Showing posts with label religion. Show all posts
Showing posts with label religion. Show all posts

Sunday, November 8, 2020

GLOG Week: Ritual Magic

GLOG WEEK is here and my subject is ritual magic, a subject which I've been interested in for a while. I'm fairly happy with this system, and hopefully it's to your liking too.
 

Who Can Do Rituals?

 
This depends on how you want to use ritual magic in your game. Maybe everyone can do them if they know how. Maybe you have to be a witch. Maybe it's a religious ceremony. After all, many though certainly not all Wiccans practice magic. You can also use this either with or without other forms of magic in your game. It might make sense to have it unrestricted in games with other magic and class-restricted otherwise, but you do you.
 

How Do Rituals Work?

 
Every ritual has five components: the materials consumed to cast it at 1 MD, the other requirements to cast it at 1 MD (ritual implements, participants, etc.), the casting time, the various ways to boost the MD of the spell (each of which provides +1 MD to the spell if fulfilled), and the effect. Even if you fulfill some of the boosts, you can cast the spell at less MD than the maximum possible in the situation. For Mishaps (doubles on MD), the players can choose between a random complication which must be fixed before the spell can successfully be cast or a random mishap along with the successful completion of the spell. For a Doom (triples on MD), you have an immediate mishap and a complication to resolve before continuing the spell. You could also Doom all the casters, as it is for normal GLOG magic, but that doesn't feel quite right. Complications can either be permanent, required every time the ritual is performed in the future, or temporary, only applying to the next time the spell is cast. Up to you, probably on a case-by-case basis. Some of the rituals mention trained casters, which may be someone who has general knowledge of magic, or may be a full witch, or may be something else you determine for your setting. Just knowing the ritual does not make you a trained caster. If a spell requires the caster to Save for any reason, only the most experienced caster rolls the Save if there are multiple participants.

Learning Rituals:

 
The process for learning rituals will vary from game to game and ritual to ritual, but it could include studying for some days or weeks with someone who knows the ritual, simply learning it quickly from someone who already knows it, reading an ancient scroll or standing stone which details the ritual, or being initiated into the mysteries of a cult (in the classical or the modern sense). If you have a class who's purview is rituals, they might start knowing one or two at A template, and learn or invent one at each further template. Every character might even start with a ritual.

Complications and Mishaps:

 
Mishaps (1d6):
  1. All casters take 1d4 damage.
  2. All casters are weakened and take +1 damage from all damage sources for the next day.
  3. All casters are struck blind for the next day.
  4. All casters are unconscious for the next hour.
  5. All small animals within 100 feet die and all water within 1000 feet is poisoned.
  6. A [dice] * 3 HD shadow crawls into the world, seeking vengeance on the casters.
Complications (1d6):
  1. A rare animal part is required.
  2. A rare plant is required.
  3. The ritual will take an extra day, or an extra week if the duration is already longer than a day.
  4. A specific phase of the moon or a specific hour of the day is required.
  5. Specific weather is required.
  6. The ritual must be performed in a specific and magical location.

 

Rituals

 
Blight Crops
Casting Time: [dice] days
Consumed: 3 types of poisonous herbs (e.g. water hemlock, deadly nightshade, poison ivy), spindle tree wood, 10 locusts, [dice] * 10 sp of salt, [dice] * 10 sp of lead ingots, a spider.
Required: 3 casters, a night of strong wind, a rowan wand.
Boost: 7 trained casters, a poisonous snake sacrifice, an emerald worth at least 100 gp.
Effect: The area within [dice] miles grows waste and barren. Until the next season, harvests yield [dice] * 20% less food. Plants and animals in the wilderness die at a similar rate.
 
Circle of Protection
Casting Time: 10 minutes
Consumed: [dice] * 5 sp of salt
Required: 1 caster, a holly wand
Boost: The ash of ash or yew wood, [dice] * 5 sp of silver dust, 5 candles worth 1 gp each, a human sacrifice.
Effect: You create a circle of magic protection no more than [dice] * 5 feet in diameter. Supernatural beings of [sum] * 2 HD or lower cannot cross into or out of the circle without permission, and supernatural creatures of greater than that HD must Save vs Magic in order to cross without permission. This circle lasts indefinitely, and cannot be damaged by supernatural creatures.
 
