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Wontkins
10-14-2014, 08:45 AM
Following the release of Chronicle of Sorcery, I've made several of my own Spells and Rituals. This should be a thread for everyone to place their own, along with critique for balance and clarity.

I'm going to start with the Alchemy Lore, which was given in the supplement. It listed alchemical Arts and brief descriptions, but no Techniques. I'll be posting each Art over a period of time. Please give feedback!

Wontkins
10-14-2014, 08:54 AM
WORKS OF BLACKENING, ALCHEMY ART
Works of Blackening involve putrefaction, decay, and decomposition, forcing alchemists to look within and face down the chaos and shadow within themselves. The Alchemist may often act vengeful, ruthless, and cruel; The archetypal mad wizard.
Learning this art causes much of the laboratory to be messy, covered in black soot, or even be burned to charcoal.
Tools: Mortar and pestles of various sizes, collections of the four humours may be sometimes necessary: bile, blood, phlegm, and fat. These can be from an animal source. In contrast, blood magic uses blood from human source.
Techniques:
o Ritual: Curse Armor
o Ritual: Walking Dead
o Spell: Binding
o Spell: Poison Feast

*CURSE ARMOR*
RITUAL
Sorcerous Art: Alchemical Works of Blackening
Test: Knowledge Scale: Ritual
Learning: 4 weeks Formidable (12)
Destiny: Invested
Resonances: A set of unbroken, functioning armor, an alchemical lab, and ingredients costing 1 gold.
This curse imbues a set of armor with a corrupting force. The magic softens and ages the armor so that it is a detriment to its wearer.
This Ritual leaves behind a telltale black soot on the armor, which another Alchemist may correctly identify as coming from this Ritual if not wiped off after casting.
• Alignment: Challenging (9) Knowledge, 1 hour. This process involves gathering samples of rusted metal, old brittle leather, and other aged materials. The caster places several arcane symbols between them and the armor.
• Invocation: Formidable (12) Knowledge, 10 minutes. The caster channels the corrupting elements of the samples into armor’s energy.
• Unleashing: Hard (15) Will. The caster invests a Destiny Point into the armor, which is now cursed. The curse is invisible and completely undetectable to anyone but Sensitives (characters with at least 3B Empathy). When worn, the effects become apparent to the armor’s wearer. The armor’s Armor Rating is reduced by 1 and gains 1 to its Armor Penalty. Removing the armor causes the wearer to take 1 Injury per Degree of Success of the Unleashing roll. A successful Enchant Armor Ritual from the Works of Whitening can remove the curse without harming the wearer. When the curse is removed or the armor destroyed, the caster regains the Destiny Point.
If the caster has the Vulnerability Drawback, the armor receives vulnerability to the same substance. This Ritual may be cast on sorcerer’s robes.
Failure during the Unleashing phase results in the armor disintegrating as a product of the corrupting energies being unsuccessfully contained within the armor. This means the destruction of the armor, and the caster ages one year for every 5 points below the Difficulty. The Destiny Point is not invested on a failure.


*WALKING DEAD*
RITUAL
Sorcerous Art: Alchemical Works of Blackening
Test: Knowledge Scale: Ritual
Learning: 6 months Hard (15)
Destiny: Invested
Resonances: An alchemical lab, grave dust worth 1 gold, and a belonging of the target being cursed. The belonging is not necessary if that person is present when the Ritual is performed.
Walking Dead is a Technique that causes the target individual to decompose without dying first.
• Alignment: Challenging (9) Knowledge, 30 minutes.
• Invocation: Hard (15) Knowledge, 3 hours. You name a character to be cursed as a part of this phase. The result of this roll determines how long the curse will last. One degree of success grants one day of duration, but every degree past one grants one week. Targets who are farther away are more difficult to curse: increase the Difficulty of this phase by +3 for every kingdom or sea that the target is away from the caster.
• Unleashing: Very Hard (18) Will. On a success the caster invests a Destiny Point into the target. The target’s flesh begins to necrotize, slowly rotting away. This is represented by the character receiving a Wound, and whenever the character attempts to have the Wound healed, that roll becomes a critical Fumble and the Wound gets infected, meaning it gains another Wound. The target cannot be killed by these Wounds, but can be killed by additional Wounds from other sources, like in Combat. In addition, the target gains the Marked Drawback (pg 95) until the Curse is removed. The target does not gain a Destiny Point from this Drawback. If the target is aged by sorcerous means while under the effects of this curse, the combination of magics results in the death.
When the duration ends the Drawback is removed, and the caster regains the invested Destiny Point. The target’s Wounds remain, but can be healed as normal.
Failure during the Unleashing phase results in the curse being wrought on the caster. If the Destiny Point for the Ritual was being borrowed by someone else, the curse affects that person instead.


