This is a list of many of the well-known rituals, as well as some of the more interesting rare ones.
Alchemy
Ajeya Chai
Difficulty: 2
Casting Time: 12 hours
Required Components: ~1lb or ~0.5kg of Forbidden Gold tea, 999 orange flowers, the eyelashes of a Royal Bengal tiger, a silk cloth, a wood fire.
Effect: The caster wraps the tea and the eyelashes together in the silk cloth and suspends it above the wood fire, in the smoke. The caster then proceeds to place the flowers on the fire one at a time while chanting the incantation. A thick blue smoke should arise from the fire and burning flowers and smoke the tea. After 12 hours, if successful, the tea should now be Ajeya Chai. A cup of this tea, when drunk, provides the subject with +2 Block, +2 Dodge and 2 Natural Armour for 10 minutes. 30 minutes after first consumption the tea produces the effects of a Level 2 Hallucinogen.
Special Rules: Ajeya Chai degrades as non-magick tea would and the magick effect of cups of tea made from Ajeya Chai remains as long as the tea is drinkable.
Alkahest
Difficulty: 3
Casting time: 18 hours
Required Components: Aqua Regia, gold dust, platinum dust, human blood, must be a full moon
Effect: The caster prepares a quantity of aqua regia using mundane chemistry. He dissolves gold in the aqua regia under the light of the noonday sun while speaking the first incantation. The aqua regia is heated to near, but not past, its boiling point and is kept at that temperature for the next six hours. The caster then adds human blood to the aqua regia under the light of the setting sun while speaking the second incantation and reduces the temperature to near, but not below its freezing point and is kept at that temperature for the next six hours. The caster then adds platinum dust under the light of the full moon, speaks the third incantation and allows the mixture to reach room temperature. Finally, six hours later, the mixture must be raised up to catch the light of the rising sun. As it does so, it turns clear and becomes alkahest. It will at this point begin dissolving it's container unless the container is made of Atlantean steel.
Alkahest is the universal solvent. Given time, it will dissolve anything save Atlantean Steel.
Note: This ritual cannot be cast more quickly.
Dragonfire Crucible
Difficulty: 4
Casting Time: 12 hours
Required Components: Everfire, crushed ruby, molten gold, rare oils, caster's blood.
Effect: In the everfire, various rare oils are burnt in the correct order and quantities while the caster speaks the correct incantations. The fire is then doused with molten gold and the crushed ruby is scattered. If the ritual has been performed correctly so far, this will result in a flash of violet light and the components will be transmuted into a smoking black rock. The caster must then add his own blood to it, directly from the vein. As he does so, the rock will burn with a blue white flame that will destroy anything it touches in the same manner as dragonfire. Once the blood ceases to flow, the rock will crack apart into white dust.
Everfire
Difficulty: 1
Casting Time: 1 hour
Required Components: Ebony, myrrh, oil, blood
Effect: The caster mixes the blood and oil with burning the myrrh and using its smoke to trace arcane symbols in the air. He then coats the ebony in the mixture and lights it while speaking a brief incantation. If the ritual is successful, the ebony burns with everfire and will continue to burn forever, never being consumed. If deprived of oxygen, it will cease to burn, but will start burning again as soon as it is exposed to fresh oxygen.
Skymetal
Difficulty: 3
Casting Time: 6 hours
Required Components: Pure iron, mercury, alkahest, white coal,
Effect: The iron is dissolved in alkahest while an incantation is spoken. The mixture is then then chilled to sub-zero temperatures and kept there for 100 minutes while an incantation is spoken over the mercury. The mercury is then mixed with the iron-alkahest solution and the mixture is heated over a white-coal fuelled fire. A mahogany twig is used to draw arcane symbols on the surface of the molten metal. If the procedure is going correctly it will catch fire and burn with a silver flame. After a time, the white coal is replaced by black coal and after yet more time and a final incantation, the molten metal is allowed to cool. As it cools, it becomes skymetal and should be kept weighed down as it does so.
Skymetal is dark metallic green in colour and about as hard and strong as iron. Its most remarkable property is that it possesses negative gravitational mass; it is repelled by gravity wells. This allows it to be used in the construction of various magickal items, including flying castles.
Stone to Flesh
Difficulty: 3
Casting Time: 6 hours
Required Components: 1lb of animal flesh (preferably human), One candle, Caster's Blood, any vegetable/nut/etc Oil
Effect: The caster covers every inch of the statue in the oil. They scratch a casting circle into the floor and melt the wax into the grooves created. The flesh is placed at a certain place in the circle and the candle in the opposite place. Over the duration of the ritual, the flesh slowly shrinks and petrifies as the statue becomes animal from the inside out. At the end of the ritual, the oil is set alight and the stone 'skin' is burnt off revealing the now living subject. If the statue was not alive before, they are assigned a soul over the next day. The kind of animal flesh used dictates look and some biological processes.
White Coal
Difficulty: 1
Casting Time: 30 minutes
Required Components: Black (mundane) coal, human tears
Effect: The coal is soaked in the tears and an incantation is chanted over it. It is then crushed to a coal-and-water paste with a pestel and mortar made of silver. The paste is then placed in the sunlight while a second incantation is spoken, at which point it forms into a hard white lump.
