Ritual Magic Cards Warhammer Fanatsy Roleplay v2

Call Daemon Spell Name Casting # Ingredient See below Casting Time 8 Hours + 2 Hours per Mag, Char. TOC pg. 219 li

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Call Daemon

Spell Name

Casting # Ingredient

See below

Casting Time

8 Hours + 2 Hours per Mag, Char.

TOC pg. 219 lists Ingredients and conditions for summoning

Description Magic: 1 (Least Daemon), 2 (Servant, Creature or Lesser

Daemon) 3 (Daemon Prince or Exalted Daemon), 4 (Greater). XP: 100 (Least Daemon), 200 (Servant, Creature, Lesser), 300 (Daemon Prince or Exalted), 400 (Greater). Consequences: For Least Daemons, Servants and Creatures, the caster could gain 1-3 IP's. Lesser Daemons grant IP's as well TOC as mutations. For Daemon Prince or Greater, sucked into Chaos pg. 219-220 Void. Casting #: Least=1D10+2; Servants/Creatures=1D10+4; Lesser=2D10+2; Prince/Exalted=2D10+8; Greater=3D10+8. Add +4 for each Daemon summoned beyond the first. Ritual Description: Can summon a Daemon within 12 yards. Magic Dark Magic Daemonic

Spell Name

Casting # Ingredient

The Beastly Transmogrification Of The Omnpotent Tchar 22

Casting Time

4 Hours

MAIN pg. 169 lists ingredients and conditions for casting

Description Magic: 4 Arcane Daemonic

MAIN pg. 169

Ritual Magic

XP: 400 Consequences: If the Casting Roll is failed, you and your assistants suffer the effects of the spell instead. Description: If this ritual is successfully cast, every Human with a Will Power of less than 50% and within 1 mile of you transforms into a hideous Beastman for 24 hours. Beastmen go on a rampage of killing, burning, and destruction, stopping only when they are killed or the spell expires. Anyone who survives this experience gains 6 Insanity Points (half that if a successful Will Power Test is made).

Spell Name

Casting # Ingredient

The Awakening Of The Slumbering Earth Dragon 17

Casting Time

8 Hours

MAIN pg. 169 lists ingredients and conditions for casting

Description Magic: 3 Arcane Magick

MAIN pg. 169

XP: 300 Consequences: If you fail your Casting Roll, you are swallowed up by the earth instead and are slain. Description: You call upon the power of the nature to create a devastating earthquake. It affects an area the size of a small town, anywhere within 3 miles of you. The earthquake lasts for one minute and destroys all but the strongest of buildings.

Ritual Magic

The Body Gilded

Spell Name

Casting # Ingredient

See below

Casting Time

12 Hours

ROS pg. 166 lists ingredients and conditions for casting

Description Magic/Casting #: 2, Casting #18 (gild single finger or toe); 3,

Casting #20 (gild hand, foot , ear or nose); 4, Casting #22 (gild arm, leg, head, heart, lungs) XP: 200 Consequences: If you fail your Casting Roll, you gain an Insanity Point and the body part you were attempting to gild becomes ROS horribly (and permanently) burned and disfigured. See the pg. 166-167 Description for specific additional consequences by body part. Description: You permanently substitute one of your body parts with a replacement of gold. There are 3 versions of this ritual, depending on which body part is gilded. (see ROS pg.167) Arcane Magick

Ritual Magic

The Dance Without End

Spell Name

Casting # Ingredient

24

Casting Time

4 Hours

ROS pg. 167 lists ingredients and conditions for casting

Description Magic: 4

XP: 400 Consequences: If you fail your Casting Roll, you dance yourself to death as described, though your dancing does not spread to others. Description: You cause one individual, who must be held ROS immobile before you throughout the ritual, to dance without pg. 167-168 ceasing until he dies, Any who see him dancing must make a Challenging (-10%) Will Power Tests or take up the dance themselves. Those who dance must make a Toughness Test each hour. The first hour's Test is Very Easy (+30%), though it Ritual becomes one difficulty step harder each hour. (see ROS pg.167) Magic Arcane Magick

Spell Name

Casting # Ingredient

The Impossible March Of The Damned Soldier 22 (12 extra)

Casting Time

All the hours of darkness in one night

ROS pg. 168 lists ingredients and conditions for casting

Description Magic: 2 Arcane Magick

ROS pg. 168

Ritual Magic

XP: 200 Consequences: If you fail your Casting Roll, the entire troop arrives at some destination, anywhere in the world, chosen completely at random by the GM. (ROS pg. 168) Description: You impossibly quicken the travel of a body of soldiers. In One night's hard travel, you, they, and all your casting assistants traverse any distance whatsoever in order to arrive at dawn at any destination, The march's objective may be any natural place in the Old World to which the body could travel, unbarred, on foot. The number of soldiers transported is equal to Mag. Char. X other Wiz. Mag, Char. (see ROS pg.168)

