ritual magic cards warhammer fanatsy roleplay v2

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Spell Name Casting # See below Casting Time 8 Hours + 2 Hours per Mag, Char. Ingredient Description Dark Magic Daemonic TOC pg. 219-220 Ritual Magic Spell Name Casting # 22 Casting Time 4 Hours Ingredient Description Arcane Daemonic MAIN pg. 169 Ritual Magic The Beastly Transmogrification Of The Omnpotent Tchar MAIN pg. 169 lists ingredients and conditions for casting Magic: 4 XP: 400 Consequences:  If the Casting Roll is failed, you and your assistants suffer the effects of the spell instead. Description:  If this ritual is successfully cast, every Human with a Will Power of less than 50% and within 1 mile of you transforms into a hideous Beastman for 24 hours. Beastmen go on a rampage of killing, burning, and destruction, stopping only when they are killed or the spell expires. Anyone who survives this experience gains 6 Insanity Points (half that if a successful Will Power Test is made). Call Daemon TOC pg. 219 lists Ingredients and conditions for summoning Magic: 1 (Least Daemon), 2 (Servant, Creature or Lesser Daemon) 3 (Daemon Prince or Exalted Daemon), 4 (Greater). XP: 100 (Least Daemon), 200 (Servant, Creature, Lesser), 300 (Daemon Prince or Exalted), 400 (Greater). Consequences:  For Least Daemons, Servants and Creatures, the caster could gain 1-3 IP's. Lesser Daemons grant IP's as well as mutations. For Daemon Prince or Greater, sucked into Chaos Void. Casting #: Least=1D10+2; Servants/Creatures=1D10+4; Lesser=2D10+ 2; Prince/Exal ted=2D10+8; Greater=3D10+8. Add +4 for each Daemon summoned beyond the first. Description:  Can summon a Daemon within 12 yards.

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All the ritual magic I could find printed out in an easy reference card, including original page numbers in Warhammer Fantasy Roleplay v2

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Sheet1Spell NameCall DaemonCasting #See belowCasting Time8 Hours + 2 Hours per Mag, Char.IngredientTOC pg. 219 lists Ingredients and conditions for summoningDescriptionMagic: 1 (Least Daemon), 2 (Servant, Creature or Lesser Daemon) 3 (Daemon Prince or Exalted Daemon), 4 (Greater). XP: 100 (Least Daemon), 200 (Servant, Creature, Lesser), 300 (Daemon Prince or Exalted), 400 (Greater). Consequences: For Least Daemons, Servants and Creatures, the caster could gain 1-3 IP's. Lesser Daemons grant IP's as well as mutations. For Daemon Prince or Greater, sucked into Chaos Void. Casting #: Least=1D10+2; Servants/Creatures=1D10+4; Lesser=2D10+2; Prince/Exalted=2D10+8; Greater=3D10+8. Add +4 for each Daemon summoned beyond the first. Description: Can summon a Daemon within 12 yards.Dark Magic DaemonicTOC pg. 219-220Ritual MagicSpell NameThe Beastly Transmogrification Of The Omnpotent TcharCasting #22Casting Time4 HoursIngredientMAIN pg. 169 lists ingredients and conditions for castingDescriptionMagic: 4 XP: 400 Consequences: If the Casting Roll is failed, you and your assistants suffer the effects of the spell instead. Description: If this ritual is successfully cast, every Human with a Will Power of less than 50% and within 1 mile of you transforms into a hideous Beastman for 24 hours. Beastmen go on a rampage of killing, burning, and destruction, stopping only when they are killed or the spell expires. Anyone who survives this experience gains 6 Insanity Points (half that if a successful Will Power Test is made).Arcane DaemonicMAIN pg. 169Ritual MagicSpell NameThe Awakening Of The Slumbering Earth DragonCasting #17Casting Time8 HoursIngredientMAIN pg. 169 lists ingredients and conditions for castingDescriptionMagic: 3 XP: 300 Consequences: If you fail your Casting Roll, you are swallowed up by the earth instead and are slain. Description: You call upon the power of the nature to create a devastating earthquake. It affects an area the size of a small town, anywhere within 3 miles of you. The earthquake lasts for one minute and destroys all but the strongest of buildings.Arcane MagickMAIN pg. 169Ritual MagicSpell NameThe Body GildedCasting #See belowCasting Time12 HoursIngredientROS pg. 166 lists ingredients and conditions for castingDescriptionMagic/Casting #: 2, Casting #18 (gild single finger or toe); 3, Casting #20 (gild hand, foot , ear or nose); 4, Casting #22 (gild arm, leg, head, heart, lungs) XP: 200 Consequences: If you fail your Casting Roll, you gain an Insanity Point and the body part you were attempting to gild becomes horribly (and permanently) burned and disfigured. See the Description for specific additional consequences by body part. Description: You permanently substitute one of your body parts with a replacement of gold. There are 3 versions of this ritual, depending on which body part is gilded. (see ROS pg.167)Arcane MagickROS pg. 166-167Ritual MagicSpell NameThe Dance Without EndCasting #24Casting Time4 HoursIngredientROS pg. 167 lists ingredients and conditions for castingDescriptionMagic: 4 XP: 400 Consequences: If you fail your Casting Roll, you dance yourself to death as described, though your dancing does not spread to others. Description: You cause one individual, who must be