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pc:ilyapa_rituals

Ilyapa's Rituals

Saudade

Healing Ointment

Immu: Saudade 1: Imbue
Difficulty: Varies
Lifeforce Cost: Varies
Cast Time: Up to 3 rounds
Duration: 1-5 rounds, no more rolls than dots in Saudade.
Roll: Int + Saudade - Healing synergy

Ilyapa always carries with him a tin of beeswax mixed with a small amount of seed oil to make it less stiff. This ointment by itself is actually very good at stopping infection, but becomes something else entirely when Ilyapa applies his magic to it.

By applying Saudade 1: Imbue to imbue the wax with the curative power of water he creates a short lived but potent healing salve.

This ritual is performed at ritual speed, utilizing the -1 diff bonus for performing a task that synergizes with Saudade's strengths. This ritual is very simple, being only 1 dot and as such can be done on the move. As normal he cannot make any more rolls than he has dots in Saudade.

The ritual is made at a difficulty based on what kind of damage is intended to be healed.
Bashing damage is difficulty 4
Lethal damage is difficulty 6
Aggravated damage is difficulty 8

With the -1 diff bonus these rolls are made at diff 3, diff 5, and diff 7 respectively.

The ritual is short lived and the ointment remains empowered only until the end of that scene or when the ST has determined that enough time has passed for the effect to wear off, where it must be repeated.

This ritual costs 1 lifeforce for every 5 successes for bashing damage, 3 successes for lethal damage, and 1 success for aggravated damage.

Mend Wounds

Immu: Saudade 2: Mend
Difficulty: Varies
Lifeforce Cost: Varies
Casting time: Spell, 1 action
Duration: Instantaneous
Roll: Stamina + Saudade - Healing Synergy

Utilizing the synergy of water and healing, the practitioner of Saudade can heal the wounded. By laying hands on the injured. This spell can heal bashing, lethal, and aggravated damage. The difficulty for each varies.

Bashing is diff 4
Lethal is diff 6
Aggravated is diff 8

Once the roll is made, the caster must spend an amount of lifeforce related to the type of injury being healed. At bashing or lethal this spell costs 2 lifeforce, but to heal aggravated damage an additional lifeforce must be spent for each health level restored.

Questing Spirit

Immu: Saudade 3: Divine
Difficulty: Gauntlet Rating
Lifeforce Cost: 3
Cast time: 30 Minutes
Duration: Varies
Roll: Divination + Saudade

This ritual allows the caster to summon a water spirit and task it with finding something. The spirit can find people, places, objects, or even concepts. When the ritual is cast the caster needs a vessel filled with water. That water doesn't need to be clean or even particularly pure, so long as the water can carry a reflection. The caster stares into the water and asks the elemental spirit on the other side to find something for him. If the spirit agrees, the user places his hand in the water and pays the Lifeforce cost. When the hand is removed a small part of the water elemental comes with it, and the user can hold the water in his palm without fear of it running out. The elemental will then quest in search for what has been asked, and the lump of water in the user's hand will point towards the elemental's main body in the spirit world, allowing him to follow the elemental to the location of the desired thing.

Icebind

Immu: Saudade 1: Imbue
Difficulty: 7
Lifeforce Cost: 1
Cast time: Spell, 1 Action
Duration: 1 rnd / success
Roll: Occult + Saudade - Entropy synergy

This ritual allows the caster to hinder the movement of his enemies by causing ice to form around their feet. Uttering a short incantation and making a gesture is all the effort required for this evocation. The caster chooses a single enemy within Saudade x 5 meters to hinder. The victim may make a dex + athletics check to maintain balance and avoid the effects of this ritual. If that roll fails, the subject must roll dex + athletics again or fall prone. The ST might rule that a subject is immune for various reasons, or that the subject does not fall down for various reasons.

Sarandu

Stoneskin

Immu: Sarandu 1: Imbue
Difficulty: 6
Lifeforce Cost: 1 Lifeforce
Cast Time: Spell, 1 action
Duration: 1 Round / success
Roll: Stamina + Sarandu

This spell allows the user to imbue himself with the strength of the earth. This ritual is cast as a spell, increasing the recipient's soak pools by 1 die for each dot in Sarandu. This effect lasts for one round per success.

Crumble

Immu: Sarandu 2: Grasp
Difficulty: 7
Lifeforce Cost: 1
Cast Time: Spell, 1 action
Duration: 1 round / success
Roll: Strength + Sarandu

With a grunt of effort the caster slams his fist into the earth, causing it to crumble at his touch. One target within ten meters must succeed on a dexterity + reflex gaining more successes than the caster, or be unable to move from their position until the spell expires or they succeed in a strength + athletics check to break free gaining more successes than the caster rolled when casting the spell.