White coal burns both hotter and at a more consistant temperature than black coal.
Black Magick
Form Netherling
Difficulty: 3
Casting Time: 30 minutes
Required Components: A human sacrifice, a small bronze blade
Effect: The caster cuts himself with the bronze blade and draws a circle on the ground with his blood. He then steps into the circle with the human sacrifice and flays them alive with the blade while chanting the incantation. Once to sacrifice has been flayed, the caster must throw the skin out of the circle. If the ritual has been performed correctly, the skin will be engulfed in darkness and form itself into a netherling.
Netherlings are uncontrollable and will attempt to kill any living thing they see, including the caster. Nobody is quite sure what Netherlings are. They have no aura and have been known to attack humans, ghosts, xenoforms and angels of both factions with equal glee. Angels of both factions will attack netherlings on sight.
Note: Only insane cultists and casters with a very certain escape plan perform this ritual.
Greater Exorcism
Difficulty: 4
Casting Time: 6 hours
Required Components: Majoram, cannabis, red rose petals, a silver brazier, a black goat, a silver knife
Effect: The majoram, cannabis and rose petals are burnt in the brazier and the sorcerer breaths the smoke in deeply while casting the ritual. He chants an incantation and traces arcane symbols in the smoke. He then cuts the goat's throat with the silver knife and anoints the heads of the people to be exorcised with the goat's blood. He then speaks a second incantation and heats the silver knife in the brazier. Finally, he brands his own forehead with the blade.
Any spirit possessing one of the anointed is forced out of the body and takes 25 Damage, with no Soak permitted.
Note: This is usually referred to as "Pagan Exorcism" or ""Dark Exorcism" by Christian occultists. It was first used in the 1780s by Satan's Chosen Temple to exorcise Loyalist Faction angels and therefore has a pretty grim reputation.
Power From the Flesh
Difficulty: 3
Casting Time: 3 hours
Required Components: The body of somebody the caster has murdered, wood from a gallows
Effect: The cast strips naked and anoints himself in the blood of his victim. He then chops off the head of his victim and places it on a wooden spike made of the gallows-wood. He then build a firepit from the rest gallows-wood and starts the fire. While chanting an incantation, he guts and skins the body and sets it above the fire to cook. He dances, naked and blood-soaked while his victim is cooked. Once the flesh is cooked, the caster consumes as much as he physically can. Whatever is left is left on the fire to burn.
The caster permanently gains a point in any single Ability which the victim possessed at a higher level than him. He also gains Minor Foible(echoes of [the victim]'s personality). This Foible can be conquered with time and effort(i.e. through the expenditure of character points in the case of PCs), but casters who overuse Power From the Flesh end up quite mad.
Summon Angel
Difficulty: 5
Casting Time: 12 hours
Required Components: Molten gold, an enclosed room
Effect: At precisely noon, the caster begins to speak a long incantation. While doing so, he uses molten gold to write arcane symbols upon the floor, walls and ceiling of the summoning chamber. The incantation is 12-hours long and must be timed precisely so that the caster speaks the final word of the incantation at midnight; the angel's True Name. There is a flash of blinding light and the angel appears, forced into our universe at a certain place and time. However, the angels is not compelled to stay in your presence or to obey you unless you use a Ward against Angels or similar magick to restrain them.
Special: Summon Angel cannot be cast faster or slower than normal. The casting must begin at noon and end at midnight.
The Hellfire Seal
Difficulty: 3
Casting Time: 3 hours
Required Components: A child, Witchhazel cut under a new moon, powdered iron, powder lead, silver dagger
For the purposes of this ritual, a child is someone who was conceived less than 13 years ago. The sorcerer cuts the child's throat with the silver dagger and collects the blood in a cup or bowl. The witchhazel is burnt and the ashes mixed with the blood while the sorcerer chants an incantation. The caster dips his left hand into the blood and uses it to draw a spiral on each of his cheeks and an inverted cross upon his forehead. He then mixes the powdered metals with the blood and ashes and speaks a further incantation, accompanied by marking arcane symbols on the wall with the mixture. Finally, the caster drinks from the mixture while praising Satan.
For a moment, all lights in the room are extinguished and a inhuman scream issues from the corpse of the child. There is a smell of brimstone and a rush of hot air. When the lights return, the remainder of the mixture has been transformed in a black, tar-like substance. The caster then places this substance on a surface and marks arcane runes into it with a dagger before it sets.
When the seal is broken, the nearest character is struck by a blast of hellfire, dealing 25 Damage. Note that hellfire does not deal Fire Damage. This blast cannot be avoided.
Note: If you're a psychopathic monster, you can place more than one Hellfire seal on a surface, but each seal requires the death of another child.
Celtic Magick
Berserker's Wine
Difficulty: 2
Casting Time: 30 mins
Required Components: Mistletoe, a few gold coins, a yew spear, 1/2 pint blood of a hero, a mug of mead, wine, or ale, a scrap of fur from a mighty animal
Effect: The caster and each subject must be either nude or in a loincloth as the ritual takes place. The caster performs the ritual which incorporates a prayer to or for whatever they are fighting for. These may be in any language and for anything, but the most common is in Futhark to Odin, or in Celtic for England. The caster must also declare an enemy in the ritual (either specific or an army). At the end of the ritual, the subjects drink from the mug. If successful, all subjects become enraged and will stop at nothing to slaughter the named enemy or army. They pick up the weapon at their feet and begin slaughtering all who would stand between them and their quarry.
