Sandy petersens cthulhu mythos (1) 135

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Sandy petersens cthulhu mythos (1) 135

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or having multiple insanities caused by such creatures and alignments necessary for that particular ritual gives a +6 circumstance bonus They take a –5 cumulative penalty on skill checks to Diagram Phase: The first phase of a ritual is usually cast that ritual again for an amount of time equal to the creation of an eldritch circle or other diagram This the casting time multiplied by the caster level This phase's skill check is labeled “(diagram)” Having a penalty ends immediately for any caster later involved tome or copy of the circle gives the caster a +5 insight in successfully casting the ritual despite the penalty bonus on this skill check While not always in the All rituals have this failure effect unless the description shape of a circle per se, proper symbols, shapes, and indicates a different one 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 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 Backlash: Any successful or failed ritual has a particular Mythos tomes (described in Chapter 6), chance of draining the caster's energy The primary but can also be found in other texts A few are associated caster must succeed at a Fortitude saving throw or take with particular Outer Gods, Great Old Ones, or point of nonlethal damage per level of the ritual The Mythos races, and are always carefully-guarded secrets DC is 10 1-1/2 x the ritual’s level All rituals have this GMs are encouraged to decide for their own games backlash unless the description indicates a different whether particular rituals are available, and where they one can be found They are often hidden away in places 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 128 Learning Rituals 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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