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Sandy petersens cthulhu mythos (1) 135

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Diagrams generally must encircle the caster or the target as indicated in the ritual and cannot be moved once inscribed, even if the ritual's casting is not yet complete.. Saving Throw:

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or having multiple insanities caused by such creatures

gives a +6 circumstance bonus

Diagram Phase: The first phase of a ritual is usually

the creation of an eldritch circle or other diagram This

phase's skill check is labeled “(diagram)” Having a

tome or copy of the circle gives the caster a +5 insight

bonus on this skill check While not always in the

shape of a circle per se, proper symbols, shapes, and

glyphs are typically required

Diagram: If a ritual calls for a diagram, it is

described in this line Diagrams generally must encircle

the caster or the target as indicated in the ritual and

cannot be moved once inscribed, even if the ritual's

casting is not yet complete

Saving Throw: The DC for a saving throw against

a ritual's effects (if applicable) is equal to 10 + the ritual

level + the primary caster's Intelligence, Wisdom, or

Charisma bonus (whichever is highest)

Spell Resistance: The primary caster makes any

check for spell resistance using the effective caster

level calculated from Hit Dice and any bonus from

spellcasting class levels noted above

Backlash: Any successful or failed ritual has a

chance of draining the caster's energy The primary

caster must succeed at a Fortitude saving throw or take

1 point of nonlethal damage per level of the ritual The

DC is 10 1-1/2 x the ritual’s level All rituals have this

backlash unless the description indicates a different

one

Failure: Any failure to cast a ritual has a dramatic

psychic and physical toll on the casters, who become

fatigued and shaken for a duration equal to the ritual's

casting time If you use the Dread and Insanity

rules on page 89, the save DC of the dread the

participants gain instead of this shaken condition is

15 or 10 + 1.5 x ritual level, whichever is higher In

addition, the casters are frustrated by the principles

and alignments necessary for that particular ritual They take a –5 cumulative penalty on skill checks to cast that ritual again for an amount of time equal to the casting time multiplied by the caster level This penalty ends immediately for any caster later involved

in successfully casting the ritual despite the penalty All rituals have this failure effect unless the description indicates a different one

Learning Rituals Learning a ritual from hidden clues or from independent research into alien sciences takes a week or a month per ritual level (GM's discretion) Learning from detailed instructions takes an amount of study equal to 10 times the ritual’s casting time In either case, the researcher must succeed at a skill check required by the ritual (learner's choice of which) Failing the check means the secrets of the ritual elude the learner's understanding, though she can start the process anew at the same rate

of potential discovery

Rituals Like spells, rituals are best-known for being hidden in particular Mythos tomes (described in Chapter 6), but can also be found in other texts A few are associated with particular Outer Gods, Great Old Ones, or Mythos races, and are always carefully-guarded secrets GMs are encouraged to decide for their own games whether particular rituals are available, and where they can be found They are often hidden away in places where seekers risk insanity or physical danger

Ritual List

The rituals described in this book are summarized

in the following list by effective spell level, but no minimum level is required to cast any ritual

2nd-Level Rituals

Call Servitor of the Outer Gods: Conjure

uncontrolled servitor

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