Inescapable Bindings Of Duty

Spell Name

Casting # Ingredient

18

Casting Time

4 Hours

ROS pg. 168 lists ingredients and conditions for casting

Description Magic: 2 Arcane Magick

ROS pg. 168

Ritual Magic

XP: 200 Consequences: If you fail your Casting Roll, you must carry out the oath yourself, to the extent possible. Description: By casting this spell you compel one who has sworn an oath and broken it (or who intends to break it) to carry out the letter and spirit of the vow. It matters not whether the oath was made in jest, under compulsion, or while utterly blind on drink. If this ritual is successfully cast, the oath will be carried out or the one who spoke the oath will kill himself trying.The oath taker can carry out his promise with intelligence and guile and postpone action to a opportune moment.

Reaping Of The Pus Blooms

Spell Name

Casting # Ingredient

27

Casting Time

4 Hours

ROS pg. 169 lists ingredients and conditions for casting

Description Magic: 4 Arcane Daemonic

ROS pg. 169

Ritual Magic

XP: 400 Consequences: If you fail your Casting Roll, you are infected with the Neiglish Rot. Each day, however, you automatically fail your Toughness Test to resist its ravages, which dooms you to die soon enough. Description: This ritual brings the scourge of the Neiglish Rot to a community of Humans (or some other race). Everyone within a mile of the location where the ritual is cast must make an immediate Toughness Test or contract the disease, which they may spread normally to those they come into contact with.

The Rite Of Barren Blood

Spell Name

Casting # Ingredient

20

8 Hours

Casting Time

ROS pg. 169 lists ingredients and conditions for casting

Description Magic: 3 Arcane Magick

ROS pg. 169

Ritual Magic

XP: 400 Consequences: If you fail your Casting Roll, fail to meet the Conditions, or use Ingredients of blood not from a man and woman who are related, your lineage is instead affected by this curse. Description: You identify a lineage by the ingredients you use in the casting of the ritual. For all time, all those descended from the single individual you specify, as well as that individual's siblings, parents, parents' siblings, and all the descendents of those relatives, are rendered incapable of producing or fathering offspring. (see ROS pg.169)

Call Divine Servant

Spell Name

Casting # Ingredient

26 (mods)

Casting Time

1D10+4 Hours

TOS pg. 240 lists Ingredients and conditions for summoning

Description Magic: 3 Divine Magick

TOS pg. 240

Ritual Magic

XP: 300 Consequences: If the casting fails, you have displeased your God with your arrogance, and you must immediately roll on Table 10-11: Vengeance of God. Description: The ritual calls a servant of your deity from your God's realm, which appears within 12 yards. You have absolutely no control (and no 2 react the same) over the Divine Servant, so you better have a very good reason to be summoning it, or it is likely to bring down the Wrath of God, or, if particullarly annoyed, the Vengeance of God. (see TOS pg.240 for more details)

Consecrate

Spell Name

Casting # Ingredient

See below

Casting Time

1 hour; Up to at least 3 days

TOC pg. 240-241 lists Ingredients and conditions for casting

Description Magic: 1 (Shrine); 2 (Temple, Monastery); 3 (High Temple)

XP: 100 (Shrine); 200 (Temple, Monastery); 300 (High Temple) Consequences: If the casting fails, the site is not poperly consecrated, although it will appear as if it is to those with the Magic Snese Skill. This can have wide-ranging consequences. Casting #: 10 (Shrine); 18 (Temple, Monastery); 26 High Temple TOS Description: This is the most common of all shrine rituals, and is pg. 240-241 used by all cults whenever a new holy site is established for their diety. If successful, the priests of that God gain +1 to casting rolls per point of Magic Char. needed for the ritual within the holy site, or 2 yards of a shrine. (see TOS pg.240-241) Divine Magick

Ritual Magic

Tease Forth The Shrieking Soul

Spell Name

Casting # Ingredient

13

Casting Time

1 Hour

TOC pg. 85 lists Ingredients and conditions for casting

Description Magic: 2 Arcane Daemonic

TOC pg. 85

Ritual Magic

XP: 200 Consequences: If you Casting Roll fails, you catch a glimpse of the Realm of Chaos, blasting away your sanity. Gain 1D10 Insanity Points. Description: With a successful casting of this ritual, you tear free the spirit of the sacrificial victim, killing the subject in the process. The spirit shrieks and moans, horrified by its fate. You may then collapse the spirit into a ball of dripping ectoplasm. The ball remains in a semi-solid state for a number of weeks equal to your Mag. Char. You can use the spirit as a spell ingredient, 1 extra casting die. (see TOC pg.85 for more details)

