Unless otherwise specified, these rules replace the rules presented in chapter six of the Demon Player’s Guide.
While miracles are spontaneous effects imposing the will of the Fallen on creation, a ritual is a codified, pre-defined effort. This gives a ritual several advantages over a miracle:
There are three different roles that participants in a ritual can have: ankida, mudu, and khauiki. No participant needs to know all bodies of Lore necessary for the ritual, but at least one person among the ankida and the mudu needs to know every required Lore at the required rank. A ritual always needs an ankida, all other roles are optional.
The ankida is the leader of the ritual. He directs the efforts of all other participants. That means that all decisions about the ritual that are made at casting time are made by him. The player of the ankida makes the casting roll. If the ritual is cast from memory, he is the only person who needs to have learned it. At the time the ritual is performed, the ankida must possess at least one Faith point, even if he chooses not to contribute Faith to the ritual. He needs to contribute at least one of the necessary bodies of Lore. The ankida has to be Fallen.
The Mudu are subordinate participants in the ritual, who are directed by the ankida. Their primary purpose is to provide the necessary bodies of Lore that the ankida does not possess, but they may also contribute Faith to the effort. Even if they don’t contribute any Faith, every mudu needs to hold at least one point of temporary Faith at the time of the ritual. Like the ankida, the mudu have to be Fallen. However, it is possible for a demon trapped inside a demonic relic to play the part of mudu. In this case the ankida needs to hold the relic in question throughout the ritual.
Unlike the ankida and the mudu, the khauiki are not active participants. Instead they support the ritual by providing Faith. For this reason it is possible for humans to act as khauiki. A human khauiki can provide a number of Faith points equal to his Faith Potential to the ritual, at the cost of one point of Willpower per point of Faith offered.
Each participant of the ritual, regardless of their role, can freely decide how many points of Faith they are willing to offer. Should the total amount of Faith provided not be sufficient to cover the minimal costs, then the ritual automatically fails. Should the amount of Faith be more than what can be used, then the excess points of Faith are lost.
In principle rituals work like miracles. They fall into the same categories (Ritual of Knowledge, Protection, Exaltation, etc.), which require the same rank of the relevant bodies of Lore to cast. They employ the same difficulty scaling. The major difference is that some decisions about the effect are made when the ritual is first created instead of at casting time. In general the effect of the ritual, the category, the bodies of Lore required, and the range are determined when the ritual is created. The specific targets, duration, magnitude, scale, and casting time (insofar as they are not restricted by the effect) are determined at the time of casting.
The Faith cost of a ritual is calculated in the same way as the cost of a miracle. However, a ritual gains the advantage of prolonged duration or advanced reach without additional cost (see above). Also, the base cost of a ritual is lower:
Ritual | Base Cost |
---|---|
Ritual of Knowledge | 0 |
Ritual involving the ankida’s primary Lore | 0 |
Other Rituals | 1 |
An additional cost advantage of rituals is that the cost of using multiple Lores is reduced by the number of mudu.
Like miracles, rituals can be turned towards a subversion of the divine purpose of the Lore. This creates blasphemous Rituals of Occlusion (rank 1), Degradation (rank 3), Unraveling (rank 4) and Obliteration (rank 5). Every time such a ritual is performed, all participants gain the same amount of temporary Torment as they would from casting the respective type of Blasphemy. Please note that creating or learning such a ritual (see below) does not incur Torment. Only actually casting it does.
The effect of a ritual can be delayed in the same way as the effect of a miracle, by increasing the difficulty by one. Please note that delayed rituals count towards the number of concurrent effects that can be maintained by the character.
The creation of new rituals from scratch is an arduous process which can take weeks filled with theory-crafting, identifying and expunging flaws in the process, and of course optimizing the formulas. Fallen can create rituals alone or collaboratively. Steps for creating a ritual:
A ritual is a thing of power, even in its written form. To record it requires materials that can withstand the strain. During the War the demons usually recorded their rituals by thoroughly magical means, like written on walls of pure light (see Tapestry of Light ritual) or encoded in the whispers of a perpetually blowing wind. However, in a pinch more prosaic means will also do. Rituals can only be recorded in the First Tongue. No mortal language has the vocabulary required.
Casting a ritual from memory is easier than casting it from a recording, since you can focus entirely on the process without constantly having to check your notes. Memorizing a ritual costs 1XP per rank of the ritual. As a general rule, demons can only memorize rituals in which they could serve as ankida, i.e. they need to know at least one of the relevant Lores at the required rank. There are three ways of learning:
If the demon has access to a complete recording of the ritual then they can memorize the formula by studying these recordings for a number of days equal to the rank of the ritual. Studying a recording made on a magical material grants a reduction of twenty percent to the learning time (rounded up to the next full day).
A demon who has memorized a ritual can teach it to another if they wish. To impart the knowledge the teacher makes a Charisma + Instruction check at difficulty five or a Charisma + Expression check at difficulty seven. A single success is sufficient to impart the knowledge of the ritual, but each success beyond the first reduces the time it takes the student to learn the ritual by one day.
The third way is to remember a ritual which the character knew before their imprisonment in Hell. For this to be viable it has to be plausible that the character knew the ritual once upon a time. Certain rituals were only known to certain groups, so unless your character belonged to this group, they wouldn't know the ritual.
Instead of the series of dice rolls prescribed by the Players Guide, the character has to enter a fugue to retrieve the desired information from their subconsciousness. This process is identical to the process outlined on page 65 and elsewhere in these house rules.
If the character succeeds their final Legacy roll they gain the regular reduction in XP costs. If the roll fails the character still gains justification to buy the ritual, but no cost reduction. If the roll botches the memories of the ritual are fragmented and unusable. Justification is not gained, and until they raise their Legacy rank, the character may not learn the ritual in question through this method.
This background can only be taken at character creation and allows the demon to start the game already knowing a number of rituals. Each dot of the background allows the demon to recall two ranks of rituals. So a demon with Ritual Knowledge 1 could have access to two Rituals of Knowledge (rank one) or a single Ritual of Domination or Protection (rank two). As always, demons can only know rituals in which they could serve as ankida.
For rules on adapting the published rituals to the new ruleset, see here.