Rituals

APPRENTICE BONDING (shamans & sorcerers only)

Ceremony

This establishes a special link between the master and his students. Once completed, the master always knows the approximate distance and direction of the apprentice, and can issue a mental summons for the apprentice to return to him (which the apprentice need not obey, at his peril). He cannot read the apprentice's mind or control his actions in any way. This effect lasts until the master's death.

When this spell is cast, the apprentice, who must be willing, loses 1 POW.

BANISHMENT

Ceremony

A funeral ritual common to most cultures. When performed over a corpse, it ensures that the soul of the deceased passes on to the afterlife or lack of same, rather than remain as an evil spirit to haunt the living. More points in the Banishment may increase perceived benefits, depending on the culture.

BINDING

Enchant

Lets the caster spend POW to create an enchantment to contain spirits. Only incomplete creatures can be bound, and only if they lack permanent SIZ (like Naiads), or if they normally form their bodies from raw materials (like Elementals). Once created, a binding is specific as to species. Thus, an Undine binding cannot hold a Gnome (even though both are held in 3-pt bindings).

POW cost is 1 per stat the being possesses (excepting APP). Bind Naiad costs 6 POW; Bind Power Spirit costs 1.  The number of Binding points indicates the maximum POW that can be spent. Some sample costs:

Entity POW required
Chonchon 5
Elemental 3
Ghost 2
Hellion 1
Intellect Spirit 2
Magic Spirit 2
Nymph 6
Power Spirit 1
Wraith 2

To summon an elemental from its binding enchantment, some amount of the element must be  present. Generally figure about a liter of the element per cubic meter of the elemental.

BLESS

Ceremony

A common ritual typically used at weddings, tournaments, coronations, celebrations, and other important occasions. The ritual can take anywhere from a few minutes to a few days, depending on the occasion. At the ritual's completion, everyone participating expends a number of MPs less than or equal to the points in the Blessing. Thus, if a Blessing 2 were cast, everyone could spend up to 2 MPs. The gamemaster adjudges the effect, if any, of the blessing. In general, longer rituals with more participants (and more MP spent), have more tangible results.

CREATE FAMILIAR (sorcerer-only)

Enchant

You must give 1 point of your own stat to the familiar for each missing stat. When the familiar dies, you get your lost stat back, exactly one year later.

Stat Boost
INT adds 2d6 to familiar's INT
POW provides a POW equal to your own, which can only be increased by an experience roll of 01-05
SIZ if familiar already has SIZ, makes it permanent. If not, provides a SIZ of 1
STR as per SIZ
CON as per SIZ
DEX gives a DEX of 2d6

Familiars have mental contact with their masters, and he can use any spells they know (and vice versa). In addition, familiars automatically know all the sorcery skills and arts of their master. They do not have their own Presence, but share the master's.

An owner can choose to free his familiar from mental control and fellowship. It still retains any Stat(s) provided. If it dies, the owner still gets his lost stat back after a year. A freed familiar starts off with sorcery spells and Arts equal to its master's level, and gains its own Presence as if it had the Vows of Vessel and Lore Mastery.

CURSE

Summon

A ritual used to send curses against one's foes. The mechanics of performing a Curse are similar to the Bless ritual, and the results equally vague.

ENCHANT [metal]

Enchant

Lets the caster temper one of the magic metals of Glorantha at the rate of 1 ENC per spell point. An appropriate Craft skill can be handy at the same time.

It costs 1 POW to cast this spell.

ENCHANT PERSON

Enchant

Lets the caster increase a characteristic of the target, except for SIZ, INT, or POW. The total size of the increase, including previous enchantments, cannot be higher than the points in the spell.

Casting this spell costs 1 POW per point the target stat is increased.

Example: Rurik has Enchant CON 3 on himself. He cannot get another point until he can find someone who can cast Enchant CON 4 or better. This would only cost the enchanter 1 additional POW, though.

HOMING CIRCLE (sorcerer-only)

Enchant

Creates an area which one can target using the Teleport spell, even if it is out of the user's sight. The circle can accept an amount of SIZ equal to the spell’s points. Homing Circle can be enchanted multiple times into the same area in order to increase the SIZ teleported.

It costs 1 POW to cast this spell.

IMMORTALITY

Enchant

Prevents the target from aging. The spell must be cast at least once a year, and needs sufficient points to equal or exceed the caster’s CON, plus 1 for each time the caster has ever cast Immortality. If the yearly casting is missed, the user suffers all the aging effects of the years during which it was in effect. This spell also requires another component, chosen by the GM (water from the Fountain of Youth, virgin blood, etc.). For obvious reasons, this spell is rarely cast upon someone other than the caster himself.

MAGIC POINT MATRIX

Enchant

Allows an enchanter to create an MP storage device which holds 1 MP per point in the spell.

It costs 1 POW to cast this spell.

NEUTRALIZE ENCHANTMENT

Enchant

Allows a magician to "break" enchantments. To do this, he spends 1 POW and matches the points in his Neutralize Enchantment vs. the POW invested in the enchanted item. If the item has MPs, he must overcome these with his own MPs. If both rolls succeed, the enchantment is broken.

It costs 1 POW to cast this spell.

OPEN SEAS

Ceremony

As previously described.

POWER MATRIX

Enchant

Creates a regenerating source of MPs which produces 1d(points) MP per day. It must be linked to a MP matrix or something similar – if this is not done, the MPs simply bleed off into the Spirit Plane when generated.

It costs 1 POW to cast this spell.