Send Forth The Dreaming Form

Spell Name

Casting # Ingredient

12

Casting Time

1 Hour

TOC pg. 86 lists Ingredients and conditions for casting

Description Magic: 1 Arcane Magick

TOC pg. 86

Ritual Magic

XP: 100 Consequences: If your Casting Roll fails, you are exposed to the full potency of the Realm of Chaos. You immediately gain 1D10 Insanity Points. Description: With a successful casting of this ritual, your spirit departs from your body and travels through the nebulous barrier between the Chaos Wastes and the Realm of Chaos. You can only visit the Legendary Locations described in Chapter XVI: Beyond the Wastes of Chaos (see TOC pg.200 for info) and you immediately gain 3 Insanity Points. (see TOC pg.86 for more details)

Father W'soran's Architect

Spell Name

Casting # Ingredient

20

Casting Time

4 Hours

NDM pg. 120 lists Ingredients and conditions for casting

Description Magic: 3 Arcane High Nehekharan

NDM pg. 120

Ritual Magic

XP: 300 Consequences: If you fail the Casting Roll, one of your hands turns to stone. From now on, you suffer a -20% penalty to all tests relating to manual dexterity. Description: A 50-foot tall stone tower rises out of the ground in the place where this ritual is performed. The caster determines the internal layout of the tower when he draws the map ingredient.

Legion Of The Dead

Spell Name

Casting # Ingredient

22

Casting Time

4 Hours

NDM pg. 120 lists Ingredients and conditions for summoning

Description Magic: 3

XP: 300 Consequences: If you fail the Casting Roll, the summoned undead turn on you. If you are slain or flee, they either return to the grave or battle the living, according to their temperament in life. NDM Description: A regiment of the dead rises to fight for you. As pg. 120-121 many as 30 Skeletons or Zombies may be raised in this way, depending on how many corpses are at hand and their state of decay. These troups do not count towards the usual limit of how many Undead you may control and remain under your command Ritual no matter how far you travel. (see NDM pg.121) Magic Arcane Magick

Rain Of Blood

Spell Name

Casting # Ingredient

17

Casting Time

4 Hours

NDM pg. 121 lists Ingredients and conditions for casting

Description Magic: 2 Arcane Magick

NDM pg. 121

Ritual Magic

XP: 200 Consequences: If you fail the Casting Roll, the clouds are summoned, but they rain holy water instead of blood. Description: This ritual summons a host of dark clouds that rain blood over an area of five square miles for one hour, which may result in flooding. The blood is ordinary blood of the same species as the hearts used in the casting. This ritual has been used to feed Vampires on the march in wartime andalso dishearten the enemy. (see NDM pg.121)

Rebirth In Blood

Spell Name

Casting # Ingredient

27

Casting Time

4 Hours

NDM pg. 121 lists Ingredients and conditions for casting

Description Magic: 4

XP: 300 Consequences: If the Casting Roll is failed, you suffer the same fate as the inhabitants of the location you have chosen to cast in-you could catch the plague, join the shambling Undead, or be gorily dismembered by ghostly blades. Description: This ritual may bring a deceased Vampire back to NDM un-life. If the Casting Roll is beaten by 5 or more, the Vampire is pg. 121-122 returned to full health, appearing as he did before death, though he loses any equipment and clothing he had. If the Casting Roll is beaten by less than 5, then the Vampire is not restored, but the Ritual ritual is not a failure. (see NDM pg.121-122) Magic Arcane High Nehekharan

Summoning The Ship Of The Damned

Spell Name

Casting # Ingredient

18

Casting Time

4 Hours

NDM pg. 122 lists Ingredients and conditions for summoning

Description Magic: 2 Arcane Magick

NDM pg. 122

Ritual Magic

XP: 200 Consequences: If you fail your Casting Roll, you are tormented by visions of drowning in an ocean of damned souls. You gain 2 Insanity Points. Description: You raise a sunken ship from its resting place with a full crew. The ship does not need wind to fill its sails and travels at an even speed no matter the weather. Although the ship remains as decayed as it was previously, it rots no further. The crew is made up of Skeletons or Spectres at your choice and there are as many of them as there were crew when the ship sank.

Spell Name

Casting #

Here is the text for the cell for the ritual magic Casting Time

Ingredient Description

Ritual Magic

Spell Name

Casting # Ingredient Description

Ritual Magic

Here is the text for the cell for the ritual magic Casting Time