).

This spell is cast upon a surface (writing on a wall requires an Area of Effect modifier) or amount of paper (including a book) which has writing on it. The spell, for the duration, automatically translates the subject writing telepathically for any intelligent reader – humanoids, typically. All the reader has to do is look at the writing and the spell will allow them full comprehension of it as if they naturally spoke the language. Useful for instruction manuals, road signs and “STAY OUT, UNDEAD INSIDE!!” This is a purely mental effect, it does not change the actual physical writing. An improved version may needed for alien readers with off-world languages or non-sapient animals with no sophisticated languages.

Typical Casting: Duration, 3 days (8) + Area of Effect, 10 yards (8) + Range, 3 yards (1) + Lesser Sense Mind (2). 19 energy (19×1).

Brew Buffout
Spell Effects: Lesser Create Magic + Lesser Strengthen Body.
Inherent Modifiers: Altered Traits, increased ST and HT.
Greater Effects: 0 (x1).

This elixir is a magical drug that boosts the strength (ST) and endurance (HT) of its consumer for the duration. Once the drug wears off, you suffer a kind of withdrawal for as long as you benefited from the drug (minimum 10 minutes) – you become shaking with irrational anger (Bad Temper with no Self-Control Number) and constant aches (Moderate Pain, -2 to IQ, DX, skills and self-control rolls). A quirk while making this elixir may cause it to become somewhat addictive – the GM may allow characters to have an Addiction to this elixir.

Typical Form: Potion or Ointment.
Typical Ingredients: human muscle tissue, bull’s horns, steroids, iron, bear fur.
Typical Casting: Lesser Create Magic (6) + Lesser Strengthen Body (3) + Altered Traits, +1 ST and +1 HT (20) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 33 energy (33×1).
Note: Let’s say the non-resistible “backlash effect” of this elixir (which affects the consumer but not the caster) is Aftermath, Bad Temper with no SC (-12%) and Moderate Pain (-10%), which gives us a total energy cost reduction of -22%, to 26 energy.

Brew Psycho
Spell Effects: Lesser Create Magic + Lesser Control Chance.
Inherent Modifiers: Bestows a Bonus, all attack and damage rolls.
Greater Effects: 0 (x1).

This elixir is a magical drug that boosts the combat prowess (providing a bonus to both to-hit and damage rolls – all of them) of the consumer for the duration. A quirk while making this elixir may cause it to become somewhat addictive – the GM may allow characters to have an Addiction to this elixir. A nasty effect of the drug is that the user suffers from Berserk (12) for a minute, and then must roll Will once per additional minute to lose the Disadvantage.

Typical Form: Potion or Ointment.
Typical Ingredients: boar tusks, swords, brass knuckles, eagle claws, gun sights, scorpion stingers.
Typical Casting: Lesser Create Magic (6) + Lesser Control Chance (5) + Bestows a Bonus, +2 to all attack and damage rolls (10) + Duration, 10 minutes (1). 22 energy (22×1).
Note: The non-resistible backlash effect of Berserk (12) affects only the user, not the caster, and gives us the total energy reduction of -5%, to 21 energy.

Brew Mentat
Spell Effects: Lesser Create Magic + Lesser Strengthen Mind.
Inherent Modifiers: Altered Traits, increased IQ.
Greater Effects: 0 (x1).

This elixir is a magical drug that boosts the intelligence of the consumer for the duration. It cannot benefit spell casting. A quirk while making this elixir may cause it to become somewhat addictive – the GM may allow characters to have an Addiction to this elixir. Once the drug wears off, the consumer suffers from Chronic Depression (6) for as long as you benefited from the drug (minimum 10 minutes).

Typical Form: Potion or Ointment.
Typical Ingredients: owl eyes, human brains, light bulbs, science textbooks, fox fur, Rubik’s cube, puzzle rings, crossword puzzles.
Typical Casting: Lesser Create Magic (6) + Altered Traits, +1 IQ (20) + Lesser Strengthen Mind (3) + Duration, 6 hours (5). 34 energy (34×1).
Note: The non-resistible backlash effect of the elixir is Aftermath, Chronic Depression (6) for a -15% reduction, to 29 energy.

“Soul Steal!”/Nosferatu Dispel/Devour Mana
Spell Effects: Lesser Restore Body + Lesser Destroy Magic.
Inherent Modifiers: Healing + Meta-Magic.
Greater Effects: 0 (x1).

