Gesdrek's Compendium of Naugrim arts
These rituals uses the Energy Accumulation variant of Ritual Path Magic. Base time in low-mana 1h for dwarven practitioners. The cost of rituals is indicated within []. The mystic powers derive from Ritual Magic (Naugrim Arts). Each chapter is considered to be a Path, with specified default. Path skills cannot exceed Ritual Magic (Naugrim arts). Each individual spell is a hard technique.
- Chapter 1 - Ritual Fires (defaults to -6)
- Salamander Fire [8] : Invoke salamanders which will live in the furnace of a forge to attain the extremely temperatures required for the making of many enchanted alloys.
- Requires a missing rune, and Khazad-dum's "True-Coal".
- Cold Fire [15] : Ignite Khazad-dum's cold forge with the help of a mystic drummer.
- You are key missing runes for this ritual.
- The mystic drummer may be Tov
- Chapter 2 - Shaping Earth (defaults to -4)
- Earthquake [6] : Used for mining dangerous veins, dislodging dangerous rocks overhead and the defensive collapse of caves.
- Missing at least one rune to cast this
- Magma Surge (volcano) [6] : Manipulate lava flow to create Laen (Enchanted volcanic glass) and for defensive purposes.
- Will work only within Khazad-dum apparently.
- Hasten Geological Processes [10] : Unknown use. You have fragments of information on the ritual but are missing too much for it to be used.
- Chapter 3 - Communication (defaults to -2)
- Ancient History (Cost as per M106): Cast Ancient History on rocks that are first marked with a run. Can be used as History spell on marked stone if the rune uses Moon-metal (which you don't have).
- This is the only ritual that you can perform at the moment.
- Chapter 4 - Mystical alloys (default to -3)
- Eog [8], extremely hard, rare steel-alloy
- Ithildin [2], Moon Metal, run writing. Mithril derivative.
- Ithilnaur [2], very hard, weapon and armor, Mithril derivative.
- Laen [5], Volcanic glass.
- Mithril [4] , True-Silver.
- Ogamur [3], Magic bow string
- Tasarung [3], glowing, flexible, unstretchable fibers.
- Non-magical (Khazad-dum specific):
- Ardacer: very hard. Can cleave steel.
- Galnin: Aluminum, light and strong.
- Naukomalda, dwarven gold, glows.
- Neukotelpe, dwarven silver, glows.
- Chapter 5 - Runes (Not a Path)
- Rune Syntax and Semantics ( your reference for Symbol drawing)
quite interesting. curious to see how this plays out!
ReplyDeleteRitual Magic isn't exactly the D&D magic as we understand it. It will be used more as a story device than, ahem, tactically.
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