The warriors enjoy +2 to their Strength and +1 to their Melee and gain the Pain-Resistant Advantage. However, in their berserker's rage, they suffer a -1 to Block and Dodge and acquire Minor Foible(rash), Minor Foible(will seek to enter melee combat as quickly as possible) and Major Foible(will treat anyone in their way as an enemy). They will remain in this state until their objective is fulfilled. If their objective becomes impossible, they consider everyone to be standing in their way and therefore an enemy. If the berserkers remain in this state for more hours than their Toughness, their bodies break under the strain of the magick. This tends to result in strokes and heart attacks for the poor bastards.
Bind to Beast
Difficulty: 1
Casting Time: 3 hours
Required Components: Fresh water, Ink made from rare herbs and local dye, a selection of local herbs and nuts, a red hot iron (or steel) needle (or branding iron with your unique sigil)
Effect: Before the ritual begins, the caster must tattoo or brand the beast in question in its habitat with the sigil and ink. They must then perform the ritual in that same sort of habitat (i.e. for a bear, it would be it the woods it lives in, for a whale, the same general area of the ocean you found it etc.). The ritual ends with the caster scratching the sigil into their skin and lasts until the wound heals. The sigil can be scribed larger or deeper so the spell lasts longer, or smaller and more superficial for a shorter duration (and more importantly, no mutilation) or can be made indelible (ie. a tattoo) for a permanent effect. The sort of flesh cutting this ritual requires is often healed first by healing abilities and spells. The spell fails if the beast leaves the habitat during the ritual. The caster can bind herself to as many beasts as she can muster.
When under the effects of this spell, the beast is linked to the caster spiritually and partially mentally. The beast will act as per normal, but not attack the caster under any circumstances, shy away from attacking those she is friendly to and act more aggressively to those she holds an enmity for. Both know the direction the other is in and roughly how far at all times. The caster can call the beast to her at any time if both are within the same habitat the ritual was cast in. This ritual forms a basis for many further beast rituals.
Curses
Curse of la Castille (AKA Spanish, is it?)
Difficulty: 1
Casting Time: 30 mins
Required Components: Saffron, French Wine, Flavourings
Effect: The caster creates a pleasant but potent concoction while reciting the incantation. It must be allowed to settle at room temperature after which it is shaken and the incantation once again recited. The caster then makes a loop with their thumb and index finger and pours the wine through while repeatedly saying the target's true name. If successful, the wine disappears as it pours through the loop. This ritual renders the target unable to speak or understand any language other than Spanish. This also prevents the victim from speaking or understanding Babel. Telepathic communication involving this character is only effective if second party also knows Spanish.
Curse of the Heart
Difficulty: 4
Casting Time: 12 hours
Required Components: Sulphur, human blood, an iron cauldron and a cupper cup inscribed with a pentagram
Effects: The caster fills the copper cup with human blood, chants an incantation, spits into the cup and pours the blood into the cauldron. He repeats this until the cauldron is filled then builds a fire beneath it, sprinkling sulphur on the flames until the cauldron comes to the boil. The caster then chants an incantation, casts a piece of the target's body or a treasured possession into the blood and speaks the target's True Name.
If the ritual has been cast correctly, the blood is transmuted to foul smelling red smoke in a flash of light. At that moment, the target suffers a heart attack. They take 15 points of Damage, with no soak allowed. If the target survives, he suffers another heart attack every six hours unless the curse is lifted.
Curse of Misfortune
Difficulty: 2
Casting Time: 6 hours
Required Components: Sulphur and a blood-stained coin
Effect: The caster melts the sulphur while chanting an incantation repeatedly. He uses to molten sulphur to destroy either a piece of a the target's body or one of their valued possessions. He then chants the incantation again while the sulphur cools, pick up the solidified sulphur and throw it upon the ground, while chanting the incantation one last time. He then screams the target's True Name at the sky while flipping the blood-stained coin. If the ritual is successful, the coin will land on its edge.
Thereafter, the target suffers from the Bad Luck Supernatural Disadvantage until the next full moon.
Targets with the Luck or Major Luck Supernatural Advantages are immune to this ritual. If it is attempted on them, the coin will land heads up and seem to wink at the caster. Targets with the Bad Luck or Major Bad Luck Supernatural Disadvantages are also immune to this ritual. If it is attempted on them, the coin will land tails up and crack from side to side. In either case, the coin is thereafter useless for this ritual.
Curse of Sour Milk
Difficulty: 1
Casting Time: 3 hours
Required Components: Sulphur and sour milk
Effect: The caster melts the sulphur while chanting the incantation repeatedly. The ritual must be begun around midnight. At three in the morning, the sour milk is poured onto the molten sulphur and either a piece of the target's body or a valued possession of theirs is dropped into the mixture or their True Name is whispered into the mixture by the caster.