This ritual tries to tear apart a random active spell effect currently on the subject, including any prepared conditional/charm slots, (target only if one costs energy up to the Meta-Magic modifier of this ritual, this ritual automatically fails if no active magical effect costs the same or less, the GM rolls dice to decide what gets targeted if there are more than one) and then usurp the magical energy of the effect to heal the caster (by an amount of up to twice what First Aid can provide). Elixirs can only be targeted by this spell if the GM has decided elixirs are limited by conditional/charm slots – rather than, say, expiration dates. The targeted spell effect resists via its effective Path skill (not the targeted person’s normal resistance roll) as per Magic versus Magic (Thaumatology: Ritual Path Magic page 24).

Typical Casting: Subject Weight, 300 lbs. (3) + Healing, 2d (4) + Meta-Magic (30) + Range, 5 yards (2) + Lesser Restore Body (4) + Lesser Destroy Magic (5). 48 energy (48×1).

Sanctioned Hubris/Favour of Yog-Soggoth/Magister’s Denial/Thaumaturgic Safety Net
Spell Effects: Lesser Sense Magic + Lesser Control Magic + Lesser Destroy Magic.
Inherent Modifiers: Meta-Magic.
Greater Effects: 0 (x1).

This conditional ritual allows the caster to try dispelling any botch ritual, as a result of a critical failure the caster rolled on a Path skill, before it is “cast”. The caster gets told what kind of botch ritual (including energy cost) threatens him, and can choose not to trigger this ritual to dispel it if the threat is bearable or too powerful (not enough energy in this ritual) to dispel. Once this ritual is used against a botch, it’s expired regardless of success or failure – there is no Duration. This ritual instantly dispels the botch ritual as per Magic versus Magic (Thaumatology: Ritual Path Magic page 24), but the Path skill roll is unopposed because the target of the spell is a botch ritual.

Typical Casting: Meta-Magic (40) + Lesser Sense Magic (2) + Lesser Control Magic (5) + Lesser Destroy Magic (5). 62 energy (62×1).

Mnemonic Enhancer
Spell Effects: Lesser Strengthen Mind.
Inherent Modifiers: Altered Traits, Photographic Memory.
Greater Effects: 0 (x1).

This ritual gives the caster perfect memory for the duration.

Typical Casting: Lesser Strengthen Mind (3) + Duration, 3 days (8) + Altered Traits, Photographic Memory (10). 21 energy (21×1).

Remote Firebomb
Spell Effects: Greater Create Energy + Lesser Control Magic.
Inherent Modifiers: Damage, External Explosive Burning.
Greater Effects: 1 (x3).

This ritual is cast as a charm and creates two tokens – one designated as the trigger and the other designated as ground zero. When the trigger token is crushed in the regular manner of a charm within range, the other token explodes in a blaze like a bomb. The explosion’s damage is 4d burning. Breaking the ground zero token also sets off the explosion.
See B104 and B414 for rules on explosions.

Typical Casting: Greater Create Energy (6) + Damage, External Explosive Burning 4d (4) + Lesser Control Magic (5) + Range, 1 mile (2). 51 energy (17×3).

Ether Storehouse
Spell Effects: Greater Create Crossroads + Lesser Control Matter.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual allows the caster to conceal items inside a miniature pocket dimension for the duration – only the caster can put in things or take them out, thus preventing others from finding them in a body search. Each stored item must weigh 30 lbs. or less, and the caster must succeed in a Holdout roll with the usual modifiers (so the caster should wear a big coat during the spell) to conceal it inside the stash. Taking out an item from the stash requires only a Ready manoeuvre to put it in the caster’s hands. Items in the stash can only be detected with magic.
When the ritual’s duration expires, the items fall out of the pocket dimension directly into the same location of the caster.

Typical Casting: Subject Weight, 30 lbs. (1) + Duration, 1 hour (3) + Greater Create Crossroads (6) + Lesser Control Matter (5). 45 energy (15×3).

Telepathic Stenographer
Spell Effects: Lesser Transform Matter + Lesser Sense Mind + Lesser Sense Matter.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This ritual is cast upon an ordinary notebook of blank paper. For the duration of the spell, the paper can be “written on” with a mental command – the ritual transforms the paper into paper that has been written on, according to a mental picture of what the caster wishes to be on the paper (like diagrams, differently coloured inks, page breaks, etc.). The mental commands can also “edit” the paper seamlessly, as if it were the original “writing”. The caster will also know the state of the paper, and what has been written on it, just as if he were reading it in his hands. The caster must be within range of the notebook to mentally command the transformations or mentally read the paper. A roll against Artist or Writing might affect the quality of what gets printed on the paper.