held immobile before you throughout the ritual, to dance without ceasing until he dies, Any who see him dancing must make a Challenging (-10%) Will Power Tests or take up the dance themselves. Those who dance must make a Toughness Test each hour. The first hour's Test is Very Easy (+30%), though it becomes one difficulty step harder each hour. (see ROS pg.167)Arcane MagickROS pg. 167-168Ritual MagicSpell NameThe Impossible March Of The Damned SoldierCasting #22 (12 extra)Casting TimeAll the hours of darkness in one nightIngredientROS pg. 168 lists ingredients and conditions for castingDescriptionMagic: 2 XP: 200 Consequences: If you fail your Casting Roll, the entire troop arrives at some destination, anywhere in the world, chosen completely at random by the GM. (ROS pg. 168) Description: You impossibly quicken the travel of a body of soldiers. In One night's hard travel, you, they, and all your casting assistants traverse any distance whatsoever in order to arrive at dawn at any destination, The march's objective may be any natural place in the Old World to which the body could travel, unbarred, on foot. The number of soldiers transported is equal to Mag. Char. X other Wiz. Mag, Char. (see ROS pg.168)Arcane MagickROS pg. 168Ritual MagicSpell NameInescapable Bindings Of DutyCasting #18Casting Time4 HoursIngredientROS pg. 168 lists ingredients and conditions for castingDescriptionMagic: 2 XP: 200 Consequences: If you fail your Casting Roll, you must carry out the oath yourself, to the extent possible. Description: By casting this spell you compel one who has sworn an oath and broken it (or who intends to break it) to carry out the letter and spirit of the vow. It matters not whether the oath was made in jest, under compulsion, or while utterly blind on drink. If this ritual is successfully cast, the oath will be carried out or the one who spoke the oath will kill himself trying.The oath taker can carry out his promise with intelligence and guile and postpone action to a opportune moment.Arcane MagickROS pg. 168Ritual MagicSpell NameReaping Of The Pus BloomsCasting #27Casting Time4 HoursIngredientROS pg. 169 lists ingredients and conditions for castingDescriptionMagic: 4 XP: 400 Consequences: If you fail your Casting Roll, you are infected with the Neiglish Rot. Each day, however, you automatically fail your Toughness Test to resist its ravages, which dooms you to die soon enough. Description: This ritual brings the scourge of the Neiglish Rot to a community of Humans (or some other race). Everyone within a mile of the location where the ritual is cast must make an immediate Toughness Test or contract the disease, which they may spread normally to those they come into contact with.Arcane DaemonicROS pg. 169Ritual MagicSpell NameThe Rite Of Barren BloodCasting #20Casting Time8 HoursIngredientROS pg. 169 lists ingredients and conditions for castingDescriptionMagic: 3 XP: 400 Consequences: If you fail your Casting Roll, fail to meet the Conditions, or use Ingredients of blood not from a man and woman who are related, your lineage is instead affected by this curse. Description: You identify a lineage by the ingredients you use in the casting of the ritual. For all time, all those descended from the single individual you specify, as well as that individual's siblings, parents, parents' siblings, and all the descendents of those relatives, are rendered incapable of producing or fathering offspring. (see ROS pg.169)Arcane MagickROS pg. 169Ritual MagicSpell NameCall Divine ServantCasting #26 (mods)Casting Time1D10+4 HoursIngredientTOS pg. 240 lists Ingredients and conditions for summoningDescriptionMagic: 3 XP: 300 Consequences: If the casting fails, you have displeased your God with your arrogance, and you must immediately roll on Table 10-11: Vengeance of God. Description: The ritual calls a servant of your deity from your God's realm, which appears within 12 yards. You have absolutely no control (and no 2 react the same) over the Divine Servant, so you better have a very good reason to be summoning it, or it is likely to bring down the Wrath of God, or, if particullarly annoyed, the Vengeance of God. (see TOS pg.240 for more details)Divine MagickTOS pg. 240Ritual MagicSpell NameConsecrateCasting #See belowCasting Time1 hour; Up to at least 3 daysIngredientTOC pg. 240-241 lists Ingredients and conditions for castingDescriptionMagic: 1 (Shrine); 2 (Temple, Monastery); 3 (High Temple) XP: 100 (Shrine); 200 (Temple, Monastery); 300 (High Temple) Consequences: If the casting fails, the site is not poperly consecrated, although it will appear as if it is to those with the Magic Snese Skill. This can have wide-ranging consequences. Casting #: 10 (Shrine); 18 (Temple, Monastery); 26 High Temple Description: This is the most common of all shrine rituals, and is used by all cults whenever a new holy site is established for their diety. If successful, the priests of that God gain +1 to casting rolls per point of Magic Char. needed for the ritual within the holy site, or 2 yards of a shrine. (see TOS pg.240-241)Divine MagickTOS pg. 240-241Ritual MagicSpell NameTease Forth The Shrieking SoulCasting #13Casting Time1 