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An online Vampire: the Requiem 2E game set in the City of New York during the not-so-distant future.
 
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 Rituals and Paths

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Join date : 2013-03-28

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PostSubject: Rituals and Paths   Rituals and Paths EmptyFri Apr 19, 2013 12:22 pm

Paths

Quote from Book (Both): Necromancy is both a Discipline and a school of blood magic devoted to the command of the souls of the dead. It’s similar to Thaumaturgy in that it has several “paths” and accompanying “rituals” rather than a strict linear progression of powers. The study of Necromancy is not widespread among the Kindred, and its practitioners — primarily the Giovanni — are shunned and despised for their foul practices (until those practices become useful, of course). Over the centuries, the various schools of vampiric Necromancy have evolved and diversified from an earlier form of death magic, leaving several distinct paths of necromantic magic available to Cainites. Nearly all modern necromancers learn the Sepulchre Path first before extending their studies to other paths. The primary Necromancy path increases automatically as the character increases her overall Necromancy rating. Other paths must be bought separately, using the experience costs for secondary paths. Like Thaumaturgy, Necromancy has also spawned a series of rituals. While not nearly so immediate in effect as the basic powers of Necromancy, Necromantic rituals can have impressive long-term effects. Unsurprisingly, the elements of Necromantic ritual are things like long-buried corpses and hands from the cadavers of hanged men, so obtaining suitable materials can be quite difficult. These materials, be it for path or rituals, should always be considered OOC knowledge unless you have the appropriate level of Necromancy or Thaumaturgy.

System: A Cainite necromancer must learn at least three levels in his primary path before learning his first level in a secondary Necromancy path. He must then master the primary path (all five levels) before acquiring any knowledge of a third path. As with Thaumaturgy, advancement in the primary path costs the normal experience amount, while study
of additional Necromantic paths incurs an additional experience-point cost (see p. 124 of V20).


Rituals

Quoted from Book (Thaumaturgy): Rituals are Thaumaturgical formulas, meticulously researched and prepared, that create powerful magical effects. Rituals are less versatile than paths, as their effects are singular and straightforward, but they are better suited to specific ends. All thaumaturges have the ability to use rituals, though each individual ritual must be learned separately. By acquainting herself with the arcane practice of blood magic, the caster gains the capacity to manipulate these focused effects. Thaumaturgical rituals are rated from 1 to 5, each level corresponding to both the level of mastery of Thaumaturgy the would-be caster must possess and the relative power of the ritual itself. Unless stated otherwise, a ritual requires five minutes per level to cast. Casting rituals requires a successful Intelligence + Occult roll, for which the difficulty equals 3 + the level of the ritual (maximum 9). Only one success is required for a ritual to work, though certain spells may require more successes or have variable effects based on how well the caster’s roll goes. Should a roll to activate a ritual fail, the Storyteller is encouraged to create strange occurrences or side effects, or even make it appear that the ritual was successful, only to reveal its failure at a later time. A botched ritual roll may even indicate a catastrophic failure or summon an ill-tempered demon. Rituals sometimes require special ingredients or reagents to work — these are noted in each ritual’s description. Common components include herbs, animal bones, ceremonial items, feathers, eye of newt, tongue of toad, etc. Acquiring magical components for a powerful ritual may form the basis for an entire story. At the first level of Thaumaturgy, the vampire automatically gains a single Level One ritual. To learn further rituals, the thaumaturge must find someone to teach him, or learn the ritual from a scroll, tome, or other archive. Learning a new ritual can take anywhere from a few nights (Level One ritual) to months or years (Level Five ritual). Some mystics have studied individual rituals for decades, or even centuries.

Quote from Book (Necromancy): The rituals connected with Necromancy are a hodgepodge lot. Some have direct relations to the paths, while others seem to have been taught by ghosts themselves, for whatever twisted reason. All beginning necromancers gain one Level One ritual automatically, but any others learned must be gained through in-game play. Necromantic rituals are otherwise identical to Thaumaturgy rituals (pp. 230-240) and are learned in similar fashion, though the two are not at all compatible.

System: Casting times for necromantic rituals vary widely; see the description for particulars. The player rolls Intelligence + Occult (difficulty 3 + the level of the ritual, maximum 9). Success indicates the ritual proceeds smoothly, failure produces no effect, and a botch indicates something has gone horribly wrong.

House Rule (Both): Necromancers or Thaumatuges will gain one automatic Ritual for every dot in Necromancy or Thaumaturgy in addition to the Rituals they research and find within the game.

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