Typical Casting: Duration, 1 week (9) + Range, 100 yards (10) + Subject Weight, 10 lbs. (0) + Lesser Sense Mind (2) + Lesser Transform Matter (8) + Lesser Sense Matter (2). 31 energy (31×1).

Flaming Sword
Spell Effects: Greater Create Energy
Inherent Modifiers: Bestows a Bonus, Damage rolls.
Greater Effects: 1 (x3)

This spell, usually cast as a charm, causes a melee weapon (which must weigh 10 lbs. or less) held by the subject to burst into flames. For the next 10 minutes, anyone struck by that weapon takes an additional 1d of burning damage. This is a linked effect, and must penetrate DR separately.

Typical Casting: Greater Create Energy (6) + Bestows a Bonus, +4 to damage rolls (8) + Duration, 10 minutes (1). 45 energy (15×3).

Thunderclap
Spell Effects: Greater Create Energy.
Inherent Modifiers: Damage, External Explosive Crushing (Double Knockback, Side Effect, Stunning)
Greater Effects: 1 (x3).

As part of the casting or triggering of this spell, you forcefully clap your hands together. The resulting sound is magically amplified and (assuming a successful attack roll) parabolically focused onto a point of your choice within 10 yards. The resulting shockwave produces a 4d6+2 crushing explosion, which deals double knockback. Each creature that takes any penetrating damage from this effect must make an HT roll, at -1 for every 2 points of penetrating damage. Those who fail are mentally stunned, and may roll to recover from it as normal.

Typical Casting: Greater Create Energy (6) + Damage, External Explosive Crushing 4d6+2 (Double Knockback, +20%; Side Effect, Stunning, +50%) (19) + Range, 10 yards (3). 84 energy (28×3).

Treasure Hunt
Spell Effects: Lesser Sense Matter.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This ritual informs the caster of the locations of all items within 200 yards that he would consider useful or valuable.

Typical Casting: Lesser Sense Matter (2) + Range, 200 yards (0). 2 energy (x1).

Sleep Hex
Spell Effects: Lesser Control Body.
Inherent Modifiers: Affliction, Sleep.
Greater Effects: 0 (x1).

The subject within range must resist, or be rendered asleep until awakened or gets a full night’s sleep.

Typical Casting: Subject Weight, 300 lbs. (3) + Range, 10 yards (4) + Affliction, Sleep (+150%) (30) + Lesser Control Body (5). 42 energy (42×1).

Circle the Wagons
Spell Effects: Lesser Control Chance.
Inherent Modifiers: Bestows a Bonus, all active defences + Area of Effect.
Greater Effects: 0 (x1).

This ritual blesses a group of people with its area of effect with a +2 bonus to all active defences for the duration of the spell.

Typical Casting: Lesser Control Chance (5) + Bestows a Bonus, +2 to all active defences (10) + Area of Effect, 3 yards (2) + Duration, 10 minutes (1). 18 energy (18×1).

Me and My Shadow/Unchain Like-Faced Servant
Spell Effects: Greater Create Spirit + Greater Control Spirit.
Inherent Modifiers: None.
Greater Effects: 2 (x5).

This ritual fashions and binds a spirit born from your repressed emotions and the covert aspects of your personality, which then follows your orders for the duration of the spell before unravelling back into nothingness. The spirit (known as a Shadow Archetype) is just as powerful as you in terms of point totals, but also is prone to rebellion whenever it gets the chance to act out your hidden desires and denied feelings – 15 or less on 3d chance of such an outburst. This can have social consequences, at least – hope you don’t secretly loathe your boss enough to want to kill him. It can also take your exact appearance and receives all of your memories at the time of casting the ritual. It won’t try to harm you, however (unless you are suicidal) – it is a part of you, after all. Whatever other supernatural powers it possesses, aside from all the standard abilities of a spiritual entity, should be decided mostly by the GM.