*BINDING*
SPELL
Sorcerous Art: Alchemical Works of Blackening
Test: Cunning Scale: Combat or Intrigue
Learning: 4 weeks Challenging (9)
Destiny: Spent Resonances: none.
This spell binds a creature to your will for a brief period, depending on the Ability test. Dragonlords of Ancient Valyria used similar spells to command their dragons. This spell is complimented by the use of whips and horns, which extend the spell’s duration by 2 rounds. This spell can affect characters only with the approval of your Narrator. Casting this spell in a Combat or Intrigue takes your entire turn.
This is a Cunning test vs. the target’s passive Will. On a success the caster spends a Destiny Point and the target follows verbal commands from the caster for two rounds per degree of success. If Binding has been successfully cast on the target before, add +2 to the Cunning test and +1 round for every degree of success. These bonuses stack with repeated castings upon the same target. If the duration reaches 1 hour as a result of repeated castings, the target’s Disposition Rating becomes Affectionate, regardless of the DR change mentioned below.
The caster cannot command the target to harm itself, place it in hindering terrain, or place it into a position that will cause it harm when the spell fades. Examples of commands you’re allowed to give: bear you as a mount if it is large enough, hunt for food, and harm others (even former allies).
After every round, the target can make a Will (dedication) test vs. the caster’s passive Cunning. Every degree of success reduces the duration by one round. The target takes -1B to this roll for every time Binding was successfully cast on the target previously. If there are no bonus dice to remove, this becomes -1D.
When the spell wears off the target’s Disposition Rating towards the caster decreases by two. If the spell fails, the DR only drops by one instead.


*POISON FEAST*
SPELL
Sorcerous Art: Alchemical Works of Blackening
Test: Cunning Scale: Ability
Learning: 4 weeks Hard (15)
Destiny: none
Resonances: husk of a manticore worth 15 gold per plate (consumed).
You wave your hand over the food and/or beverage, tainting it to any of the ingested Known Poisons on pg 135 of the SIFRP rulebook. Other characters who may be present in the dining hall or kitchen where this spell is performed do not notice the casting. The Difficulty of the test is determined by the highest Status among the intended victims.
Status-Difficulty
0-3
1-5
2-7
3-9
4-10
5-12
6-14
7-16
8-18
9-20
10-22
The number of plates you can Poison depends on the Cunning test: one plate per degree of success. The sorcerer can spend a Destiny Point to affect more plates. The excess number of plates affected is determined by the Narrator and should depend on the severity of the chosen poison.
If anyone who consumes the poisoned food is also under the effects of warding, the ward drops by one rank. The Ability roll of this spell is affected as normal by any wards as normal before the magic poison is consumed.
Failure of this spell results in the loss of the gold. Any other characters present in the room are aware of your intentions to poison the meal.

skardell
10-19-2014, 08:38 PM
Thank you Wontkins, this is excellent. Your format is well-done and made it easy for me to understand the Blackening art you created.

I really like the cursed armor. Perhaps to be used as a very sneaky way to damage a character that takes pride in NOT getting damaged often. The victim is susceptible to 1 wound per degree of success in the Unleashing (potentially killing them). The effect and danger is great. However, I'm wondering about both the level of difficulty of the Unleashing (12) and the requirement of only an invested destiny point from the caster.

My viewpoint on the rules is that for a potential to kill, the caster should include a burned destiny point (from them or someone else). What are your thoughts on that?

Thanks again for posting; looking forward to other arts you share.

skardell
10-19-2014, 08:42 PM
WORKS OF DARKNESS, SHADOWBINDING ART
Works of darkness involve influencing the mind and the elements of light and shadow. The shadowbinder must be willing to gaze unflinchingly into the dark nature of humanity (within themselves and within others), and know that humanity's darkness balances its goodness and light. For without the light there can be no shadow.
Learning this art involves as much misdirection as it does relevant study. The laboratory will contain many vials of powders and liquids of varying colors, only a few of which are actually potent. Items that reflect and absorb light are also important, such as mirrors and dark cloth. Candles, torches and braziers are common and within reach. Hidden powders may be secretly flung into these flames for dramatic effect and to influence those who might observe the sorcerer in her element.
Techniques:
o Ritual: Mother of the Shadow Terror (aka Shadow Assassin)
o Spell: Glammer
o Spell: Authority

