[Provided] Chaos Ritual(s)

By Gregorius21778, in Dark Heresy House Rules

[ Preparing the Portal of the Netherworld ]

Effect:
The ritual creates a "focal point" for the Major Arcana "Create Door"(see RH p.170). Is the Caster of said Arcana at the location of such "prepared Portal", she gains a +10 Bonus to the Check for INT the Arcana asks for. Is a "prepared Portal" at the point of destination, the Treshold of the Power is reduced by 10. If portals are presents at both points of the route, both boni are gained.

Prequisits:
To "create" the Ritual, one must have gained the Major Arcana "Create Door" (or have must have a spellbook containing the Arcana) and must gain 5 succees on a very hard (-30) Forbidden Lore (Warp) check (one check for each five days of (8-INT) hours of uninterrupted study). Of course, the ritual could be aquierred by other ways (Daemon Pact; Tutolage by a Cultist; etc.)

To cast the ritual, a number of runes must be crafted into the surface of a place that shall function as the "prepared portal". The runes must be "permanently" engraved (Craft: Scrimshawer) into walls, trees, stones etc. If the encarved object are removed later, the portal is "broken". Same if the runes get destroyed. As the runes are encarved, a litany must be recited over and over again and beings of feeling and higher sentience must be sacrificed.

Game Mechanic:
To determine which runes must be place at which place, a challenging (+0) check for Forbidden Law (Warp) must be passed.

The placing of the runes takes 3d10 hours (-1 hour for each level of success with the mentioned skill check; "less runes neccessary").
Crafting the runes takes a routine (+20) check for the Tradeskill "Scrimshawer". The task of carving the runes can be given to different craftsmen (to safe time), but the time cannot be reduced to less then 1 hours this way. All of the craftsmen involved either need to have the Skill "Scholastic Lore (Occult)" or "Forbidden Lore (Warp)" to understand the runes. Otherwise, the must be explained to them (INT+20 check for the craftsmen to ensure he understands what the runes have to be like).

The correct reciting of the litany is a check for Invocation (-20). Other cultist might assist as by the standard rules. Every other person chanting the litany will give a + bonus to the check, even if the person isn´t having the Invocation skill.

The sacrificing is an extend skil check for Invocation (+10) as well. For every person sacrificed, a skill check can be made...


If all checks are successfull, a Minor Warp Phenomenon will occur (see core rules table. A result of over 75+ is treated as 74) as the warp leaks into the place and the veil is weeked. The portal is prepared for a number of weeks equal to the success gather at the extended "sacrifical check". For this time period, the immidiate area counts as under the effects of "weaken the veil" (see minor powers / core rules).
After this time period, the "prepared portal" can be reloaded. The Ritual is the same, but the runes do not have to be cast again...

If the skill check for the casting of the runes if failed, nothing will happen or all hell breaks lose (GM´s decision)

Costs:
Besides the tool in human lives and the craftsmenship needed, those chanting should be under the effect of hallocinogetic drugs. Everyone involved in the ritual will suffer 1d5 points of corruption +1 for every person sacrificed in the ritual and an additional +1d5 if the ritual was successfull ("warp shock" as the warp leaks into realspace).
In addition, everyone involved in the ritual must pass an routine(+20) check for Willpower (with boni for FEAR counting), otherwise the experience will leave the partitiant with one point of Insanity (+1 for every level of failure of the willpower check)

Designer Notes:
This ritual was invented as a "nemesis plot device", since it allowed me to explain how a witch with rather mediocre power (not "Master Sorcerer") was able to reach different points in a backwater countryside (by herself or by sending out a lesser witchrafter).

The everwatching eye
The ritual enables the caster to "sense" whenever a daemon and/or sentient being "disturbs" the area with its presence. The ritual is used to "watch" important areas so intruders are recognized at once.

Requierments (Casting):
The caster must be kneeling in an "contained area" (a room, a tunnel, a cargo container) and she must be the only intelligent being in the room (or the vicinity if in a place like a tunnel etc.). 9 left eyes taken from nine living sentient beings or nine creatures known for watchfullness and keen senses (like a hawk) must be swallowed by the caster during the ritual which will take an our (or more) of chanting and smearing runes on the ground (or wall/ceiling) with the casters own blood. [1 wound worth of damage; hard tests for Invocation, Occultismen AND Forbidden Lore (Warp)]

Effect: The caster will "sense" any daemon and/or sentient creature approaching the point where the ritual took place (range is up to 5m radius and decided by the caster as the ritual is casted). Distance does not matter. If the caster "watches" different places, she will be able to tell which places are "disturbed". However, she will not be able to discern numbers, only if the disturbance comes from a sentient mortal being or from a daemonic being. If asleep, the caster will wake up at once. As long is the area is "disturbed", the caster suffer -3 on all test requierung "concentration".

Duration: As long as the symbols crafted during the ritual are not destroyed, the ritual is permanent.

Cost: The ritual incurs 1d5+2 points of insanity and 1d5 points of corruption. A hard willpower test will reduce the insanity by one and another one for every level of success (minimum: 1). In addition, the caster loses 1d5 points of willpower since he infuses the place with a part of his self. The willpower will be regained if the symbols are destroyed (1 point per day).

The price of failure:
Failure on any of the test result in a roll on the following table; +10 for ever level of failure achieved in any test:

0-50 Nothing happens
51-80 The casters senses are temporarily filled with sensations of the warp. He will receive an additional 1d5 points of insanity
81-90 The self inflicted wounds bleed unnaturaly & the caster counts as "bleeding"
91-100 The caster will turn blind for 1d10 days. If a 9 is roled, the will not regain his sight
101+ An Astral Spirit tries to possess the castere.

Modifiers (for the casting tests):
+20 The rituals is conducted during a solar eclipse (or a similiar event)
+10 The ritual is conducted during new moon (or a similiar event)
+10 The summoner is under the influence of hallucinatic drugs
+10 The eyes come from seven dutifull watchmen/guardians/similiar
+20 One of the eyes is from a potent diviner.