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

1.9 KiB
Raw Blame History

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).