Typical Casting: Greater Create Spirit (6) + Greater Control Spirit (5) + Duration, 3 days (8). 95 energy (19×5).
Note: The “backlash effect” of this ritual is that the Shadow Archetype is also an Enemy (100% of point total, Evil Twin with abilities you don’t have, Rival, 15 or less) as well as a servant, reducing the final cost by -11% to 85 energy.

Death Tether
Spell Effects: Lesser Transform Chance.
Inherent Modifiers: Affliction, Instant Death.
Greater Effects: 0 (x1).

This ritual partially binds another person (who can resist) to the caster’s fate, specifically the end of the caster’s life. In plain terms, while the spell is in effect, killing the caster causes the subject to die as well (and vice-versa). This ritual is often used as a kind of “insurance policy” or a threat to ensure loyalty – tying the caster’s fate to a VIP or business partner encourages others to keep him alive.

Typical Casting: Lesser Transform Chance (8) + Duration, 3 days (8) + Range, 10 yards (4) + Affliction, Instant Death (60) + Subject Weight, 300 lbs. (3). 83 energy (83×1).

Patient Wrath/Poison Food and Drink
Spell Effects: Greater Transform Matter.
Inherent Modifiers: Damage, Internal Toxic.
Greater Effects: 1 (x3).

This ritual carefully transforms ordinary food and beverages – although no changes to the materials are apparent, even with chemical analysis. Rather, the material becomes lethally toxic to any living thing eating or drinking it that fails to resist. The “poison” is simply a magical effect, so no “antidote” except magic will cure it. This ritual requires either touching the materials, or being within arms’ reach of them. The GM may require a Poisons skill roll at a penalty (-2 to -4), with failure resulting in the targeted materials looking noticeably ‘tainted’ (which someone familiar with mundane poisons would recognise as a sign of danger) or the poison being less effective (perhaps even curable with mundane antidotes, if not bonuses to resist or less damage). This Poisons roll gets a bonus equal to the ritual’s margin of success. The damage is 3d internal (direct) Toxic, bypassing DR. The magical poison afflicts the material for 10 minutes before dispersing, leaving practically no evidence.

Typical Casting: Greater Transform Matter (8) + Damage, Internal Toxic 3d (8) + Subject Weight, 10 lbs. (0) + Range, 1 yard (0) + Duration, 10 minutes (1). 51 energy (17×3).

Eyes of Isis/Mana Sight
Spell Effects: Greater Sense Magic.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual allows the caster to detect any magical items (including charms, places of power and grimoires), detect spell casting, sense the presence of a spell affecting her and identify any active magical effects in the area for its duration.

Typical Casting: Greater Sense Magic (2) + Duration, 3 hours (4). 18 energy (6×3).

Spiteful Flesh/From Hell’s Heart
Spell Effects: Lesser Destroy Body.
Inherent Modifiers: Damage, Internal Impaling.
Greater Effects: 0 (x1)

This conditional ritual hangs on your person until you are attacked (successfully or not) by a living being (not an undead being, construct or spirit, but an animal or humanoid weighing 300 lbs. or less) within 20 yards of you, then it triggers and will inflict internal damage 2d-1 impaling upon the attacker (bypassing DR), unless it is resisted. Because this spell lacks a Lesser Sense Mind effect, the trigger may not go off if the attempt to harm you was with subtle magic or an indirect action (pressing a button to detonate explosives, offering you a poisoned drink, sabotaging safety equipment, etc.), at GM’s discretion. The damage the spell inflicts will seem to be from a single stab in the torso. This spell does not protect against the attack, it simply reacts to it by trying to harm the attacker.

Typical Casting: Lesser Destroy Body (5) + Damage, Internal 2d-1 Impaling (6) + Subject Weight, 300 lbs. (3) + Range, 20 yards (6) + Lesser Control Magic (5). 25 energy (25×1).

Ether Purge/Power Drain
Spell Effects: Greater Destroy Magic.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

The subject of this spell must resist or have her mana reserve emptied – the subject must be within range of the caster (by default, 10 yards).

Typical Casting: Greater Destroy Magic (5) + Range, 10 yards (4). 27 energy (9×3).

Find the Heart
Spell Effects: Greater Strengthen Matter.
Inherent Modifiers: Bestows a Bonus, all attack and damage rolls with the melee weapon.
Greater Effects: 1 (x3).

This spell is cast upon a melee weapon. It provides a bonus of +3 to all attack and damage rolls with the ensorcelled melee weapon for the duration of the spell.