*MOTHER OF THE SHADOW TERROR*
RITUAL
Sorcerous Art: Shadowbinding Works of Darkness
Test: Knowledge Scale: Ritual
Learning: 8 weeks Hard (15)
Destiny: 1 Invested (sorceror), 1 Burned (sire)
Resonances: Flammable powders, mirrored silver, smoked glass, a large brazier lit with black charcoal, scented with exotic aromatics, heavy cloth of black velvet.
This ritual results in the impregnation of the sorceress by the contributor. Her spawn is not human, but is a smoky, inky shadow and must do her will.
• Alignment: Challenging (9) Knowledge, 2 hours. This process involves preparing the boudoir with proper lighting and concealing the arcane objects in areas of shadow, and to create desired reflections.
• Invocation: Formidable (12) Deception (Act applies), 1 hour. The caster has intercourse with the sire in order to conceive the terror. On success the sire must burn a destiny point and the caster invests a destiny point. On fail, the points are not burned or spent, respectively. If either party has no destiny point available, the invocation fails.
• Unleashing: Hard (15) Will (dedication applies). After 2 weeks, the caster births a shadowy, inky-black terror that will attempt to assassinate a target. It can travel wherever there is light and shadow up to 1000 yards from its birth. The terror is man-sized and may appear to resemble the sire. Test Awareness Hard (15) among any who look upon it.
Attack: The terror will attack the target, automatically succeed and ignore armor.
Damage: It will do damage equal to 2D + the caster’s Will (˝ dedication applies, rounded down. It will attack for 1 round per success on the Unleashing test, after which it will disappear and the caster will regain the invested destiny point. Armor offers no protection.
Failure during the Unleashing phase results in the terror being painfully expelled from the caster’s body and giving the caster 1 wound per success from the Invocation roll. The invested destiny point is returned to the caster.

Example (*SPOILERS*): Melisandre prepares her chamber in an act of Alignment (rolls 14 for 2 degrees of success) and unites with Stannis, at great stress to him, and is impregnated with a shadow terror during the Invocation (rolls 26 for 3 degrees of success). 2 weeks later, she travels to within 1000 yards of Renly, who is targeted for assassination. After a successful Unleashing (rolls 30 for 4 degrees of success), she gives birth and her spawn creeps into Renly’s tent and strikes him, doing damage as follows:
2D (rolls 7) + Melisandre’s Will 6 + ˝ of Dedication 2B (1) for a total of 14 damage in the first attack. Renly (an important NC with Endurance 9) may take injuries to avoid damage. He takes 2 injuries, reducing the damage taken to 8. The terror attacks again, rolling 11 for a total of 18 damage. Renly, who can take no more injuries, is slain.

*GLAMMER*
SPELL
Sorcerous Art: Shadowbinding Works of Darkness
Test: Deception Scale: Combat or Intrigue
Learning: 1 week Challenging (9)
Destiny: Spent
Resonances: None (Perhaps an enchanted ruby amulet)
This spell creates an illusion that may affect one or many targets. The caster tests Deception (Bluff applies) and may add ˝ their Will rank as test dice. The difficulty of the test is equal to the highest passive awareness among the intended targets of the glammer. The illusion is in the form of sight and sound and takes any form the caster can imagine. It lasts for rounds equal to the caster’s Will rank.

1 success: affect 1 target
2 successes: affect up to 10 targets
3 successes: affect up to 100 targets
4 successes: affect up to 1000 targets

On failure the destiny point is spent, the illusion fails, but no one notices anything. If the target continues to pay attention to the illusion beyond the rounds of affect, the caster may spend a destiny point to extend the illusion for rounds equal to ˝ their Will, rounded down. This may only be done once.

Note: Seeing (and hearing) is not the same as believing. The Narrator may choose to have characters test cunning or other skills in the event the vision is unbelievable, and should set the difficulty to “disbelieve” accordingly. (100 giant black dragons blot out the sun and breathe fire, consuming a square mile in flame! Test cunning as you notice you’re not burning.) Though, certain “unbelievable” spectres may convince the smallfolk easily enough. Grumpkins behind the woodpile and all that.