SPELL MATRIX

Enchant

This lets you emplace a spell in a magic item, so you don't have to memorize it any more. The points in Spell Matrix limit the number of points the matrix can contain. Casting this spell costs 1 POW per point placed into the matrix. The exact effects depend on the kind of spell being enchanted:

SPIRIT MAGIC - anyone trying to use the matrix can cast the contained spell with a chance of success equal to his POWx5. For each “extra” point contained in the matrix, he can add +10 to his chances of success. Example: a Disrupt matrix with 3 POW in it would add +20 to the user’s chance of casting Disrupt. By this means even a creature with a POW of 0 could possibly cast a spirit spell.

RUNE MAGIC - enchanting a Rune spell into a matrix means that the caster actually loses his Rune spell permanently. The Rune spell can be cast once from the matrix, but then must be placed within a temple for a Holy Day Ceremony before it recharges. A “one-use” spell placed into the matrix does not recharge, but is used up (and destroys the matrix) when it is cast.

SORCERY - for each POW placed into the matrix, a +10 is given to the chance of casting the spell. If someone lacking sorcery skills attempts to use the enchantment, he receives his Magic Bonus as a base chance, plus any percentiles included with the enchantment.

There is an alternate way to create a sorcery Spell Matrix – to do this, spend 1 POW for each Art placed into the spell, which is manipulated normally. The total manipulation allowed is based on the user’s Enchant. When such a Spell Matrix is used, the spell is automatically cast, using all the Arts emplaced, and cannot be further manipulated by the item’s wielder. (It does cost normal MPs to cast.) If it is an attack spell, it’s offensive MPs are considered to be those within the spell matrix (normally 0), so a Power Matrix or spirit would need to be linked to get much of a chance of success. Temporal spells cast by the wand are automatically maintained until the wand is used to cast a second spell. The matrix cannot lose its “concentration.” It does have to pay MP upkeep for Permanent spells, and anyone using it to cast a Permanent spell must supply the POW. It can Hold a spell if a trigger Condition is given to let it loose said spell.

STRENGTHENING

Enchant

Increases an attribute, such as Armor, Armor points (for weapons, for instance), Hit Points, Fatigue (living beings only), etc. The total size of the increase, including previous enchantments, cannot exceed the spell’s points. Normally, only a single weapon or hit location is affected. However, increased HP cast on a living being can be used to increase either per location or ghp.

It costs 1 POW to cast this spell.

SUMMON [species]

Summons

Lets the caster summon a creature from the Otherworld. The total points in the Summon must be at least 1 per 1d6 of the summoned creature's MPs. An add to the creature’s MPs (such as 1d6+6) costs a +1 per 6 points of the add. Thus a krarshtkid with a POW of 2d6+12 requires a Summon 4; two for the 2d6, and two for the +12.

If the caster has previously encountered a being of the type he summons, he may choose to summon that particular being - if it still exists and is free to answer the summons, it will come. Otherwise he gets a random member of the species. Sorcerers commonly use Hold to keep a Dominate spell ready for the creature's arrival. Each point in the Summon adds 1 MP to the caster’s nominal MPs for the purpose of overcoming the summoned creature with any spell (such as Dominate). This bonus is lost one hour after the creature has been summoned. The sorcerer does not receive these nominal MPs if the Summon roll fails.

If the Summon roll is fumbled, a link to the Otherworld appears anyway, and a creature shows up, but not the desired species. Usually hostile and dangerous entities appear on a bungled Summons.

When summoning an elemental, you need sufficient element for the creature to take form (i.e., 3 cubic meters, 4 cubic meters, etc.).

SUMMON <spirit> (shaman-only)

Summon

This spell allows a Shaman to summon, worship and learn Rune magic from a spirit in the form of Spirit Cult worship. When he learns this spell, he must sacrifice 1 POW to the spirit in question, to set up a spiritual link, so that his future summons will work.

SYMBOL

Enchant

When the Symbol is engraved upon a surface, the enchanter must name a particular spell, a “trigger” entity, and a target entity (which can be the same as the trigger). That spell can thenceforward be cast into the Symbol as per normal spellcasting rules. When the trigger entity passes within the spell’s range, the spell is cast, if and only if a legal target is also available. Touch-range spells must be touched to activate. Once cast, the symbol is rendered empty until it is recharged by again casting the named spell into it. It can be charged a number of times equal to the points in the Symbol spell, at which time it expires, and becomes illegible.

Creating a Symbol costs 1 POW. A Rune spell cast into a symbol is permanently lost.

Example: Badthumb the shaman knows Symbol 8, and he decides to create a Symbol on his front door to protect himself. He spends 1 POW, and enchants a symbol on his door that casts Spirit Screen 4. He names himself as the target, and names “evil spirits” as the triggering entity. Now, whenever a hostile ghost, wraith, chonchon, etc., comes within 50m of his front door, he will automatically have Spirit Screen cast on him. After the initial charge, he can recharge the symbol up to 7 more times before it wears out.

WARP ENCHANTMENT

Enchant

This enables the enchanter to alter one enchantment into another. He must know all the enchantments involved, both those in the item as it stands, and those he wishes to change them into. Either he or an assistant must succeed in Craft to alter the patterns on it. The caster matches the Warp's points vs. the total POW in the enchanted item. If the enchantment has its own MPs, he must overcome those with his own.

WORSHIP (Deity)

Ceremony

Lets the user lead a formal worship service. If successful, all participants in the ritual receive spiritual assurance that the MPs donated to the named god or goddess were acceptable.

Copyright © 1998, Sandy Petersen

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