Typical Casting: Greater Strengthen Matter (3) + Subject Weight, 30 lbs. (1) + Bestows a Bonus, +3 to attack and damage rolls with the melee weapon (20) + Duration, 10 minutes (1). 75 energy (25×3).

Disable Firearms
Spell Effects: Lesser Destroy Matter.
Inherent Modifiers: Area of Effect.
Greater Effects: 0 (x1).

All ammunition loaded into any sort of firearm is rendered inert by this area effect (20 yards radius, by default) spell – including the caster’s own loaded firearm, if an exception is not made (a caster could simply not load the gun before casting, or attach a charm to the gun that undoes the spell). Loading the gun with new ammo would fix the problem, but NOT immediate action, as the problem is not a jam but a bullet defect. This is a great spell for a charm or conditional trigger, set to go off if the caster is threatened with a gun.

Typical Casting: Lesser Destroy Matter (5) + Subject Weight, 10 lbs. (0) + Area of Effect, 20 yards radius (12). 17 energy (17×1).

Recall to Arms
Spell Effects: Lesser Sense Matter + Lesser Control Magic + Greater Create Crossroads.
Inherent Modifiers: Speed.
Greater Effects: 1 (x3).

This conditional spell marks a weapon, typically an one-handed one like a pistol or fencing sword, so it may be teleported to the caster’s hand, ready to use (one-handed, remember?), when the command phrase is spoken within 100 yards of the weapon. This teleportation takes two seconds – one to form the gate and another to transport the weapon.

Typical Casting: Lesser Sense Matter (2) + Lesser Control Magic (5) + Greater Create Crossroads (6) + Subject Weight, 10 lbs. (0) + Range, 100 yards (10) + Speed, 100 yards/second (10). 99 energy (33×3).

Sphere of Apparent Invulnerability
Spell Effects: Greater Control Crossroads + Greater Create Crossroads.
Inherent Modifiers: None.
Greater Effects: 2 (x5).

This spell allows you to “guide” a ranged attack against you into an open wormhole which then spits it out harmlessly in another direction. Every time you are attacked, make a roll against (Path / 2 + 3). Success means you’ve “gated” the projectile away from you and you are unharmed. Failure means you didn’t interpose the gate in time and critical failure results in the spell ending and you getting hit! For the purposes of an Active Defense this counts as a Dodge even though you are not actually moving. This spell cannot affect a projectile weighing more than 10 lbs.

Typical Casting: Greater Control Crossroads (5) + Greater Create Crossroads (6) + Duration, 10 minutes (1). 60 energy (12×5).

Redirect Attack
Spell Effects: Lesser Create Crossroads x2.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This Blocking spell (GURPS Thaumatology: Ritual Path Magic, p. 24) allows the caster to create a temporary gate in front of him and another anywhere within 100 yards of him allowing to redirect any physical or energy attack that is not a cone or area-effect.

Typical Casting: Lesser Create Crossroads (6) + Lesser Create Crossroads (6) + Range, 100 yards (10). 22 energy (22×1).

The Assassination of Heracles
Spell Effects: Greater Control Mind.
Inherent Modifiers: Altered Traits, Bad Temper (no SC) and Berserk (no SC).
Greater Effects: 1 (x3).

This spell is cast on a subject within 20 yards of the caster, who must resist or suffer from uncontrollable Bad Temper (B124) and Berserk (B124) for a day. This means that the subject will become murderously violent immediately after any sort of provocation while the spell is in effect. Typically, this spell is used to covertly assassinate a target by provoking him into effectively committing ‘suicide-by-cop’, or in order to discredit the subject. It might also be used to turn a target’s bodyguard into a ‘Manchurian Agent’.

Typical Casting: Greater Control Mind (5) + Duration, 24 hours (7) + Range, 20 yards (6) + Altered Traits, Bad Temper (no SC, x2.5) and Berserk (no SC, x2.5) (10). 84 energy (28×3).

Basilisk Sigil
Spell Effects: Lesser Control Magic + Lesser Sense Mind + Greater Destroy Mind.
Inherent Modifiers: Affliction, Paralysis.
Greater Effects: 1 (x3).

This spell is cast as a charm on a piece of paper with a snake sigil on it, which is then usually folded up for safety reasons. When anyone looks at the sigil on the paper charm, it triggers the spell to paralyse the reader (B429) for 10 minutes.

