Showing posts with label Ritual Magic. Show all posts
Showing posts with label Ritual Magic. Show all posts

Tuesday, October 29, 2013

The Naugrim Path of Ritual Magic

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)

Tuesday, July 30, 2013

Khareo's Tale #4 - Yelling a devil down

This session report is a continuation of the previous session: Speaking of the devil


Act 2, Scene 3 - The poison apple

The sister decided to head for the Arc society to consult the library. Neither managed to find something about devils, but Mary convinced another member to help. Martha eventually found out that devils are usually insubstantial and invisible. Devils are made of black magic and are motivated purely by malevolence. Interestingly, they are repelled by true faith and white magic.

The following day around lunchtime, Lady Fremton came to talk. She confirmed that they really had been sent by Silvardo Torrens. Reassured, Lady Fremton explained that she was haunted for two years by a devil named Merbaum. He first preyed on her husband for a reason that she did not know, requiring to be fed gold every night. Once that he got on the brink of bankruptcy, her husband attempted to resist. Merbaum use wicked curses to make him sick until he died. Since that day, the devil visits her almost every night, demanding more gold. Lady Fremton obliged under the threat that Merbaum will go after her relatives. Lady Fremton was now penniless and tormented by creditors.

Thursday, July 25, 2013

Khareo's Tale #2 - The pendant and the foil.

Act 1 is an introduction to get the players to settle into their characters. I picked two of these events as they involved fun play from each PCs. 


Act 1, Scene 1 - Martha's swashbuckling at the fair

GM's note: I thought that a bit of action to send the campaign off would work well with a 6 years old gamer! Chloe isn't familiar at all with Martial Art's combat options, but I narrated the combat as best as I could, using figurines and acting, and proposed options for her. She totally loved the ideas of feints and to use the serendipity engine to find combat openings. It worked very well: the action was fast paced and engaging. All that I needed to do is to translate what she wanted to do in GURPS terms, and tell her her target number before rolling. 


Mary and Martha went for a whirlwind tour of the Chilkarro Market to pay off outstanding tabs. The month of July had been good for business. At the fair, Martha spotted a fencing tournament and decided to enter. Her opponent was a tall man: not as fast moving as she was, but definitively with a longer reach. To win the 10 silver crowns, all that she needed to do was to score three hits. Martha played safe at first: a few parried strikes were exchanged to size up the competition. Then, she carefully evaluated her opponent and waited for him to slip and leave something open. While he was looking at her smallsword, she slapped him with her off-hand [ Serendipity Engine Opening, off-hand attack +1 to strike / -1 to defend vs waiving the ability to dodge this turn. ][+]. This blow was just enough to shock her opponent and get him to miss on the counter-attack. Martha made a feint low then scored a point on the man's chest.