HourIngredientTOC pg. 85 lists Ingredients and conditions for castingDescriptionMagic: 2 XP: 200 Consequences: If you Casting Roll fails, you catch a glimpse of the Realm of Chaos, blasting away your sanity. Gain 1D10 Insanity Points. Description: With a successful casting of this ritual, you tear free the spirit of the sacrificial victim, killing the subject in the process. The spirit shrieks and moans, horrified by its fate. You may then collapse the spirit into a ball of dripping ectoplasm. The ball remains in a semi-solid state for a number of weeks equal to your Mag. Char. You can use the spirit as a spell ingredient, 1 extra casting die. (see TOC pg.85 for more details)Arcane DaemonicTOC pg. 85Ritual MagicSpell NameSend Forth The Dreaming FormCasting #12Casting Time1 HourIngredientTOC pg. 86 lists Ingredients and conditions for castingDescriptionMagic: 1 XP: 100 Consequences: If your Casting Roll fails, you are exposed to the full potency of the Realm of Chaos. You immediately gain 1D10 Insanity Points. Description: With a successful casting of this ritual, your spirit departs from your body and travels through the nebulous barrier between the Chaos Wastes and the Realm of Chaos. You can only visit the Legendary Locations described in Chapter XVI: Beyond the Wastes of Chaos (see TOC pg.200 for info) and you immediately gain 3 Insanity Points. (see TOC pg.86 for more details)Arcane MagickTOC pg. 86Ritual MagicSpell NameFather W'soran's ArchitectCasting #20Casting Time4 HoursIngredientNDM pg. 120 lists Ingredients and conditions for castingDescriptionMagic: 3 XP: 300 Consequences: If you fail the Casting Roll, one of your hands turns to stone. From now on, you suffer a -20% penalty to all tests relating to manual dexterity. Description: A 50-foot tall stone tower rises out of the ground in the place where this ritual is performed. The caster determines the internal layout of the tower when he draws the map ingredient.Arcane High NehekharanNDM pg. 120Ritual MagicSpell NameLegion Of The DeadCasting #22Casting Time4 HoursIngredientNDM pg. 120 lists Ingredients and conditions for summoningDescriptionMagic: 3 XP: 300 Consequences: If you fail the Casting Roll, the summoned undead turn on you. If you are slain or flee, they either return to the grave or battle the living, according to their temperament in life. Description: A regiment of the dead rises to fight for you. As many as 30 Skeletons or Zombies may be raised in this way, depending on how many corpses are at hand and their state of decay. These troups do not count towards the usual limit of how many Undead you may control and remain under your command no matter how far you travel. (see NDM pg.121)Arcane MagickNDM pg. 120-121Ritual MagicSpell NameRain Of BloodCasting #17Casting Time4 HoursIngredientNDM pg. 121 lists Ingredients and conditions for castingDescriptionMagic: 2 XP: 200 Consequences: If you fail the Casting Roll, the clouds are summoned, but they rain holy water instead of blood. Description: This ritual summons a host of dark clouds that rain blood over an area of five square miles for one hour, which may result in flooding. The blood is ordinary blood of the same species as the hearts used in the casting. This ritual has been used to feed Vampires on the march in wartime andalso dishearten the enemy. (see NDM pg.121)Arcane MagickNDM pg. 121Ritual MagicSpell NameRebirth In BloodCasting #27Casting Time4 HoursIngredientNDM pg. 121 lists Ingredients and conditions for castingDescriptionMagic: 4 XP: 300 Consequences: If the Casting Roll is failed, you suffer the same fate as the inhabitants of the location you have chosen to cast in--you could catch the plague, join the shambling Undead, or be gorily dismembered by ghostly blades. Description: This ritual may bring a deceased Vampire back to un-life. If the Casting Roll is beaten by 5 or more, the Vampire is returned to full health, appearing as he did before death, though he loses any equipment and clothing he had. If the Casting Roll is beaten by less than 5, then the Vampire is not restored, but the ritual is not a failure. (see NDM pg.121-122)Arcane High NehekharanNDM pg. 121-122Ritual MagicSpell NameSummoning The Ship Of The DamnedCasting #18Casting Time4 HoursIngredientNDM pg. 122 lists Ingredients and conditions for summoningDescriptionMagic: 2 XP: 200 Consequences: If you fail your Casting Roll, you are tormented by visions of drowning in an ocean of damned souls. You gain 2 Insanity Points. Description: You raise a sunken ship from its resting place with a full crew. The ship does not need wind to fill its sails and travels at an even speed no matter the weather. Although the ship remains as decayed as it was previously, it rots no further. The crew is made up of Skeletons or Spectres at your choice and there are as many of them as there were crew when the ship sank.Arcane MagickNDM pg. 122Ritual MagicSpell NameHere is the text for the cell for the ritual magicCasting #Casting TimeIngredientDescriptionRitual MagicSpell NameHere is the text for the cell for the ritual magicCasting #Casting TimeIngredientDescriptionRitual Magic

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