Control Rain
Casting Time: [dice] days
Consumed: A chicken or animal of similar worth sacrificed, 3 water plants (e.g. waterlily, yellow flag, liverwort), 5 sp of salt, 5 * [dice] sp of incense.
Required: 1 caster, a rowan wand.
Boost: 3 trained casters, cast in a grove of willows, a copper rod that has been struck by lightning.
Effect: For [sum] days, you can make the weather within [dice] miles one of the following: 1. Clear, 2. Overcast, 3. Drizzling, 3. Gently Raining, 4. Raining, 5. Pouring, 6. Severe storm. If the area is in the grip of a particularly severe drought or period of inundation, you only have a [dice]-in-6 chance of successfully changing the weather. 

Curse of Swapping
Casting Time: [dice] hours
Consumed: Hawthorn ash, [dice] * 5 gp worth of quicksilver, 5 sp of salt, a piece of the first target's body.
Required: 3 trained casters, the first target (who's name you must know), and the second target (who's name you must know, and who you must have restrained and with you), a rowan wand. Neither target needs to be human.
Boost: 7 trained casters, a cloud-pine branch, a unicorn's horn
Effect: The two targets' minds swap bodies. The target with better saves gets a Save vs Magic to negate. The effect lasts for [sum] days/weeks/months/years (as [dice]) or until either body dies. If the spell is cast with 4 MD, it has a 3-in-6 chance of lasting indefinitely.
 
Darken
Casting Time: [dice] days
Consumed: A large amount of green wood, 5 sp of salt, lavender, rosemary, sage, 5 sp of iron filings, a goat or animal of similar worth.
Required: 3 trained casters, a carved electrum tablet worth 100 gp, a ritual dagger, a rowan wand.
Boost: 21 trained casters, a ruby worth at least 1000 gp, a dragon or similarly powerful supernatural creature as sacrifice.
Effect: The area within 1 mile/10 miles/100 miles/the whole earth (as per [dice]) is thrown into a starless, moonless night for [sum] days.
 
Heal
Casting Time: [dice] hours
Consumed: Boiling water, 3 healing herbs (e.g. willow bark, yarrow, ginseng, aloe, chamomile), [dice] bandages.
Required: 1 caster, up to [dice] injured targets.
Boost: An additional 2 healing herbs, a trained caster, 10 sp of copper dust.
Effect: [dice] wounds affecting the targets have their healing time reduced by [sum] days, and are instantly healed if their healing time is reduced to 0. No wounds can be affected by this spell more than once.

Hex of Withering
Casting Time: 1 hour
Consumed: An ugly small animal (i.e. a toad), 5 sp of salt, a piece of the target's body
Required: 1 caster, a target who's name you know, a rowan wand.
Boost: 7 casters, a rare and magical ugly creature, a secret the target doesn't want you to know.
Effect: A target is afflicted with cosmetic ill effects of old age (hair falling out, wrinkled skin, clouded eyes) for [sum] days/weeks/months/years (as [dice]). If the spell is cast with 4 MD, it has a 3-in-6 chance of lasting indefinitely.
 
Ritual of Lichdom
Casting Time: 1 lunar month
Consumed: Sycamore ash, cypress ash, 100 sp of salt, 100 gp of silver dust, 100 human sacrifices, 441 candles worth 10 sp each.
Required: 1 trained caster, 21 casters, a stone altar, a soul container worth at least 5000 gp, a ritual dagger worth at least 1000 gp, a new moon on the night the ritual is complete and the night it begins.
Effect: This spell is automatically cast with 4 MD. You (the trained caster) take [sum] damage and automatically trigger a Necromancer Doom. When you trigger the final Necromancer Doom, instead of dying as you normally would, you become a lich. In addition, for the final casting of this spell to be successful, someone must let your blood with the dagger upon the altar as you cast the spell.
 
