Rituals (FiD)
Rulebook p 222.
The Cartographer's Eyes
Effect: This ritual reveals the unseen features of an unexplored area, mapping out the terrain and potential dangers with eerie accuracy. The sacrificed map redraws itself to show the new area, with the same level of detail.
Weird Aspect: The caster temporarily loses their vision, instead "seeing" the landscape as a mental imprint while their eyes glow faintly.
Cost: You must sacrifice a map of a well-explored area to erase the known in favor of the unknown. The caster takes 3 stress.
Consequences: The ritual leaves the caster feeling disconnected from reality, fearing they are becoming more attuned to the land than to the people around them.
Rift of the Veil
Effect: Opens a planar portal to another dimension (e.g., Shadowfell, Feywild, Netherworld, or a pocket dimension) at a fixed location for a duration of several hours up to several day or even permanent depending on the sacrifice.
Weird Aspect: The portal pulses with an unsettling rhythm, as if breathing, and the air around it smells faintly of brimstone or flowers depending on the plane.
Cost: You must inscribe a perfect circle with powdered silver (1 coin) and blood, and chant for three hours uninterrupted. The caster takes 5 stress and must sacrifice a living creature or a magical object to stabilize the portal.
Consequences: After performing the ritual, the caster becomes haunted by whispers from the plane they contacted, making them question the barrier between realms and possibly influencing their actions.
Harvest of Plenty
Effect: Enhances the fertility of a large swath of land, ensuring bountiful crops and healthy livestock for the next season.
Weird Aspect: Strange glowing roots rise momentarily from the ground before vanishing, and the smell of freshly tilled soil permeates the air.
Cost: The caster must bury a valuable item tied to life and growth (a rare seed, a child’s toy, or a personal keepsake) into the soil. They take 4 stress and temporarily lose the ability to speak until the next full moon.
Consequences: The caster develops a deep connection to the earth and shares the consequences of any destruction caused to the blessed fields until they are harvested.
Blade of the Eternal Flame
Effect: Adds permanent magical potency to a weapon, imbuing it with arcane fire or another chosen element, making it far more dangerous in battle. This adds the Power feature to the weapon.
Weird Aspect: The weapon pulses with a faint glow and emits whispers when drawn, as if the spirits of the elements are trapped within.
Cost: This ritual required long-term-project is a 6-tick clock using Tinker. The weapon must be bathed in the blood of a creature associated with the chosen power (for example a fire elemental for imbuing fire). The caster takes 6 stress.
Consequences: The wielder begins to believe the weapon is sentient, developing a fear that it may act of its own will one day.
The Gravekeeper's Hand
Effect: Animates all the dead in a graveyard, causing them to rise as either mindless undead or bound to the caster’s will.
Weird Aspect: As the dead rise, the ground shifts and groans, and the stench of decay fills the air.
Cost: You must bury a sapient creature alive in the graveyard as an offering. The caster takes 7 stress and develops a growing connection to the undead, feeling their pull even when not near a graveyard.
Consequences: The caster begins to dream of being buried alive, with each nightmare lasting longer and feeling more real. The caster's vice changes to faith.
Sanctification of the Hallowed Ground
Effect: Sanctifies a temple or sacred space, creating a powerful ward that keeps out spirits, curses, and the influence of dark forces.
Weird Aspect: A subtle, golden glow suffuses the temple, and a low hum resonates within the walls when evil entities approach. The area becomes anathema to spirits and monsters not aligned with your faith.
Cost: The caster must offer up a personal sacrifice, such as a beloved possession or part of their own lifeforce. They take 5 stress and a full ritual of worship must be helt there.
Consequences: The caster fears they have bound their soul to the temple and that, upon death, they will be trapped within its walls.
The Seeking Flame
Effect: Summons a flame that seeks out and burns hidden magic in the immediate area, obvious or concealed. This is mostly used to break powerful magic not susceptible to normal detection or dispelling powers or when the magic is so subtle it cannot be detected.
Weird Aspect: The flame flickers in unusual patterns, as if alive, and whispers in forgotten tongues.
Cost: You must light the flame using a rare, flammable material harvested from an ancient source (like a dead god’s heartwood). The caster takes 3 stress and may be burned if the flame detects deception.
Consequences: The caster begins to believe the flame can judge them, fearing its eventual turn on them if they are not "pure."
Eye of the Hunter
Effect: Bestows a keen sight upon the caster or target, allowing them to track creatures or people with supernatural accuracy, seeing their tracks as glowing imprint and the target themselves can be seen through walls and in darkness.
Weird Aspect: The target’s eyes glow faintly, and their vision becomes tunnel-like, focusing only on the prey.
Cost: The caster must pluck out a bird’s eye and swallow it, taking 4 stress. Caster must either uniquely name the target or include some link to them. The target becomes unable to see any creature other than their prey until the hunt is complete.
Consequences: The target develops a fear of losing their sight, haunted by blurred visions of strange, unidentifiable creatures.
Chains of Binding
Effect: Temporarily binds a powerful entity (spirit, demon, or elemental) to a physical location or object, preventing its escape.
Weird Aspect: The air crackles with tension, and the object or location glows with eerie symbols.
Cost: You must trap the entity in a specially prepared vessel (e.g., a cursed goblet or enchanted mirror). The caster takes 6 stress and risks their own essence being bound if the ritual fails.
Consequences: The caster begins to believe that, one day, they will be bound by their own magic or trapped by the entities they subdue.
Veil of the Hidden Path
Effect: Conceals a secret path or safehouse with illusions, making it invisible to those who are not initiated.
Weird Aspect: The path flickers with brief mirages, and anyone who walks it feels an unnatural chill as they move through.
Cost: The caster must burn a rare incense and chant for several hours while walking the path. They take 4 stress and risk losing their way, potentially never finding the true path again if disturbed.
Consequences: The caster becomes paranoid that they are losing their ability to distinguish reality from illusion, fearing they are walking invisible paths unknowingly.