*AUTHORITY*
SPELL
Sorcerous Art: Shadowbinding Works of Darkness
Test: Deception Scale: Combat or Intrigue
Learning: 1 week Challenging (9)
Destiny: Spent
Resonances: Fires, flammable powders.
This spell is a deception to convince the target toward an outcome the caster desires. The matter at hand may indeed be a truth to some degree. However, the Shadowbinder’s intentions are always veiled (sometimes even to the sorcerer herself) so Deception is always used. In an Intrigue the caster spends a destiny point. She must use Deception (Bluff applies) and may add ˝ her Will rank as test dice. The effect lasts for rounds equal to the caster’s Will rank.
Effect: The light in the room subtly shifts, casting favorable light across the sorcerer’s face. She seems lit from behind slightly, and the corners of the target’s vision dim, adding to the focusing effect. The target will have a sense that the caster is incredibly knowledgeable on the matter and that their judgement is impeccable in this area. Success/failure follows normal intrigue rules. This could be extremely effective over long intrigues.

Seth
10-25-2014, 06:02 AM
I'm attempting to make an Old Religion lore for my players... wanted to get community input. The flavor is largely taken from what I've read and combined with wiki-reading, the series, etc, along with a few pops from me. I included the steel/iron thing as a method for explaining why few humans have ever truly mastered the Lore since the coming of the Andals and the propagation of iron weapons and tools.


The Old Religion

Concept: In the Dawn Age before man stretched its reach across the globe, beings of magic known as the Children of the Forest inhabited the continent of Westeros, living in harmony with nature and thriving off the fruits of the land. The Children worshipped nameless, faceless deities known today as the Old Gods and passed their religion on to the First Men who invaded their lands some 12,000 years ago.

Today the Old Religion is largely one of lip service and personalized ritual practiced only in the North. The religion has no holy literature, no formalized structure, and little continuity in the practice of the faith from one family to the next save for the reverence for the Heart Trees and observance of Guest Right.

Abilities: The Old Religion is one of communion with the spirits of the land, animals, and oneself. Its techniques lack structure, but frequently call upon the practitioner’s ability to commune with nature and thus require Survival in great measure. For the art of Warging, Animal Handling is required to successfully complete its rituals. As the Old Gods call upon their faithful to draw from the power within themselves, the sorcerer’s Will is tested to accomplish many tasks within this lore and is almost always the ability tested for spells of the Old Religion.

Price: There is little to no monetary cost for those who would practice the Old Religion. Most supplies can be found in the lands historically inhabited by the Children of the Forest, so almost anywhere in Westeros can provide a source of components for an intrepid gatherer. However, many rituals require the presence of a weirwood tree (or even a Heart Tree) to complete, and thus the religion is much easier to practice in the north. Additionally, many practitioners find the use of steel or iron impedes their ability to commune with the powers of the land, forcing them to rely on bronze tools and implements rather than more advanced ones.

Special Rule: Practitioners of the Old Religion must take the drawback Taboo: Steel and Iron. Sorcerers attempting to use techniques of the Old Religion while wielding implements of iron and steel find that their magic fails.

Arts: The Old Relgion’s arts are extensive, but many have been lost to men over the years or simply were not passed on to them by the Children in the first place. The following arts represent those generally still known by the practitioners of the Old Religion throughout the North.

• Greensight is a special sort of divination practiced by the Children and handed down to the first men. Unlike those who naturally possess “Green Dreams,” techniques within the art of Greensight allow the sorcerer to have a large degree of say as to just what sort of information he or she gains from their green dreams.
• Warging is the practice of inhabiting the mind of an animal. Some techniques allow the sorcerer to merely communicate with a certain species, while others impart complete and total control over a creature. Some rituals are even said to be able to impart one’s soul into the body of another animal permanently. Unlike natural-born “skin-changers”, techniques in this art are not as deeply connected to the animals they possess, affording them a great deal of protection that natural Wargs cannot match.
• Woodlore is a unique combination of alchemy, totemism, and warding that was practiced by the Children of the Forest in a time when the specific arts surrounding these practices were barely being conceived in other parts of the world. While the techniques in this art are far more varied along than arts specifically devoted to any one of these crafts, the level of mastery imparted on such subjects is far less than that of the focused sorcerer.

Resonances: Rituals of the Old Religion all require the presence of a Heart Tree and the absence of Steel and Iron. Spells typically require some minor components that can easily be gathered from nature and carried on the Sorcerer's person with minimal effort.

Soooooo.... Whatcha think?

Wontkins
10-25-2014, 07:59 PM
...My viewpoint on the rules is that for a potential to kill, the caster should include a burned destiny point (from them or someone else). What are your thoughts on that?

