HEX Modified Ritual Rules (Final) v1

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    Rituals

    It takes time to work magic, and even a small interruption cancause a ritual to fail. Unless defined otherwise under the specificritual description, all rituals are extended actions requiring five

    successes to complete, with each roll representing one combat turn(approximately six seconds), and with effects that last for theduration of combat or until the end of the scene.

    For the purpose of these rituals, the term animal refers to anycreature with the Animal, Dinosaur, or Insect archetype, but not tohumans or beastmen.

    Rituals can be performed from memory or from a text. To castfrom memory, the sorcerer must learn the ritual by heart. Missingeven the smallest nuance will render the entire procedureinoperable. Characters gain one memorized ritual for each SorcerySkill level. The ritual must be of the characters chosen magicaltradition and of a rank equal to or less than the characters MaxRitual Rank. This is the highest Rank of ritual that a character isable to cast from memory. Use the chart below to determine Max

    Ritual Rank.

    SorcerySkil l Rating Max RitualRank 2 3 04 5 16 7 2

    8 9 310 11 412 1314 +

    56

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    The magician may also rely on a text to perform a ritual. Magicaltexts could be anything onto which words can be inscribed -scrolls, murals, pyramid walls, and even living skin. They can be inany language, and are often passed down in ancient tongues, orencoded in obscure languages. Texts detail how to perform a ritual,

    and any sorcerer may attempt to cast it from the text, but willsuffer a 2 penalty if the ritual does not belong to his tradition.

    When casting from a text, the sorcerer may cast a higher-levelritual than can be memorized, but suffers a 2 penalty per Rankdifference between the Max Ritual Rank of the character and therank of the ritual. On the other hand, if a sorcerer has access to atext while casting from memory, he gains a +2 bonus.

    Rituals may be purchased as Skill Specializations of the SorcerySkill. Rituals may also be purchased as Advanced SkillSpecializations, granting a +1 bonus to the specific ritual for eachadditional level of Specialization (see Skill Specializations andAdvanced Skill Specializations in Hollow Earth Expedition, p.48).

    Additional rituals may be learned through advancement in the

    Sorcery Skill or through game play. New rituals may be createdusing the Ritual Creation rules presented below.

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    Ritual Creation

    Additional Rituals may be researched by the character andpurchased with experience points.

    Creating Rituals is a three-stage process: Research, Learning andRecording.

    Stage One: Research Whenever a sorcerer has access to magical resources such as amentor, arcane library or a tome of forgotten lore, he may attemptto perform research to create rituals.

    Step One : Develop a concept for what you want the ritual to do. Write a description of how it works. The ritual must be of yourcharacters chosen tradition. Consider the beliefs of your tradition

    when designing the ritual. As always, the Gamemaster has thefinal say and can disallow the creation of any ritual.

    Step Two: Select Enchantments and calculate ResearchDifficulty. Enchantments improve a rituals effectiveness. The

    more Enchantments you have, the harder it is to research and learna ritual. A ritual's Research Difficulty is equal to one plus one-halfthe total number of Enchantments (rounded up).

    TotalEnchantments ResearchDifficulty 1 2 2

    3 4 35 6 47 8 59 10 611 or higher 7 or more

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    Step Three: Select Drawbacks and determine Ritual Rank.Drawbacks decrease a rituals effectiveness. The more Drawbacks

    you select, the lower the rituals power level. Ritual Rank iscalculated by subtracting Drawbacks from total Enchantments,then dividing the total by two (round up). Creations with a net

    Enchantment of 1, or less, count as Level 0 Rituals.

    Step Four: Make a Sorcery roll versus the rituals ResearchDifficulty. At the Gamemasters discretion, a synergy bonus mayapply if the character also has another highly applicable Skill suchas Investigation: Research. If your character fails the roll, she cancontinue to research her ritual using the standard Try Again rules(see Trying Again in Hollow Earth Expedition, p. 112). Each

    roll represents one week of work, and success results in thediscovery of the required knowledge to create a single ritual.

    Stage Two: LearningOnce the research is complete, the sorcerer needs to learn theritual.

    Step One: Make an extended Sorcery roll. The ritual has beenlearned when you accumulate a number of successes equal to therituals Rank +5. Each roll represents one week of practice perRank of the ritual. Treat the time to learn Rank 0 rituals the sameas Rank 1 rituals.