Scrying
Casting Time: 10 minutes
Consumed: [dice] * 10 sp of silver dust if you lack moonlight, Queen Anne's Lace.
Required: 1 caster, a reflective surface, a yew wand. 
Boost: A sacred or otherwise magical body of water as your surface, a special moon (Harvest, blue, etc.), a unicorn's hair.
Effect: You pick a creature or location who's name you know within [dice] * 100 miles. You create an invisible sensor watching them for the duration. You must cast the spell with at least 3 dice in order to hear through the sensor as well. If you don't have a body part (at least a fingernail clipping or strand of hair) from the target, you only have a [dice]-in-6 chance of successfully scrying on them. You can end the spell at any time.

Summon
Casting Time: [dice] hours
Consumed: A chicken or an animal of similar worth sacrificed, 5 sp of wine, 5 sp of charcoal.
Required: 1 trained caster, a cup or chalice, a ritual dagger, a bronze rod.
Boost: 7 trained casters, a chalice worth 100 gp, a cow or animal of similar worth sacrificed, a human sacrifice, an ostentatious altar.
Effect: You summon a random supernatural creature: 1d3 for 1. Demon, 2. Fey, 3. Starspawn. The creature has HD determined by dice invested: 1 die for 1d4 HD, 2 dice for 1d6 + 1 HD, 3 dice for 1d8 + 3 HD, and four or more dice for 1d10 + [dice] HD. If you know the true name of a specific creature, you can instead summon it directly, as long as the dice you invested allow a creature of that HD to be summoned. The creature makes a reaction roll to determine its feeling about being summoned, unless it would clearly feel a specific way about it already. You may banish the summoned creature at any time while you can see it, although if it is unwilling to be banished you must first Save vs Magic. If you fail the save, you cannot banish the creature.

Teleport
Casting Time: [sum] hours
Consumed: A golden eagle sacrifice, [dice] * 10 gp of charcoal, a rowan sapling, maple seeds, 5 sp of salt.
Required: 3 trained casters, 7 bronze rods, a brazier, a rowan wand, a yew wand, and an oak wand.
Boost: A fairy's hair, a dragon's scale, 7 trained casters, a circle of protection at the destination.
Effect: [sum] + [dice] creatures at the location of casting are teleported to a destination within [sum] * 100 miles. Unless there is a circle of protection at the destination, the caster must Save vs Magic to arrive at the correct destination rather than some mistaken location. They have a +4 bonus to the Save if they have previously been to the destination personally.
 

Tuesday, September 8, 2020

Religions of Carolingia

This post was originally going to have mechanics allowing every single PC to potentially gain divine blessings (with a material sacrifice in the case of Aeternean polytheism and a HP cost for Sjóhaf-Lofthimn).

Aeternean Polytheism

There are two main religions in Carolingia. The first, we'll call it Aeternean polytheism, after the fallen empire it came to approach its present form in. It has many hundreds of gods worshiped in many hundreds of places, as it is the main religion of the majority of Carolingia, but there are several listed here who are extremely popular. Aeternean polytheism has a very strong monastic tradition. Nothing presented here is an absolute truth but is generally a common belief in the time the game is set in. Players should certainly feel welcome to create their own minor gods or their own traditions about worship of other gods, although veneration is owed to all gods by all.

Medeis-Arvum

Medeis-Arvum is the Twofold God and ruler of all the gods. They are a manifestation of two separate beings, Medeis and Arvum. Medeis is the goddess of magic and stars; Arvum is the god of the earth and fertility. Portrayals in various myths present them as a singular being, spouses, siblings, mortal foes, or some combination of the above. They are usually reserved and noble.
  • Sacred Objects and Symbols: Staffs, wands, jays, jewels, and rowans for Medeis; axes, lions, elephants, wheat, and laurels for Arvum.
  • Preferred Sacrifices: Honey, passerines, magical items and bronze for Medeis; wine, sheep, farming equipment, and platinum for Arvum.