While the curse is in effect, no crops will grow in any field the target owns. All animals they own become infertile. Any animal they own will give only sour milk. Any bird they own will not lay any eggs.
Curse of Weakness
Difficulty: 3
Casting Time: 12 hours
Required Components: Sulphur and vinegar
Effect: The caster, burns sulphur and sprinkles vinegar across a table, altar or similar surface while reciting the incantation. He then works upon this surface to craft a doll-like representation of the victim, which must include a piece of the victim's body. He then must take a valued possession of the victim and craft it into a small weapon. He then recites another incantation and speaks the True Name of the victim, simultaneously stabbing the doll with the weapon.
The victim is then gripped by deep pain and fatigue. They suffer a -4 pain penalty at all times. This pain penalty can be reduced with depressants, the Pain-Resistant Advantage or the Immunity(Pain) Advantage.
Greater Curse of Warts
Difficulty: 3
Casting Time: 1 hour
Required Components: Blood from a reptile, sulphur, brazier of blackened silver, yew wand
Effect: The caster draws a magic circle in the reptile's blood. The target must remain in the circle for the whole ritual, generally by being restrained. The sulphur is melted in the brazier while the caster chants an incantation while tracing arcane symbols in the air with the yew wand. Finally, the caster whispers the target's True Name.
The target is transformed into a toad. If he has the Shapeshifting Legendary Supernatural Power or knows the Second Word of Shapeshifting, he can return himself to human form without much trouble. Otherwise, he is trapped in toad form until either Hexbreaker is cast on him or he is kissed by a female virgin (virgin, for the purposes of this curse, is defined as someone who has never had a penis in her vagina, so most lesbians qualify).
Hexbreaker
Difficulty: 3
Casting Time: 1 hour
Required Components: Lead dust and blood
Effect: The caster anoints the target with arcane symbols drawn in blood while chanting. At the conclusion of the ritual, lead dust is thrown over the target. If the ritual is successful, the lead dust sparks violet for a moment and all curses upon the target are instantly broken.
Hex-Sight
Difficulty: 1
Casting Time: 3 minutes
Required Components: Salt and Sulphur
Effect: The caster smears a circle of salt around each of his eyes and places a sliver of sulphur in his mouth. He then places a single grain of salt into each eye with the small finger of the opposite hand. He then closes his eyes and speaks the incantation. He then opens his eyes and for the next 5 minutes people who are cursed glow a sickly yellow to him.
Hex-Proxy
Difficulty: 2
Casting Time: 1 hour
Required Components: A glass vial with a gold stopper filled with the subject's blood
Effect: This ritual can be performed for multiple subjects at once, each of which needs their own vial of blood. The caster may be one of the subjects. The caster begins the ritual an hour before sunrise. He holds the vials in his hands and chants a long and complex incantation. He begins facing east and slowly turns to face north, west, south and finally, as the sun rises, east again. As the sunlight strikes the vials, the blood glows gold for a moment.
So long as the vials remain intact and unopened, the subjects are protected from the first curse to affect them. If they are cursed, instead of its normal effect, the curse causes the blood in the vial to boil, shattering it. After the first curse, the protection is expended.
Lesser Curse of Warts
Difficulty: 1
Casting Time: 3 hours
Required Components: Powdered Yew, reptile blood, sulphur
Effect: The caster mixes powdered yew with reptile blood and uses the mixture to draw arcane symbols upon the floor around him. He then chants an incantation while holding a small piece of sulphur. The sulphur glows dark blue for a moment.
The piece of sulphur is then cast into a natural body of water while chanting the target's True Name. Alternatively, the piece of sulphur is placed in contact with the target's skin. When either happens, the target break out in unsightly warts. They acquire the Ugly Disadvantage if they did not already have it and lose any Attractive Advantage.
Trace Curse
Difficulty: 3
Casting Time: 1 hour
Required Components: Sulphur and copper wire
Effect: The copper wire is formed into the shape of arcane symbols while the caster speaks the incantation. The copper-wrought symbols and then wound around a chunk of sulphur and the subject's hand and further incantations are spoken. If the ritual is performed correctly, the sulphur melts and runs into letters, spelling out the True Name(s) of any caster(s) who have cursed the subject upon the subjects own skin. This is strangely painless, but leaves a scar.
Holy Magick
Bless
Difficulty: 1
Casting Time: 1 minute
Required Components: Caster must be an ordained priest
Effect: The priest speaks a brief prayer, asking God to bless an object or collection of objects. Thereafter, those objects are holy symbols.
Create Holy Water
Difficulty: 1
Casting Time: 1 minute
Required Components: Caster must be an ordained priest, holy object
Effect: The priest touches the water with the holy symbol while saying the correct praye r. Thereafter, the water is holy water.
Exorcism
Difficulty: 2
Casting Time: 3 hours
Required Components: Caster must be an ordained priest
Effect: The priest speaks to words of the ritual. He then makes an opposed Willpower check against the possessing spirit. If the priest succeeds, the spirit is cast out of the body it is possessing. If they tie, the spirit stays where it is. If the spirit wins, it may choose to instead possess the priest.