Fair point. My initial thought was to tell the wearer that removing it would cause the wounds, and not to keep it a secret. Since removal is voluntary, this simply forces the wearer to keep wearing it. It should be difficult to get rid of a cursed item in general. But I see where you're coming from. Lets make this injuries instead of wounds, and increase the Unleashing Difficulty to 15.

Wontkins
10-25-2014, 08:20 PM
On the Shadow Binding Art:
I can appreciate the intention to stay faithful to the source material. But try reworking the Ritual for the Shadow Assassin to be available to male sorcerers too. Perhaps the sorcerer can be the sire but requires a surrogate woman to birth it. You don't want to dissuade players from taking the whole Art just because of the gender requirement of the only ritual.

skardell
10-26-2014, 10:03 PM
Fair point. My initial thought was to tell the wearer that removing it would cause the wounds, and not to keep it a secret. Since removal is voluntary, this simply forces the wearer to keep wearing it. It should be difficult to get rid of a cursed item in general.

Ah, very interesting. I'm getting a better sense of just how a cursed item works. Yes, I like the aspect of being stuck with it, and some fun in roleplaying that part out.

skardell
10-26-2014, 10:43 PM
On the Shadow Binding Art:
I can appreciate the intention to stay faithful to the source material. But try reworking the Ritual for the Shadow Assassin to be available to male sorcerers too. Perhaps the sorcerer can be the sire but requires a surrogate woman to birth it. You don't want to dissuade players from taking the whole Art just because of the gender requirement of the only ritual.

Excellent point and thanks for the feedback. Updated to be more gender neutral. I thought some other alignment of the couple would be appropriate as well. During the invocation phase, the non-sorcerer tests Ritual Assistance, with little knowledge of the art required. Though both people should know the intended outcome and focus on the target they wish eliminated in order to be successful.

*BIRTH OF THE SHADOW TERROR* (Shadow assassin)
RITUAL
Sorcerous Art: Shadowbinding Works of Darkness
Test: Knowledge Scale: Ritual
Learning: 8 weeks Hard (15)
Destiny: 1 Invested (sorceror), 1 Burned (assistant)
Resonances: Flammable powders, mirrored silver, smoked glass, a large brazier lit with black charcoal, scented with exotic aromatics, heavy cloth of black velvet.
This ritual results in impregnation of a shadow baby. The spawn is not human, but is a smoky, inky shadow and must do the sorcerer’s will (typically an assassination).
• Alignment: Challenging (9) Knowledge, 2 hours. This process involves preparing the boudoir with proper lighting and concealing the arcane objects in areas of shadow, and to create desired reflections.
• Invocation: Formidable (12) Deception (Act applies), 1 hour. The caster and assistant have intercourse in order to conceive the terror. The assistant must understand the outcome and pass a Routine (6) test. This represents the two uniting in their common interest to target a specific person. Rules for assistants based on Will (Coordinate) under Ritual Coordination do not apply to this ritual. On success the assistant must burn a destiny point and the caster invests a destiny point. On fail, the points are not burned or spent, respectively. If either party has no destiny point available, the invocation fails.
• Unleashing: Hard (15) Will (dedication applies). After 2 weeks, the caster or assistant (as appropriate) births a shadowy, inky-black terror that will attempt to assassinate a target. It can travel wherever there is light and shadow up to 1000 yards from its birth. The terror is man-sized and may appear to resemble the sire. Test Awareness Hard (15) among any who look upon it.
Attack: The terror will attack the target, automatically succeed and ignore armor.
Damage: It will do damage equal to 2D + the caster’s Will (˝ dedication applies, rounded down. It will attack for 1 round per success on the Unleashing test, after which it will disappear and the caster will regain the invested destiny point. Armor offers no protection.
Failure during the Unleashing phase results in the terror being painfully expelled from the body and giving the bearer 1 wound per success from the Invocation roll, then the shadow spawn disappears without taking any other actions. The invested destiny point is returned to the caster.