    Step Two: If the sorcerer has an available slot for a memorizedritual, the character may fill that slot with the newly created ritual.If the sorcerer does not have a slot available, your character mustpay Experience Points to purchase the ritual before he can use it.

    Additional rituals are purchased as a Skill Specialization of theSorcery Skill at a cost of 3 Experience Points each. This representsthe knowledge gained and practice the character has invested indiscovering and learning the ritual. If the experience costs are notpaid, the ritual proves to be incomplete and without power.

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    Stage Three: RecordingOnce the ritual has been researched and learned, the sorcerer may

    wish to record his discovery for later use. This requires that thesorcerer also have the Transmutation Talent and the Alchemy

    Skill. This also requires the use of an appropriate alchemicalcatalyst. This is typically something like specially prepared ink andparchment, infused paints, magical tool, etc.

    Follow these steps if the character wants to produce a text for thenew ritual.

    Step One : Make an extended Alchemy roll against the CreationDifficulty. The ritual has been recorded when you accumulate anumber of successes equal to the rituals Rank +5. Each rollrepresents one week of work.

    Step Two : Your character must pay the appropriate number ofExperience Points to purchase the text. If the Experience Points arenot paid the text turns out to be incoherent ramblings. Consult thetable below for the Experience Point cost. (The table assumes the

    text contains only one ritual).

    RitualRank CreationDifficulty Text Cost 0 - 2 2 7 Experience3 3 7 Experience4 3 15 Experience

    5 4 30 Experience

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    Example Magical Texts Channel Dead ScrollArtifact 0 Catalysts Required: 1Creation Difficulty: 2

    This mystical text contains the information necessary for a sorcerer tocast the Necromancy ritual Channel Dead.

    Enchantments: Ritual: Channel Dead (+ 1 Enchantment)Drawbacks: Activation Requirement: Magical Aptitude Talent (-2Enchantments)

    Curse Scroll Artifact 0 Catalysts Required: 1Creation Difficulty: 2

    This mystical text contains the information necessary for a sorcerer tocast the Necromancy ritual Curse.

    Enchantments: Ritual: Name of ritual (+2 Enchantment)Drawbacks: Activation Requirement: Magical Aptitude Talent (-2Enchantments)

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    Drain Life Scroll Artifact 0 Catalysts Required: 1Creation Difficulty: 3

    This mystical text contains the information necessary for a sorcerer tocast the Necromancy ritual Drain Life.

    Enchantments: Ritual: Drain Life (+3 Enchantment)Drawbacks: Activation Requirement: Magical Aptitude Talent (-2Enchantments)

    Raise Dead Scroll Artifact 1 Catalysts Required: 1Creation Difficulty: 3

    This mystical text contains the information necessary for a sorcerer tocast the Necromancy ritual Raise Dead.

    Enchantments: Ritual: Raise Dead (+4 Enchantment)Drawbacks: Activation Requirement: Magical Aptitude Talent (-2Enchantments)

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    Summon Horror Scroll Artifact 2 Catalysts Required: 1Creation Difficulty: 4

    This mystical text contains the information necessary for a sorcerer tocast the Necromancy ritual Summon Horror.

    Enchantments: Ritual: Summon Horror (+5 Enchantment)Drawbacks: Activation Requirement: Magical Aptitude Talent (-2Enchantments)

    Bone of the Spirits Artifact 0 Catalysts Required: 1Creation Difficulty: 3

    The mystical characters carved into this human femur contain theinformation necessary for a sorcerer to cast the Necromancy rituals GraveSight, Sense Life and Channel Dead.

    Enchantments: Ritual: Grave Sight (+1 Enchantment); Ritual: SenseLife (+1 Enchantment); Ritual: Channel Dead (+1 Enchantment)

    Drawbacks: Activation Requirement: Magical Aptitude Talent (-2Enchantments)

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    Book of Foul Rites Artifact 2 Catalysts Required: 2Creation Difficulty: 6

    This mystical text contains the information necessary for a sorcerer tocast the Necromancy rituals Channel Dead, Curse, Drain Life and RaiseDead.Each time the book of Foul Rites is used to cast a ritual, the writing

    within becomes more faint. This consumes one charge. The book may beused 5 times before it become unreadable.