Greater Sigil of Light against Darkness
Difficulty: 5
Casting Time: 6 hours
Required Components: Blood from the caster's heart, platinum blade
Effect: The caster draws the vast and elaborate symbol in his blood. Finally, he must pierce his own heart with a platinum blade and use the blood to mark the last line of the symbol. The symbol blazes white-blue. If the caster wants to survive, seeking immediate medical attention is advised.
Any Being of Darkness who lays eyes upon the Greater Sigil is reduced to ash unless they pass a Difficulty 8 Willpower check. Those who pass must merely flee from it as fast and as far as possible for the next 12 hours.
Last Rites
Difficulty: 2
Casting Time: 10 minutes
Required Components: Blessed oil, Caster must be an ordained priest
Effect: The priest anoints the target's head with the blessed oil while speaking the words of the ritual. The effects of this ritual last until the target next sins. The target is treated as a holy symbol by Beings of Darkness. He is immune to all Supernatural Powers employed by Beings of Darkness. Further, should he die while under the effect of the ritual, a small gate immediately opens, transporting his soul instantly to Heaven.
Lesser Sigil of Light Against Darkness
Difficulty: 0
Casting Time: 1 minute
Required Components: Caster's blood
Effect: The caster draws a symbol in his own blood and it begins to glow pale blue. The Lesser Sigil counts as a holy symbol and prevents Being's of Darkness from scrying upon its location.
Mass
Difficulty: 1
Casting Time: 30 minutes
Required Components: Unleavened bread, Wine, Caster must be an ordained priest
Effect: The priest performs mass. The bread and wine are turned into the Eucharist. Ingesting the Eucharist cures the vampiric infection in the living and ends the effects of any ongoing Supernatural Power used by a Being of Darkness. The Eucharist is also a holy symbol.
Necromancy
Animate Hands
Difficulty: 2
Casting Time: 1 hour
Required Components: Two severed human hands
Effect: The caster holds the hands in his own hands and chants an hour long incantation. As the ritual proceeds, the hands twitch with increasing vigour until they jump from the casters hands and begin scuttling about. See OAGS Thing and Thang for stats. Animated Hands will follow the caster round like loyal and rather stupid dogs.
Astral Projection
Difficulty: 3
Casting Time: 1 hour
Required Components: Holly, white rose petals, vampire blood
Effects: The caster burns the holly, rose petals and vampire blood while speaking an incantation in Latin. A dark, foul smelling smoke is given off. Anyone wishing to astrally project(which can include the caster or not) must meditate while breathing the smoke deep into their lungs. If the ritual has been done correctly, the projectors' bodies fall into deep comas while the projectors manifest as ghosts. The projectors can awaken by touching their bodies, which ends the effect for that projector.
Note: The ghost forms of projectors should be stated as per OAGS Spirits at equal or fewer points than their normal forms.
Forced Possession
Difficulty: 3
Casting Time: 1 hour
Required Components: Oaken rod, silver dagger, human sacrifice
Effect: The caster cuts open the sacrifice's wrists, throat and inner thighs while chanting an incantation. He annoits himself with the blood and then annoints the body of the vessel. He then takes the oaken rod and soaks it in the blood. He places one end of the rod upon the forehead of the vessel and one end in contact with the spirit. He then chants another, far longer, incantation.
The spirit is forced into the body of the vessel, regardless of the wishes of either of them. The spirit need not even be normally capable of possession. The possession lasts 24 hours. At that point the spirit may choose to leave or the vessel may attempt to eject them as normal, though they may continue to co-exist if they both like.
Nazarene Clay
Difficulty: 4
Casting Time: 6 hours
Required Components: Holly, blood, milk, honey, water, clay
Effect: The caster burns a mixture of holly and yew in a brazier while mixing blood, milk and honey. He then sprinkles the ashes into the mixture and chants an incantation. Clay is added and all the components are kneeded together by the caster while he recites a further incantation. The caster uses the special clay to repair any wounds in the body of the target. Into the wet clay, he carves arcane symbols which symbolize how the body ought to be when whole. He then intones one final incantation over the body, which lapses into a healing coma until the sunrise after next (for instance, if the ritual were to be cast on a Friday afternoon, the coma would last until Sunday morning). After that time, the body is restored to perfect health. If a dead body is treated with Nazarene Clay, it lives and breathes but is souless. Castings of Nazarene Clay which fail by 2 or less still work, but result in hideous deformities.
Resurrect Vampire
Difficulty: 3
Casting Time: 12 hours
Required Components: Target's remains, 100 litres of fresh human blood(more for bigger than human targets), special incense, caster must be a vampire
Effect: The ritual must be begun at sunset. The target vampire's remains are placed in some kind of large water-tight receptacle and the fresh blood is poured in on top of them. The caster begins intoning the ritual incantation as the blood fills the receptacle, while burning the special foul-smelling incense. As the incantation is being recited, the blood churns and bubbles. Finally, at dawn, after 12 hours of casting, the caster rips his wrists open with his teeth and empties his veins into the recepticle. As the caster dies, the target rises from the blood-filled receptacle, restored to unlife.
This ritual only works on vampiric targets. The resurrected vampire does not recall his time in Hell but nevertheless, the experience has burnt away any trace of compassion, mercy or conscience. Even if the vampire was benevolent and avoided human blood in life, he is returned as a psychopathic monster.