Wontkins
10-29-2014, 09:23 AM
WORKS OF WHITENING, ALCHEMICAL ART
This work involves purification and the removal of impurities, both in the substances the alchemist works with, and in the self. The Alchemist attempts altruism.
The laboratory is kept clean and tidy, devoid of any unnecessary art or personality.
Tools: Fresh supplies of salt and charcoal. Alembic (alchemical still for distillation), retort stand (filtering and titration).
o Ritual: Enchant Armor
o Ritual: Hatch Dragon Egg
o Spell: Cleanse Feast
o Spell: Tidy Psyche

ENCHANT ARMOR
RITUAL
Sorcerous Art: Alchemical Works of Whitening
Test: Knowledge -- Scale: Ritual
Learning: 4 weeks Formidable (12)
Destiny: Spent
Resonances: A set functioning armor, an alchemical lab, a mystic tome of protective runes from the Age of Heroes (worth 1 gold).
The First Men engraved their bronze armor in magic runes which defended the wearer from harm. With the invention of steel, you’re pretty sure you can improve upon their archaic magic. This spell removes any impurities in the steel itself, making it less prone to denting and breaking, and also grants a minor magical defense. This Ritual can also work on a shield, bit not a defensive weapon.
• Alignment: Challenging (9) Knowledge, 2 hours. The sorcerer covers the item in cleansing oils and reagents while chanting magic words.
• Invocation: Formidable (12) Knowledge, 4 hours. The sorcerer inscribes magic runes on the item. Each degree of success on this test grants one day of protection.
• Unleashing: Hard (15) Will. The sorcerer strikes each rune, which glow white upon impact if the ritual was cast correctly.
The Sorcerer spends a Destiny Point when the Will test is successful. For every Degree of Success achieved on this Will test, the sorcerer may choose one effect from the following list to put on the armor:
• If the item is not currently under the effects of a Ward, the enchantment grants an Incidental Ward. If the item is already under an affect of Warding, no effect occurs.
• +1 to the item’s Armor Penalty. (-3 AP becomes -2)
• +1 to the item’s Armor Rating.
• It takes 4 Degrees of Success to impale you using a weapon with the Impale quality, instead of the normal 3.
• It takes 3 DoS to shatter your armor using a weapon with the Shattering quality, instead of the normal 2. The enchanted armor cannot be destroyed by shattering if reduced to 0 AR.
• Ignore 1 point of Piercing when a weapon with the Piercing quality strikes this armor.
The sorcerer can mix any selection of the list, but cannot chose the same thing twice. For example, Merlin achieves 2 DoS during his Unleashing phase. He can choose +1 AP and +1 AR, but he cannot choose +2 AR.
Failure during the Unleashing phase results in the armor separating into base elements (such as steel into a pile of iron dust and a separate pile of carbon) as a result of the magic overly purifying the armor. This means the destruction of the armor, and the caster also gains a -1D Endurance for 1 month as the over-purifying energy destroys the caster’s natural immunities. Any tolerations or immunities are also gone (for example, the caster is again susceptible to chicken pox, even if he had them as a child).

HATCH A DRAGON EGG
RITUAL
Sorcerous Art: Alchemical Works of Whitening
Test: Knowledge -- Scale: Ritual
Learning: 12 weeks Very Hard (18)
Destiny: Burnt, additional invested
Resonances: a religious symbol (like the seven-pointed star or a heart tree), Dragon Egg(s), pot of wildfire (consumed), a source of strong magic (such as a witch or another sorcerer, consumed), a sacrifice of emotional importance (consumed).
The secrets to hatching a dragon have been lost to time. Many attempts have been made over the years, but all have failed. The Tragedy at Summerhall was caused by attempting this ritual, which destroyed the entire castle and the royal family inside it. The past attempts included prayer, sorcery, drinking wildfire, even burning a witch. As an intelligent alchemist, you postulate that the right combination of these methods might yield results. If burning another magic user is impossible or just not preferable, a large object or location of magic can serve in it’s place, such as Storm’s End or the Wall. Such a place would be left traumatically devastated, if not outright destroyed after the ritual’s completion. The sacrifice must be important enough to the character for the Narrator and Player to agree upon, such as the corpse of a recently deceased husband, or an entire holdfast’s food stores for a long winter. This may be combined with another resonance, e.g. if Storm’s End was your home then its destruction would meet the requirement for both sacrifice and magic source. If successful, the ritual can hatch any number of eggs at once. Additionally, the ritual can only be aided only by someone with Valyrian blood.
• Alignment: Hard (15) Knowledge, 2 months. This includes preparatory things like heating the egg over an open flame, and keeping it in bed at night to share your body heat. The caster is forming an emotional attachment to the wyrm inside.
• Invocation: Very Hard (18) Cunning, 3 hours. The process involves gently applying the wildfire to the source of magic, saying a heartfelt goodbye to the sacrifice, and forsaking the source of magic to its doom. This should include a roleplaying speech, dramatic enough to impress the dragonling inside the egg. The creature only desires a parent who is authoritative enough to command an immense beast such as a dragon. Each degree of success on the Cunning test adds +1 to the result of the Unleashing test.
• Unleashing: Heroic (21) Will. When the ritual is successfully unleashed, the caster burns the Destiny Point, and invests additional Points for each dragon he wishes to hatch. The magic source and the area nearby is burned in fire, including the caster. This inflicts four Wounds to him—it is quite likely for someone to be killed by this Ritual. Each degree of success beyond the first reduces the number of Wounds taken by one.
Fail by 4 or less: the caster dies, the magic source is destroyed, but the egg remains. The local area will mock your farce for the next year. A Destiny Point can be burned to avoid this death, but gains a physical Drawback to reflect the horrible burns. The next time you try this ritual gain -3 Difficulty the test of each phase since you use the empirical method of alchemy.Fail by 5 or more: an explosion destroys the building and surrounding lands, along with everyone in it, including the egg. Bards will sing of the tragedy for the next few decades. You may not Burn a Destiny Point to avoid this death.
If the caster dies by Failure or Wounds, he may transfer any unspent Destiny Points he had remaining at the time of his death to a child born up to a year before or after the ritual. This may include Sorcerous Destiny Points, but they remain Sorcerous. The amount doesn’t include the burnt Point, but does include the Points that would’ve been invested into the dragons.