    The writing in the magical text can be restored with a blood sacrifice.Once a day, when the book is not used to cast a ritual, blood may bepoured upon the book. It requires at least 1L damage be inflicted upon ahuman or beastman or 2L upon an animal sacrifice. The book drinks inthe blood making the text darker and easier to read. This restores 1charge.

    Enchantments: Ritual: Channel Dead (+1 Enchantment); Ritual:Curse (+2 Enchantment); Ritual: Drain Life (+3 Enchantment); Ritual:Raise Dead (+4 Enchantment);

    Drawbacks: Activation Requirement: Magical Aptitude Talent (-2Enchantment); Limited Charges 5 (-2 Enchantment); Blood Offering(-2 Enchantment)

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    Obelisk of Oblivion Artifact 2 Catalysts Required: 6Creation Difficulty: 5

    The orichalcum-fill characters carved into this giant stone obelisk allowanyone properly reading them aloud to cast the Necromancy ritualSummon Horror.If the reader does not possess the Sorcery Skill they may use theLinguistics skill instead to cast the ritual.

    Enchantments: Ritual: Summon Horror (+5 Enchantment); SkillSubstitution Linguistics (+2 Enchantment)

    Drawbacks: Movement Limitation - Cannot be moved (-4Enchantment)

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    Ritual Enchantments Adopt Animal ShapeCost: +10 Enchantment

    The caster gains the physical Attributes and special abilities of an animal,but retains his own mental Attributes and Skills. In addition, he retainsthe Talents, Resources, and Flaws from both his forms. Transformationlasts for the duration of combat or until the end of the scene.

    Attack Against AttributeCost: +2 Enchantment

    Ritual measures its effect against one of the targets attributes rather thanDefense.

    Attribute Substitution Cost: + 10 Enchantment

    Ritual allows a specific attribute value to be replaced with a skill value.

    Call Animal Follower Cost: +1 Enchantment per level of Ally. A Level 0 Ally may be called

    without Enchantment.

    Ritual calls an Animal Follower to assist the caster. The AnimalFollower must heed the call of the caster and travel by its own means tothe caster.

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    Caustic Attack Cost: +2 Enchantment and +2 Enchantment per Damage level

    Ritual creates an effect that inflicts caustic damage. Attack inflicts lethaldamage equal to level to target when they come in contact with thecaustic effect (see Caustic Damage in Hollow Earth Expedition, p.134).

    Continuous Attack Cost: +4 Enchantment

    An attack Enhancement continues to make attacks rolls against thetarget for the duration of combat or until the end of the scene.

    Control Ally Cost: +4 Enchantment

    Ritual allows the caster to command and control the actions of an ally.

    Enter Spirit World Cost: +10 Enchantment

    Ritual transports the caster into the spirit world.

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    Extra Sense Cost: +2 Enchantment per additional sense

    The Ritual grants the ability to perceive the world in a new way. Thiscan provide critical information, but it introduces new limitations. Forexample, seeing the infrared spectrum might allow a user to eliminatepenalties due to darkness, but he might incur equivalent penalties due tothe ambient temperature. The user makes a Perception roll when usinghis extra sense.

    Advanced: This Enchantment can be added to a Ritual any number oftimes.

    Flaw Cost: +2 Enchantment

    This ritual inflicts the target with the penalties of one specific Flaw forthe duration of combat or until the end of the scene.

    Force Attack Cost: +2 Enchantment

    Ritual inflicts an amount of nonlethal damage to target equal to thenumber of extra successes on your attack roll.

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    Global Modifier Cost: +4 Enchantment for a 2 dice bonus /penalty to one or more skilland one or more attribute, +6 Enchantment for a 4 dice bonus /penalty,+8 Enchantment for a 8 dice bonus /penalty

    This provides the target with a bonus/penalty to one or more skill andone or more attribute. The Ritual provides the bonus or penalty for theduration of combat or until the end of the scene.

    Grapple AttackCost: +4 Enchantment

    Ritual makes a Grapple attack against the target (see Grapple inHollow Earth Expedition, p. 120).

    HealingCost: +6 Enchantment

    Upon contact with a wounded creature, this Ritual heals one lethalwound or two nonlethal wounds per success.

    Heal Sanity Cost: +8 Enchantment

    The ritual heals one point of Sanity damage per success.

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    Horror CheckCost: +6 Enchantment

    The ritual forces the target to make a Horror check.