Sending Circle
Difficulty: 3
Casting Time: 15 minutes
Required Components: Thirteen red candles, a rose with thirteen petals standing in rich, loamy soil.
Effect: The caster draws the arcane circle or rectangle in the ground, and lights each candle in sequence. If the ritual has been performed correctly, the candles will begin to burn much brighter. Any soulless animated dead (such as zombies) entering the circle are dispelled and fall down lifeless. Any living dead with souls (such as vampires) entering the circle are killed and their ghost is ejected to the edge of the circle on one hit point. Ghosts entering the circle are immediately reduced to 0 hit points and dispersed the usual way. Phantoms entering the circle become mindless for the rest of their lives, or if they pass a willpower test, they are mindless for 1 month after they leave the circle. For each entity the spell ousts, one flame becomes extinguished. If all flames become extinguished, the spell ends, and the rose left behind is empowered. These roses are called Sending Roses and are used in various phantom ceremonies and rituals. If the candles are extinguished in any other way (ie they burn out, are suffocated etc) then the spell ends.
Soul Binding
Difficulty: 4
Casting Time: 3 hours
Required Components: Black Mamba Venom, caster's own blood, special incense
Effect: A spirit possessing a souless body lies down before the caster. The caster marks their head with arcane symbols drawn in his blood and recites an incantation while burning a special kind of incense. Finally, the caster takes a goblet filled with Black Mamba venom and pours it down the target's throat. If the ritual is successful, the venom turns into a kind of spiritual fusing fluid, which permanently binds the spirit to the body, in effect creating life. Thereafter, the spirit may not leave the body save by astral projection and is for all intents a purposes treated as the natural owner of the body. If the ritual fails, the venom remains poisonous and the body dies.
Summon Ghost
Difficulty: 1
Casting Time: 3 hours
Required Components: Blood and bone
Effect: The caster dips the bone in the blood and uses it to draw the required arcane symbols while speaking the incantation. He then speaks the True Name of the ghost he wishes to summon. The ghost is immediately transported to the caster's presence. The caster has no special control of the ghost thereafter. Wise necromancers prepare Ward Against Ghosts in advance.
Portal Magick
Doom of Azidhiri
Difficulty: 3
Casting Time: 3 hours
Required Components: Amethyst dust, juniper berries, shark blood, the skull of a jaguar
Effect: The caster mixes shark's blood and amethyst dust while chanting an incantation. He then crushes the juniper berries and marks arcane symbols on his palms with the juice. He then draws a complex sigil upon the ground with the mixed amethyst dust and shark blood and places the jaguar skull in the centre. He speaks another incantation and cuts his left palm, letting the blood fall upon the skull.
If successful, a portal opens to another universe; one filled entirely with strange energy. In the instant the portal is open, a torrent of this xeno-universe energy floods through, disintegrating everything it touches. Arcs of violet lightning annihilate everything within about 600 metres of the portal. This lasts about 10 seconds before the energy disrupts the portal sufficiently to cause it to snap closed.
The best way to survive the Doom of Azidhiri is to through oneself to the ground; the lightning tends to arc upwards and outwards. Anyone in the area of effect who makes a difficulty 5 Dodge check takes 20 Damage which ignores soak. Anyone who fails this check takes 40 Damage which ignores soak. The caster, being at ground zero, is automatically annihilated. The Doom of Azidhiri effects incorporeal beings.
Eternal Spring (Book of Water)
Difficulty: 1
Casting Time: 6 minutes, Can take up to an hour to take effect.
Required Components: A magnetised Iron bolt of 1 2/3 cm thick and a specially constructed ceramic pot inscribed with runes and with a 1 2/3 cm diameter hole in the bottom.
Effect: The caster balances the bolt on the ground and speaks the incantation. The iron bolt is drawn to the water source and begins drilling the hole. Once the hole is made, the hole of the pot is placed over it. When the spring is completed, the water will continually fill up the pot and no more. This is a stream ever-replicating water, and wells up towards the pot, so long as the circle remains intact and the pot in place.
Eternal Fountain (Book of Water)
Difficulty: 3
Casting Time: 18 minutes, Can take up to an hour to take effect.
Required Components: A magnetised iron bolt of up to 25cm thick and specially constructed ceramics inscribed with runes.
Effect: As eternal spring, however the magnetised iron bolt may be up to 25cm thick, things like pressure and temperature can be tweaked, and more adventurous ceramics may be placed around it to create beautiful fountains and grand waterfalls. Once the hole is made, the ceramics are arranged over it. When the fountain is completed, the water will continually flow through the hole and to wherever its channels send it. Certain pressures and flow rates may be set by tweaking the setup of the spell, but cannot be changed once the spell is active. Many occultists agree that this was probably the legendary autonomous watering system for the hanging gardens.
Open Portal
Difficulty: 2-4
Casting Time: Varies. 3 hours most commonly.
Required Components: Varies depending on destination
Effect: The ritual action performed by the caster varies depending on the intended destination. At the climax of the ritual, a stable portal is opened to an alternate dimension. The location on the other side is in the same place in the target dimension as the home side of the portal; this cannot be used to travel in space, only across dimensions. Each dimension has it's own unique ritual to open a portal to it. How long the portals last varies from ritual to ritual.