Wardstone

Immu: Sarandu 2: Ward
Difficulty: 7
Lifeforce Cost: 2+
Cast Time: 20 minutes
Duration: varies
Roll: Craft + Sarandu

This ritual creates a ward, and is carved on a small smooth stone, protecting the bearer from harm. The ward increases the difficulty of attacking the bearer in melee combat by 1 for each dot in Sarandu.

Duration is 1 day per dot in Sarandu, and can be increased as per normal rules regarding wards.

Barrier

Immu: Sarandu 2: Grasp
Difficulty: 7
Lifeforce Cost: 2
Cast Time: 20 Minutes
Duration: 1 Scene per Success
Roll: Strength + Sarandu

This ritual will raise walls of stone from the earth. Allowing the caster to create buildings, fortifications, or even a tomb with ease.

Respiro

First Breath of Dawn

Immu: Respiro 3: Mend, Hold
Difficulty: 7
Lifeforce Cost: 3
Cast Time: 30 minutes
Duration: 10 minutes per success
Roll: Medicine + Respiro

This ritual must be cast at dawn, as the sun is on the horizon. This ritual requires several stones that are etched with symbols of healing. A subject is laid down and the stones are placed around the subject. The ritual must complete while the sun is on the horizon. If the subject is suffering from a disease such as cancer, a viral or bacterial infection, or any number of internal disorders, they will begin to exhale black smoke as the crisp morning air seems to fight to get into their body. The smoke will pool around the subject and coalesce into the diseased tissue of the subject including any tumors. When the ritual completes the subject will be cured of the diseases they suffer.

Smokeshadows

Immu: Respiro 3: Divine, Alitu 3: Divine
Difficulty: 6
Lifeforce Cost: 3
Cast Time: 30 minutes
Duration: Varies
Roll: Divination + Respiro/Alitu

This ritual allows the caster to see and hear what happened in the past. To perform this ritual the caster needs a flammable object that was present when the event in question occurred. A sheet of paper, or piece of wood. The caster lights a fire and burns the object while chanting and concentrating on what they wish to see. The object will burn and produce much more smoke than it should. That smoke will rise and cover the scene as the event in question plays out. Sound from the event can be heard but it is distant and hard to make out without a perception + alertness roll and at least 3 successes.

The more successes on the ritual roll, the more accurate the depiction of the event becomes.

Immu:
Difficulty:
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Enchantments

Channeling Rods

Immu: Sarandu 2, Alitu 2, Respiro 2, Saudade 3: Enchant, Imbue
Difficulty: 7
Lifeforce Cost: 3+
Cast Time: 30 Minutes
Duration: 3 days +
Roll: Craft + Highest Immu

This enchantment can be cast on wooden rods or fighting sticks. Allowing practitioners of the Immu to channel the elements into them, granting the rods various abilities.

If I channel earth, they become unbreakable. If I channel fire, they deal lethal damage instead of bashing If I channel water, they provide a +1 bonus on block/parry attempts If I channel air, they can be made to lock in place (Ala immovable rods from dnd)

Activating an ability costs one lifeforce, takes a single action, and lasts for 1 scene or until the ST notes the effect has worn off. Each ability can be activated and deactivated at will while it lasts.

Water of Power

Immu: Saudade 3, Alitu 3, Respiro: Imbue, Enchant, Empower
Difficulty: 6
Lifeforce Cost: 3+
Cast Time: 30 minutes
Duration: 3 days+
Roll: Medicine + Alitu
Activation Rolls: Occult + Alitu or Occult + Respiro

This enchantment ritual centers around a canteen or other water storage container. Runes are etched into it that allow the caster to channel the power of Air or Fire into it. When Respiro is channeled into the canteen it creates an elixir that quickens the imbiber, increasing the drinker's dexterity attribute by 1 dot. Drinking the elixir takes a single action and its effects last until the end of the scene.

If Alitu is channeled into the flask it creates an elixir that strengthens the imbiber, increasing the drinker's strength attribute by 1 dot. Drinking the elixir takes a single action and its effects last until the end of the scene.

Once the flask is activated it remains empowered until the end of the scene and its effects cannot be changed until the current activation wears off.

Ironskin Armor

Immu: Sarandu 3: Imbue, Enchant
Difficulty: 6
Lifeforce Cost: 3+
Cast Time: 30 Minutes
Duration: Varies
Roll: Craft + Sarandu

This enchantment permanently imbues a piece of armor with the strength of the earth, increasing its protective properties. When completed this enchantment increases the protective value of a suit of armor by 50% rounded up. For example if a suit gives 1 armor, this enchantment would increase it by 50% rounded up, increasing it from 1 to 2. 2 increases to 3, 3 increases to 5, and 4 increases to 6.

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pc/ilyapa_rituals.txt · Last modified: 2025/Mar/31 09:39 by administrator