    Advanced: +2 Enchantment per level of Horror rating greater than 1.Maximum Horror rating of 5.

    Invisible Effect Cost: +4 Enchantment

    The effect of the Ritual is not visible to normal senses. If the Ritual is anattack, the target cannot use her Active Defense against this attack.

    Lethal Attack Cost: +4 Enchantment

    Ritual inflicts an amount of lethal damage to target equal to the numberof extra successes on your attack roll.

    Life Drinking Cost: +2 Enchantments

    When attacking with this Ritual, the user can steal vitality from a victim.Each point of Lethal damage this Ritual inflicts on a living victim countsas if it were a success on a Medicine roll giving first aid to the caster (seeFirst Aid in Hollow Earth Expedition, pp. 131-132).

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    Life Support Cost: +2 Enchantment for one environment or +4 Enchantment for allenvironments

    The Ritual protects the target from a specific hazardous environment. The specific type of environment must be determined at the time ofcasting, such as arctic, underground, or underwater.

    Modify Attribute Cost: +2 Enchantments per Primary Attribute point bonus/penalty or +1per Secondary Attribute point bonus/penalty

    This Ritual grants a bonus or penalty to a Primary or SecondaryAttribute. These bonuses and penalties factor into all Attribute and Skillrolls, and in the case of Primary Attributes, are also calculated intoSecondary Attribute ratings.

    Advanced: This Enchantment can be added to a Ritual any number oftimes.

    Natural Equipment Cost: +2 Enchantment

    Ritual grants natural attack or movement bonus to the target for theduration of combat or until the end of the scene.

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    Prophetic Insight Cost: +10 Enchantment

    This provides the target with special knowledge of their currentsituation. The information received and the form of delivery is at thediscretion of the Gamemaster. The target number to receive knowledgeis set by the Gamemaster. The more successes that the caster rolls, themore information that will be gained.

    Share Health Cost: +4 Enchantment

    Effects that add or subtract from the Health total of the caster or targetare split between the caster and the target. Odd values apply to the onethat the effect was originally directed.

    Skill Cost: + 2 Enchantment

    This provides the target with a specific Skill (including a SpecializedSkill). The target can make a Skill roll as if her rating were a 4. If thetarget already possesses the Skill, the Ritual provides a +2 teamworkbonus (see Teamwork in Hollow Earth Expedition, p. 50).

    Advanced: This Enchantment can be added to a Ritual any number oftimes.

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    Skill at a Range Cost: +2 Enchantment

    Ritual allows the caster to use a skill at a range but his dice pool islimited to his modified Sorcery roll or his appropriate Skill roll,

    whichever is lower.

    Advanced: This Enchantment can be added to a Ritual any number oftimes.

    Skill Modifier Cost: +2 Enchantment for a 2 dice bonus /penalty to one or more skillrolls, +4 Enchantment for a 4 dice bonus /penalty, +6 Enchantment for a8 dice bonus /penalty

    This provides the target with a bonus/penalty to one or more skills(including a Specialized Skill). The Ritual provides the bonus or penaltyfor the duration of combat or until the end of the scene.

    Skill Substitution Cost: + 2 Enchantment

    Ritual allows a specific skill value to be replaced with another skill value.

    Advanced: This Enchantment can be added to a Ritual any number oftimes.

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    Ritual Drawbacks Limited Effect Cost: -2 Enchantment per limitation

    Enchantments for the ritual are limited in some fashion and loseeffectiveness when the limitation comes into play.

    Uncommon: Ritual loses approximately 25% effectiveness.

    Common: Ritual loses approximately 50% effectiveness.

    Very Common: Ritual loses approximately 75% effectiveness.

    Modifier for Maximum Effect Cost: -2 Enchantment for lesser or -6 Enchantment for greater

    Lesser: Ritual can only achieve maximum effect by applying a -4 dicemodifier. Half effect can be achieved with a -2 dice modifier and quartereffect may be achieved with no modifier.

    Greater: Ritual can only achieve maximum effect by applying a -8 dicemodifier. Half effect can be achieved with a -4 dice modifier and quartereffect may be achieved with a -2 dice modifier.

    No Range Cost: -2 Enchantment

    Attack cannot be performed at a range.

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    Requires Concentration Cost: - 1 Enchantment

    Ritual remains in effect as long as the caster continues to concentrate.While concentrating the caster may not use Active Defense.