Release the Ants
Difficulty: 2
Casting Time: 10 minutes
Required Components: The egg sac from a queen ant, Fructose
Effect: As soon as the ritual is finished, the ground at the center of the circle erupts with tens of thousands of vicious spectral ants which continually crawl out. The ants will crawl all over any living thing they come into contact with. If it is dead, they will devour the flesh. If it is alive, they will still try and devour the flesh. The ants will try to obtain sugar by any means necessary. They are also likely to break down and steal any vegetable matter which they will bring back to the hole they burst forth from. The ants last 24 hours after which the hole seals itself, leaving visible disturbance in the ground. This is a specific version of Open Portal.
Seal Portal
Difficulty: 1
Casting Time: 10 minutes
Required Components: Blood and molten lead
Effect: The caster speaks an incarnation while pouring molten lead into the portal. If the ritual is performed correctly, the molten lead "hangs" in the portal. Once the portal is fully blocked by the molten lead, the caster splashes the lead with blood. The bloodied lead is transformed into some kind of portalstuff and the portal vanishes.
Note: There is another Seal Portal ritual that uses incense and Latin prayers in place of blood, lead and an incantation. This version requires the caster to be an ordained priest, but otherwise works the same as the more common instance of Seal Portal.
Scrying
Block Scrying
Difficulty: 2
Casting Time: 30 minutes
Required Components: Quartz and salt.
Effect: The caster coats the quartz crystals in salt and scatters them across the area to be warded, while chanting the incantation. Once complete, all attempts to scry on anyone within the area fail.
Scrying
Difficulty: 1
Casting Time: 10 minutes
Required Components: A crystal ball, pool of water or mirror
Effect: The caster gazes into the scrying surface and either whispers the target's True Name or touches a peice of their body or one of their valued possessions to the scrying surface. If the ritual is successful, the target and his surroundings appear in the scrying surface and the sounds of the target's surrounding echoes softly around the room. The effect lasts as long as the caster continues watching the target (he may blink, but not look elsewhere).
Trace Scrying
Difficulty: 3
Casting Time: 3 minutes
Required Components: Salt and copper wire
The caster whispers an incantation while winding the copper wire around his head until it completely obscures his vision. He then picks up a bowl of salt and, finishing the incantation, spills it upon the ground, where it spells out the True Name(s) of any caster(s) who have scryed upon the him in the last hour. He must then unravel the copper wire to read it.
Vodoo Magick
Soul Bag
Difficulty: 1
Casting Time: 3 minutes
Required Components: A simple bag, a drop of the caster's blood, sweat and tears, rum*, cane sugar*, swamp water.
Effect: The caster combines the ingredients in the bag, speaks the incantation, and turns it inside out. If done correctly, the bag will become lacquered in design with all kinds of shapes and colors that would reflect the color and shape of one's outlook and soul (for example, Takeru Hikarino is straight-laced, cold and purposeful, so his soul bag is icy blue with gold and silver boxy designs. Maurice Colverston-Fitt is fanciful, happy-go-lucky, and has an overactive libido, so his soul bag is tie-dye purple with yellow and copper swirls and suns.) This soul bag is then used as a component or catalyst for a variety of other rituals. Anything placed in a soul bag does not degrade or decompose.
*rum and cane sugar can be replaced by another kind of alcohol and its unfermented version, such as gin and juniper berries. Rum is stated because it is more traditional.
Soul Doll (AKA Voodoo Doll)
Difficulty: 3
Casting Time: 30 minutes
Required Components: Once living material taken from the subject's hair or scalp, a scrap of clothing that the subject has worn for at least 8 hours, a vial of one of the subject's bodily fluids, once living material taken from a direct deceased relative of the subject, a simple doll, a soul bag (as per the ritual), a drop of the blood of whoever is intended to manipulate the doll (this may be multiple targets). Commonly recited as "Something of the head, something of the thread, something of the body, and something of the dead."
Effect: After preparing all the ingredients with incantations, The caster combines all of the ingredients in the soul bag, seals it, and shakes three times. If the ritual is performed correctly, opening the bag again reveals a doll that bears a resemblance to the subject. The better the ingredients (i.e. arterial blood as the body fluid, more worn clothing as the thread etc) the doll resembles the subject more. This makes the ritual easier to cast and easier to manipulate the doll. 'Inferior' samples (i.e. scraped-up, tobacco-laden spit, very recently cleaned clothes) produce a less realistic doll and are less convenient to work with. Several effects can be produced with the doll by sticking needles in various body parts to cause pain, or using certain chemicals with it (such as rubbing chili on the groin to cause impotence, or dripping rum on the belly to cause drunkenness. Such uses of the doll are considered minor rituals that take 5 minutes to cast. Beneficial effects can be produced as well, though few are known as soul dolls are traditionally an instrument of torture. All effects caused by the doll are temporary at best and fade away after a few hours. Whoever contributed a drop of blood to the components can use the doll, as can whoever contributed the blood in the production of the soul bag.