Proellia

Proellia is the goddess of war and the sea. She is often portrayed as a daughter of Medeis-Arvum, and is married to Amare. She is usually kind, respectful, and fierce.
  • Sacred Objects and Symbols: Spears, slings, falcons, gulls, ships, and cedars. 
  • Preferred Sacrifices: Mustelids, arms and armor, ships, and steel.

Amare

Amare is the goddess of love and practicality. She is generally the daughter of Caelos and a wind-nymph, and is married to Proellia. She is usually arrogant and faithful.
  • Sacred Objects and Symbols: Ropes, knives, carts, cats, and willows.
  • Preferred Sacrifices: Spirits (alcohol, not ghosts), cows, fine cloths, high fashion, and gold.

Venatus

Venatus is the god of hunting, trees, and the moon. He is generally considered to have been born of a lightning bolt hitting a fir tree and is married to either Caelos or Fidea (occasionally both). He is usually angry and intelligent.
  • Sacred Objects and Symbols: Bows, lances, horses, hawks, the moon, and all trees (but especially beeches and spruces).
  • Preferred Sacrifices: Cider, wheat, hunted game, and silver.

Caelos

Caelos is the god of the sky and of artisans. He is often portrayed as a son of Medeis-Arvum, and is often married to Venatus. He is usually inveterately unfaithful and righteous.
  • Sacred Objects and Symbols: Javelins, eagles, crows, amethysts, looms, and firs.
  • Preferred Sacrifices: Perfume, incense, goats, tapestries, and arsenical bronze.

Fidea

Fidea is the goddess of honor, fealty, and loyalty. She is generally the twin sister and foe of Medeis, and is often married to Venatus. She is usually condescending and honorable.
  • Sacred Objects and Symbols: Swords, arm-rings, dogs, horns, and cypresses.
  • Preferred Sacrifices: Mead, boar, pigs, dogs, statuary, swords, and gold.

Shamolis

Shamolis is the goddess of the sun, fire, and of song. She is originally of Limosian origin, and a relatively new introduction to Aeternean religion. She is generally born of an ash tree, and is usually proud and reckless.
  • Sacred Objects and Symbols: Clubs, chariots, cheetahs, stringed instruments, and sunflowers.
  • Preferred Sacrifices: Deer, antelopes, chariots, instruments, and electrum.

Luitgarda

Luitgarda is the Quadian queen who, some 40 years ago, established the Aeternorum sive Quadiorum Imperium (Empire of the Aeterneans and Quadi). Since her death, she has become the object of a great deal of reverence. She had several husbands in life, outliving all of them, and a raven companion supposedly sent to guide her by Proellia, who she is often associated with.
  • Sacred Objects and Symbols: Lily flowers, ravens, aquamarines, swords, and heather.
  • Preferred Sacrifices: Flowers, antelopes (especially chamois), aquamarines, and weaponry.

Sjóhaf-Lofthimn

Sjóhaf-Lofthimn is the bitheistic religion of much of the far south of Carolingia. It is named for the twin Gods it worships (capital G because this is most certainly not a polytheistic religion): Sjóhaf, God of the sea, and Lofthimn, God of the sky. The two deities have somewhat different domains, with Sjóhaf's including war and fertility, and Lofthimn's including magic and poetry. All faithful of this religion are followers of either Sjóhaf or Lofthimn depending on whether they were born during the day (Lofthimn) or night (Sjóhaf), and have an ethereal animal spirit accompanying them from birth, although it's almost never visible. Followers of Sjóhaf can have sea animals, followers of Lofthimn can have air animals, and both can have land animals. Making this animal manifest and able to interact with the world takes an extreme toll both physically and mentally, and as your companion dies when you do, only the extremely hardy and strong of will (read: those with enough HP to not immediately die) can generally use their animal companions to much effect.

Humans are viewed as inhabiting the neutral ground (land) between the holy domains of the sea and the sky. Sjóhaf and Lofthimn are simultaneously foes, lovers, and, according to some, the same being. Their worship is not an organized faith by any means, so there's a profusion of beliefs and ethical stances all falling under its name. Generally, there is belief in reincarnation upon death, the holiness of righteous sacrifice and death in battle, and in the holy joy of singing.