    Requires a Focus Cost: -2 Enchantment

    Ritual requires some special material to be cast.

    Requires Touch Cost: -1 Enchantment

    Ritual requires the caster to touch the subject.

    Single Target Cost: -1 Enchantment

    Ritual requires the caster to target only one subject.

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    Breakdown of Published Rituals I have looked at the rituals published in official Exile Game Studioproducts to try to reverse engineer a Ritual Creation method.

    So far I have managed to make all of the Rituals except for Bless fit intothe ranks as they were published.

    (I am just starting on the new ones from Legacy of the Terra Arcanum.)

    Publication Key

    Secrets of the Surface World SoSW

    Mysteries of the Hollow Earth MoHE

    The Miracle Stone of the Amazon - MSoA

    The Frozen City of Terror FCoT

    Legacy of the Terra Arcanum LoTA

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    Atlantean Tradition

    Sense Magic - Rank 1 - LoTAEnchantment: Talent (+2 Enchantment)

    Drawback: None

    Sorcerous Defense - Rank 2 - LoTAEnchantment: Attribute Substitution (+10 Enchantment)

    Drawback: Limited Effect: Uncommon (-6 Enchantment)

    Sorcerous Damage - Rank 3 - LoTAEnchantment: Skill Substitution (+6 Enchantment)

    Drawback: None

    Shield of Will - Rank 4 - LoTAEnchantment: Attribute Substitution (+10 Enchantment)

    Drawback: Limited Effect: Very Common (-2 Enchantment)

    Sorcerous Blast - Rank 5 - LoTAEnchantment: Lethal Attack (+4 Enchantment), Skill at a Range (+2Enchantment), Skill Substitution (+2 Enchantment), Talent (+2Enchantment)

    Drawback: None

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    Soul Link - Rank 6 - LoTAEnchantment: Enter Spirit World (+10 Enchantment), Life Support (+2Enchantment), Talent (+2 Enchantment)

    Drawback: Requires a Focus (-2 Enchantment)

    Necromancy Tradition

    Channel Dead Rank 1 SoSWEnchantment: Attack Against Attribute (+2 Enchantment); Extra Sense

    (+2 Enchantment)

    Drawback: Requires a Focus (-2 Enchantment)

    Curse Rank 2 SoSWEnchantment: Skill Modifier (+6 Enchantment)

    Drawback: Modifier for Maximum Effect (-2 Enchantment)

    Drain Life Rank 3 SoSWEnchantment: Invisible Effect (+4 Enchantment); Life Drinking (+2Enchantment)

    Drawback: None

    Terror Rank 3 FCoTEnchantment: Horror Check (+14 Enchantment)

    Drawback: Limited Effect (-2 Enchantment); Modifier for MaximumEffect (-6 Enchantment)

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    Demon Worm Rank 4 MSoAEnchantment: Extra Sense (+2 Enchantment); Invisible Effect (+4Enchantment); Talent (+2 Enchantment)

    Drawback: None

    Raise Dead Rank 4 SoSWEnchantment: Control Ally (+4 Enchantment); Summon Ally 3 (+6Enchantment)

    Drawback: Requires a Focus (-2 Enchantment)

    Summon Horror Rank 5 SoSWEnchantment: Attack Against Attribute (+2 Enchantment); Summon

    Ally 5 (+10 Enchantment)

    Drawback: Requires a Focus (-2 Enchantment)

    Shamanism Tradition

    Animal Speak Rank 1 MoHEEnchantment: Skill 2 (+4 Enchantment)

    Drawback: Single Target (-1 Enchantment)

    Natures Healing Rank 1 MoHEEnchantment: Skill Substitution (+2 Enchantment)

    Drawback: None

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    Spirit Sense Rank 1 MoHEEnchantment: Extra Sense (+2 Enchantment)

    Drawback: None

    Control Animal Rank 2 MoHEEnchantment: Control Ally (+4 Enchantment)

    Drawback: None

    Natures Protection Rank 2 MoHEEnchantment: Life Support (+2 Enchantment); Modify Attribute (+8Enchantment)

    Drawback: Modifier for Maximum Effect (-6 Enchantment)

    Spirit Guide Rank 2 MoHEEnchantment: Global Skill Modifier (+ 6 Enchantment)

    Drawback: Modifier for Maximum Effect (-2 Enchantment)