Typical Casting: Lesser Control Magic (5) + Lesser Sense Mind (2) + Greater Destroy Mind (5) + Affliction, Paralysis (30) + Duration, 10 minutes (1). 129 energy (43×3).

Spectral Razor
Spell Effects: Lesser Destroy Body.
Inherent Modifiers: Damage, Internal Cutting (Selective Effect).
Greater Effects: 0 (x1).

If target within 5 yards fails to resist, he is slashed as if by an invisible blade for 2d+2 cutting damage that ignores DR and the caster may choose to target a hit location.

Typical Casting: Lesser Destroy Body (5) + Damage, Internal Cutting 2d+2 (Selective Effect, +20%) (13) + Range, 5 yards (2) + Subject Weight, 300 lbs. (3). 23 energy (23×1).

I Prepared Explosive Runes Today (or “Uh-oh! Looks like you clicked the wrong square!”)
Spell Effect: Greater Create Energy + Lesser Control Magic + Lesser Sense Mind.
Inherent Modifiers: Damage, External Explosive Burning.
Greater Effects: 1 (x3).

This spell is cast as a charm on a piece of paper with writing on it, which is then usually folded up for safety reasons. When anyone reads the writing on the paper charm, it triggers the spell to create an fiery explosion with the paper as its ‘point of impact’ (ground zero). The explosion’s damage is 4d burning.
See B104 and B414 for rules on explosions.

Typical Casting: Greater Create Energy (6) + Damage, External Explosive Burning 4d (4) + Lesser Control Magic (5) + Lesser Sense Mind (2). 51 energy (17×3).

Review the Soul
Spell Effect: Greater Sense Magic.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This spell reminds you the details of all your currently ‘hung’ magic, including conditional rituals, charms and elixirs – including what triggers the conditional rituals have (“Snapping your fingers and saying this Latin phrase will trigger the Circle of Death spell…”), what general effects they all have (“This spell allows the caster to read a person’s mind…”), in what order they were prepared (“The seventh conditional ritual is Great Healing…”) and what each charm and elixir looks like (“The paper crane is for the Fireball spell…”). It does not tell you the physical location of a charm or elixir. It doesn’t tell you the energy cost of each spell. It doesn’t tell you when any of them were prepared. Casting this on another caster requires a resistance roll and probably modifiers like Range and Area of Effect.

Typical Casting: Greater Sense Magic (2). 6 energy (2×3).

Neck Breaker
Spell Effects: Lesser Destroy Body + Lesser Control Magic.
Inherent Modifiers: Damage, Internal Crushing (Selective Effect).
Greater Effects: 0 (x1).

This conditional ritual allows the caster to trigger with a word and a gesture, twisting the neck bones of the subject (within 10 yards, 3d+1 crushing damage, x1.5 wounding modifier for hit location, DR from rigid armour and natural advantages (not Tough Skin) protect against this damage normally) and breaking it if it’s fatal. The ritual is resisted, and the ritual’s casting roll suffers the same penalty as a normal attack to the neck.

Typical Casting: Lesser Destroy Body (5) + Lesser Control Magic (5) + Damage, Internal Crushing 3d+1 (Selective Effect, +20%) (13) + Range, 10 yards (4) + Subject Weight, 300 lbs. (3). 30 energy (30×1).

Kentucky Windage
Spell Effects: Lesser Control Chance.
Inherent Modifiers: Bestows a Bonus, to-hit roll with a gunshot.
Greater Effects: 0 (x1).

When this conditional ritual is triggered, the subject’s next Guns roll to shoot a target gets a +5 bonus.

Typical Casting: Lesser Control Chance (5) + Lesser Control Magic (5) + Bestows a Bonus, +5 to-hit roll with a single gunshot (16). 26 energy (26×1).
Lying Blood
Spell Effects: Lesser Transform Body.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This ritual transforms your blood, warping it into blood that isn’t going to match your usual self. Any attempt to medically analyse your transformed blood and gather any sort of useful forensic evidence out of it will fail. No DNA, no medical conditions and so on. This ritual can also be cast on other people by adding Range. A similar ritual cast on blood outside a body (perhaps turning it into another liquid) would be a Lesser Transform Matter effect.

Typical Casting: Lesser Transform Body (8) + Subject Weight, 300 lbs. (3) + Duration, 1 day (7). 18 energy (18×1).

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