CLEANSE FEAST
SPELL
Sorcerous Art: Alchemical Works of Whitening
Test: Cunning -- Scale: Ability
Learning: 4 weeks Hard (15)
Destiny: none
Resonances: Protective salts and oils worth 15 gold per plate (consumed)
You wave your hand elegantly over the banquet table. Food and beverage there is freed of poisons, disease, rot, rat droppings, and any other contaminants. Unfortunately this de-ferments alcoholic drink, turning wine to grape juice and ale to herby grass-water with a slightly sweet and tangy aftertaste.
The Difficulty of the test is determined by the highest Status among the intended feasters.
Status-Difficulty
0-3
1-5
2-7
3-9
4-10
5-12
6-14
7-16
8-18
9-20
10-22
The number of plates you can Poison depends on the Cunning test: one plate per degree of success. The sorcerer can spend a Destiny Point to affect more plates. The excess number of plates affected is determined by the Narrator and should depend on the severity of any poison that may be present.
Failure of this spell results in the loss of the gold.

TIDY PSYCHE
SPELL
Sorcerous Art: Alchemical Works of Whitening
Test: Cunning -- Scale: Intrigue
Learning: 3 weeks Challenging (9)
Destiny: None
Resonances: None
The caster uses alchemical magic to force his or her mind out of where it states into another state of mind. To the caster, he is transported into a bright, white, soothing place of peaceful silence for an hour to gather his thoughts. To others in the Intrigue, the caster simply closed his eyes for a few seconds.
This spell is not easily noticeable, only perceivable by other Alchemists or maesters with Knowledge Focus (Alchemy) with a Challenging (9) Awareness (Notice) test.
This spell is similar to the Mollify Intrigue Action and takes a whole turn. The caster rolls a Challenging (9) Cunning test to restore his own Composure. The amount restored is equal to the 1+ Degrees of Success. This spell can only be cast once per Intrigue, but he can still use Mollify as normal. Spending a Destiny Point in this spell can regain full Composure.
On a critical failure (all 1’s), however, the target is aware that the sorcerer has tried to use occult methods and they become suspicious, worsening their Disposition towards the sorcerer by one step.

skardell
12-30-2014, 08:48 AM
My adventuring party has discovered a glass candle in a dungeon and taken into their possession. I wanted to be sure of precisely how the candles work as members of the party attempt to use them. Or, if the candles are used while in their possession. These are the things that work well for my setting, but I'm interested in feedback or ideas based on what's here. Thanks in advance!