    Natures Curse Rank 3 MoHEEnchantment: Global Modifier (+8 Enchantment)

    Drawback: Modifier for Maximum Effect (-2 Enchantment)

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    Spirit Binding Rank 3 MoHEEnchantment: Skill Modifier (+6 Enchantment); Talent (+2Enchantment)

    Drawback: Modifier for Maximum Effect (-2 Enchantment)

    Summon Animal Rank 3 MoHEEnchantment: Attack Against Attribute (+2 Enchantment); Call AnimalFollower 4 (+4 Enchantment); Control Ally (+4 Enchantment)

    Drawback: Limited Effect (-4 Enchantment)

    Augury Rank 4 MoHEEnchantment: Prophetic Insight (+10 Enchantment)

    Drawback: Requires a Focus (-2 Enchantment);

    Natures Embrace Rank 4 MoHEEnchantment: Attack Against Attribute (+2 Enchantment); Continuous

    Attack (+4 Enchantment); Grapple Attack (+4 Enchantment)

    Drawback: Requires a Focus (-2 Enchantment)

    Power Animal Rank 4 MoHEEnchantment: Natural Equipment (+4 Enchantment); Skill Modifier (+6Enchantment); Talent (+4 Enchantment)

    Drawback: Limited Effect (-4 Enchantment); Modifier for MaximumEffect (-2 Enchantment)

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    Animal Transformation Rank 5 MoHEEnchantment: Adopt Animal Shape (+10 Enchantment)

    Drawback: None

    Natures Fury Rank 5 MoHEEnchantment: Caustic Attack (+12 Enchantment)

    Drawback: Limited Effect (-2 Enchantment)

    Spirit Journey Rank 5 MoHEEnchantment: Enter Spirit World (+10 Enchantment)

    Drawback: None

    Theurgy Tradition

    Bless Rank 2 SoSWEnchantment: Skill Modifier (+6 Enchantment)

    Drawback: Modifier for Maximum Effect (-2 Enchantment)

    Healing Hands Rank 2 SoSWEnchantment: Healing (+6 Enchantment)

    Drawback: Requires Touch (-1 Enchantment); Single Target (-1Enchantment)

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    Mystic Shield Rank 3 SoSWEnchantment: Modify Attribute (+8 Enchantment)

    Drawback: Modifier for Maximum Effect (-2 Enchantment)

    Peace of Mind Rank 3 - FCoTEnchantment: Heal Sanity (+8 Enchantment)

    Drawback: Requires Touch (-1 Enchantment); Single Target (-1Enchantment)

    Levitate Rank 4 SoSWEnchantment: Force Attack (+2 Enchantment); Invisible Effect (+4Enchantment); Skill at a Range (+2 Enchantment);

    Drawback: None

    Foretell Rank 5 SoSWEnchantment: Prophetic Insight (+10 Enchantment)

    Drawback: None

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    New Rituals Necromancy Tradition

    Grave Sight Rank 0Enchantment: Attack Against Attribute (+2 Enchantment); Extra Sense(+2 Enchantment)

    Drawback: Requires Concentration (-1 Enchantment); Requires a Focus(-2 Enchantment);

    This Ritual allows the target to see through the eyes of any dead personor animal within the range of effect. The caster must roll more successesthan the deads Willpower rating to establish the link. The ritual onlygrants sight and does not grant any special illumination. Environmentaleffects that produce Perception penalties at the deads location apply tothe target. The field of vision is determined by the position of the deadsubject. This effect can allow the target to see from the perspective ofanimated dead as well as a stationary corpse. The effect lasts as long as

    the caster maintains concentration. While maintaining concentration,the caster may not use Active Defense.

    Sense Life Rank 0Enchantment: Extra Sense (+2 Enchantment)

    Drawback: Requires Concentration (-1 Enchantment)

    While under the effects of this Ritual, the caster is able to see life aurasand determine their relative strength. Subjects that resemble life such asundead and robots would not produce an aura. The effect lasts as long asthe caster maintains concentration. While maintaining concentration,the caster may not use Active Defense.

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    Blindness Rank 2Enchantment: Attack Against Attribute (+2 Enchantment); Flaw (+2Enchantment)

    Drawback: None

    The target is inflicted with the Physical Flaw: Blindness. You must rollmore successes than the targets Willpower rating to achieve the effect.Each success results in a turn of blindness. If you roll more than twicethe targets Willpower rating, the target is blinded for the duration ofcombat or until the end of the scene.