Warding
Ward against Ghosts
Difficulty: 1
Casting Time: 10 minutes
Required Components: Bone dust and blood
Effect: The caster mixes the bone dust and blood and uses it to draw a line of arcane symbols on the floor. Ghosts may pass across the line one way, but not the other.
Ward against Xenoforms
Difficulty: 2
Casting Time: 10 minutes
Required Components: Silver dust and water
Effect: The caster mixes the silver dust and water and uses it to draw a line of arcane symbols on the floor. Xenoforms may pass across the line one way, but not the other.
Ward against Angels
Difficulty: 3
Casting Time: 10 minutes
Required Components: Gold dust and honey
Effect: The caster mixes the gold dust and honey and uses it to draw a line of arcane symbols on the floor. Angels may pass across the line one way, but not the other.
Ward against Dragons
Difficulty: 4
Casting Time: 10 minutes
Required Components: Platinum dust and crude oil
Effect:The caster mixes the platinum dust and oil and uses it to draw a line of arcane symbols on the floor. Dragons may pass across the line one way, but not the other.
Other
Call Lodestone
Difficulty: 1
Casting Time: 1 hour
Required Components: A sample of crushed igneous rock, deciduous tree sap paste
Effect: The caster must perform the ritual upon the same ground that the rock sample was taken. When the ritual is complete, a meter and a half high rock rises out of the ground, which is very warm to the touch. Each lodestone features seven 'pores', each of which are searingly hot inside. The lodestone lasts for 45 minutes, after which it becomes inert and begins to dissolve. The stones often feature glassy globs bright color and can radiate particles which look like an aura. Stones that contain both have both in the same color.
Notes: The purpose of these lodestones are unknown. This ritual was discovered by chance by a group of Hermetic sorcerers in the 19th century and theories still abound. This is a popular ritual mentor sorcerers and wizards teach to their students as an exercise, as it is relatively simple, requires no real sacrifice, has a medium casting time, and has no chance of destroying the local area.
Summoning Rune (Book of Smoke)
Difficulty: 2
Casting Time: 3 hours
Required Components: Enchanted Ink, Wood Shavings, Paintbrush, Flammable Liquid
Effect: The caster begins a lengthy incantation whilst scattering the wood shavings about the object in the shape of a magick circle. The caster then soaks the desired object in the flammable liquid, and paints the desired rune on in enchanted ink, as large as possible in the most prominent place possible. The caster then lights the object. If done correctly, the object will burn for a fraction of a second and then go out, but the rune will burn for another minute before it is extinguished. If the ritual was not done correctly, then you have a bit of a problem on your hands.
This ritual brands a unique magickal marker (of the caster's choice) on an item no bigger than a large Jeep visible only to those with Aura Sight, though it may be transcribed into a more visible form if desired. This item is now prepped for summoning using the advanced ritual; Summoning Rune II.
Summoning Rune II (Book of Smoke)
Difficulty: 4
Casting Time: 15 minutes
Required Components: Enchanted Ink, Knowledge of the Rune you wish to summon.
Effect: Using the enchanted ink, the caster draws the exact same magick circle and rune that he used to prep the desired item on any surface and speaks a short incantation. The rune and circle must be absolutely precise, including size. The object appears in a blast of choking smoke within the confines of the circle, oriented the way it was when the spell was cast, for example, if you prep a car the right way up on the floor and scribe the rune and circle on the floor, you will probably end up with a sideways and ruined car.
Note: Sorcerors in the past once noted their particular runes and circle dimensions within their spellbooks, or seperately in a ledger. More modern spellcasters, such as Deuce Hart and Julian Adler keep these details on their smart phones. In the future, the cult of Kaea keep laser scribing tools to tone ink and circles onto surfaces designed specifically for this purpose. If someone found one of these, and knew a Chatuth language, who knows what wonders they will uncover?
Levitation Circle (Book of Smoke)
Difficulty: 2
Casting Time: 15 minutes
Required Components: Crushed chalk, dried yeast
Effect:The caster draws an intricate arcane circle in the ground and scatters crushed chalk and yeast about it. Any target you wish to levitate must be placed in the circle and remain in it for the duration of the spell, otherwise it will not work on that target. After fifteen minutes of casting, the caster begins a primary chant which keeps all targets moving upwards slowly. At any time, the caster may begin a secondary chant to keep all targets suspended level, and/or a final chant to cause them to descend slowly. These chants must be performed in that order. If at any time there is no chant, the spell ends and anything above ground level immediately becomes subject to gravity.
Scrub (Book of Fission)
Difficulty: 2
Casting Time: 15 minutes, 24 hours effect time
Required Components: 1 kilogram of conventional soap and 10 liters of water for every 10 meters of the circle's diameter. A spoonful of potassium flouride.
Effect: The caster draws an arcane circle covering the area they wish to clean. They stack the soap in the middle of the circle and douse the inside of the circle with the water. They then very slowly release the potassium fluorite over the soap from their (protected) hands whilst chanting the incantation. If done correctly, the soap should start to dissolve into nothingness over the effect time. This ritual removes all ambient nuclear radiation within its circle, and cleans all nuclear waste off all beings and objects within the circle as long as they remain in it. All objects and beings are scrubbed clean in the conventional sense, too.