Concerning Glass Candles

*EMPYREAL PROJECTION*
RITUAL
Sorcerous Art: Shadowbinding Works of Darkness
Test: Will Scale: Ritual
Learning: 4 weeks Hard (15)
Destiny: Spent
Resonances: An obsidian (dragonglass) candle, an item that belonged to the target (optional).
This spell creates an illusion that the caster is present in both sight and sound. The caster enters the dreams of the target, though the target may not know they are dreaming. In fact, if the caster’s ability is high enough, the spell may put them to sleep if they are in a position to be susceptible to sleep. The target must have magical bloodlines ( or other access to arts requirement from p. 11-13 CoS) or qualify as a Sensitive or Prescient (p. 16 CoS).
• Alignment: Challenging (9) Knowledge, 15 minutes. This process involves poring over maps or otherwise visualizing the target’s location. The precise location must be known. A test of Cunning (memory applies), Research, or Knowledge may precede the alignment.
• Invocation: Formidable (12) Will (Dedication applies), 15 minutes. The caster enters a focused state and wills their consciousness toward the target via the glass candle, visualizing their physical form traveling to the target’s location. The difficulty may be raised or lowered if the caster does not know the precise location of the target, or if the caster has an item that belonged to the target.
• Unleashing: Opposed: Will vs target’s (Will-1D)x4. On success the caster appears to the target in their environment, the environment in which they fell asleep, or in some cases the environment of the target’s dream (at narrator’s discretion). The target can hear and see them. The encounter will last a duration according to the following:

1 success: 1+Will minutes
2 successes: 2+Will minutes
3 successes: 5+Will minutes
4 successes: 10+Will minutes

The target may attempt to disengage if they believe they are dreaming, or by fleeing the scene (in their dream). The caster and the target roll opposed Will tests. If the caster succeeds the two remain engaged up to the original duration. If the target moves, the remaining engagement follows standard initiative rules.

On failure the destiny point is spent and the illusion fails. The caster may try again after 1 hour.

*EMPYREAL CONCLAVE*
RITUAL
Sorcerous Art: Shadowbinding Works of Darkness
Test: Will Scale: Ritual
Learning: 1 week Challenging (9)
Destiny: Spent
Resonances: An obsidian (dragonglass) candle.
This ritual unites two or more casters in a meeting in which their physical presence is projected from one candle to another.
• Alignment: Challenging (9) Knowledge, 15 minutes. This process involves poring over maps or otherwise visualizing the target’s location. A test of Cunning (memory applies), Research, or Knowledge may precede the alignment.
• Invocation: Formidable (12) Will (Dedication applies), 15 minutes. The casters enter a focused state and wills their consciousness toward a distant, known glass candle via their glass candle, visualizing their physical form traveling to the target’s location. The difficulty may be raised if the caster does not know the precise location of the glass candle.
• Unleashing: Routine (6) Will (Dedication applies). The casters must both (all) be performing the ritual at the same time to create the conclave. On success the caster appears in the environment where the candle is located. The caster can see and hear the environment and the target can hear and see them. The encounter will last as long as each participant is willing.

*EMPYREAL DRIFT*
RITUAL
Sorcerous Art: Shadowbinding Works of Darkness
Test: Will Scale: Ritual
Learning: 1 week Challenging (9)
Destiny: Spent
Resonances: An obsidian (dragonglass) candle.
Candles may be used to seek out other candles, or to observe the world from the empyreal plane. Without a specific target, the caster projects his consciousness into the Empyreal void, seeking other candles or magical energies.
• Alignment: Challenging (9) Knowledge, 15 minutes. This process involves poring over maps or otherwise visualizing the physical world in which to explore. A test of Cunning (memory applies), Research, or Knowledge may precede the alignment.
• Invocation: Formidable (12) Will (Dedication applies), 15 minutes. The casters enter a focused state and wills their consciousness outward, visualizing their physical form traveling to that location.
• Unleashing: Very Hard (18) Will (Dedication applies), duration 5 minutes per degree of success. The caster perceives the world in varying degrees of shadow, as if from above, from a plane of pure light. Other candles may be visible as colors on the spectrum, and other magical items, or even people may be represented by light. During this time the caster uses Cunning (memory applies), Knowledge (education applies), or Will to navigate the void and seek these other points of interest. On success, the caster may conclude the ritual by drifting back to his or her original location in the empyreal plane, using the same skill above to navigate. The discovered candle/item and its location is stored into memory and may be recorded by normal means for future reference. Additionally, a sorcerer may attempt a second unleashing test Hard (15) Will to appear at the discovered candle’s location (Empyreal Conclave Unleashing or Empyreal Projection Unleashing).

On failure the destiny point is spent, the unleashing fails and the caster is adrift in the empyreal plane for 5 minutes per degree of failure. They suffer 1 injury for each level of failure. Injuries cannot be avoided.

During the above rituals the candle gives off an unpleasantly bright light that does strange things to colors (white is bright as fresh fallen snow, yellow shines like gold, reds turn to flame, and shadows are so black that they look like holes in the world).