    Call Darkness Rank 2Enchantment: Modify Attribute (+8 Enchantment)

    Drawback: Limited Effect (-2 Enchantment); Modifier for MaximumEffect (-2 Enchantment)

    This Ritual calls darkness into being. Anyone within the area of darkness

    will suffer a penalty to their sight Perception rolls for as long as theyremain within the area. The darkness remains for the duration of combator until the end of the scene.

    Level of Darkness Modifier Shadows (-2 Perception penalty) +0Black as Night (-4 Perception penalty) -2Infernal Darkness (-8 Perception penalty) -4

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    Life Bond Rank 2Enchantment: Attack Against Attribute (+2 Enchantment); ShareHealth (+4 Enchantment)

    Drawback: Requires Focus (-2 Enchantment).

    By casting this ritual, the life force of the caster and the target becomelinked. The caster requires an item connecting the target to him. Thiscan be a prepared item like a ring or necklace worn by the target or animprovised item like a lock of the targets hair tied to a doll held by thecaster. For willing targets, you must roll more successes than the targets

    Willpower rating to complete the link. For unwilling targets, you must

    roll more than twice the targets Willpower rating to complete the link.Damage inflicted upon the caster or the target is split between them.Divide the damage evenly between each. Healing is also impacted in asimilar fashion. Successes that reduce damage are divided between thesubjects. Odd values are applied to the original recipient of the damageor healing. This sharing also applies to damage caused when a sorcererchannels extra magic. The effects of this ritual last for the duration ofcombat or until the end of the scene.

    Withering Touch Rank 2Enchantment: Flaw (+2 Enchantment), Touch Attack (+2Enchantment)

    Drawback: None

    Ritual infuses the hands of the caster with the power to cripple. Thetarget touched is inflicted with the Physical Flaw: Lame or PhysicalFlaw: One Arm for the duration of combat or until the end of the scene.

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    Touch of Decay Rank 3Enchantment: Caustic Attack (+6 Enchantment)

    Drawback: None

    Ritual infuses the hands of the caster with a necrotic energy. A successfultouch attack inflicts a 2L caustic wound.

    Shamanism Tradition

    Theurgy Tradition

    Il luminating Orb Rank 0Enchantment: Modify Attribute (+2 Enchantment)

    Drawback: Single Target (-1 Enchantment)

    This ritual creates a magic orb of light in any color that the caster desires.This acts as a light source and grants the caster a +2 bonus to perceptionchecks. The orb floats near the caster and remains for the duration ofcombat or until the end of the scene.

    Touch of Luck Rank 0Enchantment: Skill Modifier (+2 Enchantment)

    Drawback: Requires Touch (-1 Enchantment)

    This ritual grants the target touched a +2 bonus to a single skill for theduration of combat or until the end of the scene.

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    Sense Magic Rank 0Enchantment: Extra Sense (+2 Enchantment)

    Drawback: Requires Concentration (-1 Enchantment)

    While under the effects of this Ritual, the caster is able to see magicalauras and determine their relative strength and tradition. The effect lastsas long as the caster maintains concentration. While maintainingconcentration, the caster may not use Active Defense.

    Sword of Light Rank 1Enchantment: Lethal Attack (+4 Enchantment)

    Drawback: No Range (-2 Enchantment)

    Caster performs the Ritual to create a sword of light that has thehardness of steel. The damage for this sword is 3L. Attacks made withthe sword are made with the casters Sorcery roll or appropriate Meleeskill roll or specialization, whichever of the two is lower. The blade

    remains for the duration of combat or until the end of the scene.

    Bolt of Force Rank 2Enchantment: Force Attack (+2 Enchantment), Touch Attack (+2Enchantment)

    Drawback: None

    Completion of the Ritual sends forth a bolt of force that targets thecasters enemy. This is a touch attack that strikes the target with aconcussive force. Make a Sorcery roll modified by range and compare theresult against the targets Active Defense. This force inflicts 1N damageto for each extra success on the casters Sorcery roll.

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    Invisibil ity Rank 3Enchantment: Modify Attribute (+6 Enchantment)

    Drawback: None

    This Ritual causes the target to disappear from the awareness of thosearound him. Impose a penalty of -6 perception to anyone trying toperceive the target.