vaelora/Rules/Ability Trees/Skills/Occult/Rituals (Focus).md
2025-08-01 09:16:36 +02:00

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You dabble in rites and glyphs without full mastery, grasping the shape of magic but not its safety.
## Tier 1 (Rituals 1+)
* Minor Rite Mark a die as Risky; on success, complete a simple magical effect (light a fire, purify water, mend a small wound). Failure on a 1 triggers magical backlash (1 Fatigue or Injury).
* Glyph Reader Mark a die as Effectful; on success, decipher one rune, seal, or magical sigil. Failure may add +1 Corruption die to your next magic roll.
* Blood for Power You may take 1 Injury to gain +1 die to a Rituals roll.
## Tier 2 (Rituals 2+)
* Improvised Circle Once per scene, you may perform a Ritual without proper materials at 1 die, but mark one die as Persistent; on success, the ritual stabilizes.
* Dark Catalyst Mark one die as Corrupted; if successful, the ritual gains extra potency (+1 success margin). Failure = +1 permanent Corruption.
* Hasten Rite You may perform a ritual in half the normal time; mark one die as Risky to do so.
## Tier 3 (Rituals 3+)
* Anchored Wards Mark a die as Persistent; on success, place a simple spirit ward (blocks lesser entities for the scene).
* Borrowed Power (Rituals/Binding) Once per scene, call upon an unknown spirit; mark a die as Corrupted; success = spirit aids you, failure = hostile possession attempt.
* Double-Edged Rites You may stack two Corrupted dice on a single ritual; success margin doubles but adds +2 permanent Corruption if either rolls a 1.
## Tier 4 (Rituals 4+)
* Ritual Memory Once per session, retroactively declare you completed a minor ward or blessing “off-screen.”
* Power Sink You may absorb magical backlash that would strike an ally; roll Spirit + Rituals; on success, redirect it to yourself.
* Ritual Mastery You ignore one penalty die from improvised conditions (lack of reagents, time pressure, hostile environments).