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Theurgic Rituals

Note: Unlike the Psionic Paths, the Adept and Master levels of Theurgy give no automatic cool abilities, but they do give access to whole new advanced rituals.

The various rituals were written by Jason Lorenzetti, with some input from Sophie Lagacé. 

Requirements listed: L = liturgy (spoken words), G = gestures (symbols and signs traced in the air), P = prayer (meditation and concentration).


 
 
Common Rituals

Confession

Acolyte: Righteous Assignation: This rite forces a Church member to perform a given penance (which matches the severity of their sin).  The TN for the target's Resolve rolls to ignore the penance is (5 + Theurge's Knack used in casting the ritual*5).  Theurgists and Psychics may gain Urge/Hubris from disregarding the penance.

Adept: Prophet’s Censure: The disdain of the Prophet is felt by the sinful soul.  For each level in this knack the target loses one die from rolls against the Caster.  This does not affect the Kept number.  Duration is equal to the Panache of the Theurge in Turns.

Master: Indulgences: Rarely taught by the Church any more, due to the abuses of the past, Indulgence grants Psi users and Theurges respite form their Urge/Hubris.  They can avoid gaining a number of points of Urge/Hubris equal to the Knack rank of the Theurge casting this rite.  Duration is the number of days equal to the Theurge’s Wits.  Misuse of this power, to knowingly condone actions that brought discord to the Flock and the Church, or to purely further the ends of the casting Theurge, have been known to cause the corruption (gaining Hubris ranks) of the offender, supposedly sometimes taking on the Hubris gains of the rite’s target.  This cannot be cast upon one's self. 
 

Exaltations 

Acolyte: Laying on of Hands: The Theurge may take one Dramatic Wound from someone else per rank in this knack.  The target is completely healed of the wound, but the Theurge casting the ritual now suffers from the wound.

Adept: Oath of the Saints: Creates a pool of (Knack rank) Drama Dice for a group to use for a particular task.  Duration is up to the GM, though the Dice do not refresh.

Master: Providential Deliverance: This follows the same rules as presented in the FS core rulebook.  The Theurge can escape an inescapable situation. The unlikeliness of the escape is related to the level of this knack.  Merely amazing at level 1, and totally impossible “Hand of the Pancreator” escapes at level 5. 
 

Evangelism

Acolyte: Pulpit’s Gift: Social TNs are reduced by 5 (minimum of 5) for each rank in this Knack, duration is one span.

Adept: Tongues of Babel: The Theurge may understand any spoken language, and be understood in turn.  Lasts a number of spans equal to the knack rank.

Master: Assimilation: For a number of scenes equal to the knack rating, the Theurge fits in with the local culture.  This does not change the Theurge’s looks or voice, but the “locals” will accept him/her as one of their own.  At least some discretion must be used.  For example, smoking flame guns will not be ignored.
 

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Amalthean Rituals

Blessed Gifts

Acolyte: Fruitful Multiplication: For each Knack Rank the Food/Water/Breathable Air which is being used by the Theurge or allies is doubled.  This is limited to the Air in a ship, or the food that is being used by the Amalthean’s friends or victims of famine.  GM’s discretion.  Can refresh air on a ship, destroyer size or smaller.  Requirements: LP, touch, perpetual.

Adept: Manna From Heaven: Enough Food/Water/Air is produced for a number of days equal to the Knack Level.  This can replenish a ship’s air supply for cruisers or less, for anything larger it requires the Theurge to be a Master.  Requirements: LP.

Master: Sheltering Hand: Adverse environmental conditions are abated or blocked.  Storms, earthquakes, and vacuum all fall into this category.  The duration is 1 day per Knack rank.  Requirements: LGP, prolonged.
 

Hand of Saint Amalthea

Acolyte: Refreshing: All flesh wounds (not Dramatic wounds) are healed.  Crippled Penalties are negated for (Rank) turns.  OR: Heal 1 Dramatic wound per rank.  Requirements: LGP, touch, instant.

Adept: Restoration: Each Rank may heal one dramatic wound for a number of people equal to the Theurgist’s Wits.  OR heal all wounds on one person.  OR heal the following:
Rank 1: Burns and Frostbite is healed.  Madness/Trauma is temporarily stopped.
Rank 2: Non-deadly Diseases are cured and Mild Poisons are expelled from the body.
Rank 3: Debilitating diseases are cured.  Debilitating poisons are expelled. 
Rank 4: Deadly diseases are cured, and deadly poisons are expelled
Rank 5: Cure madness or dementia.
Requirements: LGP, touch, instant.

Master: Healing: All Dramatic Wounds are healed for a number of people equal to the Wits of the Theurgist.  OR reattach limbs and repair organs.  Requirements: LGP, touch, instant.
 

Pacification

Acolyte: Knowing Heart: This is the Amalthean’s subtle sight, but gives information more in a health and wellness sense.  Requirements: P, sight, temporary.
Rank 1: Physical health, or whether target is Occult User 
Rank 2: Current Mental State, or whether Virtue/Hubris is active
Rank 3: Type of Occult User, or whether suffering from possession
Rank 4: Urge/Pride Level
Rank 5: Type of Hubris/Virtue

Adept: Word of Peace: When used over a group of warring/fighting parties, within sight range, all combatants must roll their Wits Keep Wits with a TN of the Amalthean’s (Knack + Resolve) * 5 or they can only defend themselves.  Lasts for (Knack*2) Turns.  Requirements: G, sight, temporary.

Master: Sanctuary: In addition to the Adept level affects, all “Friends” of the Theurge gain +Pacification Knack*5 on their defensive rolls and passive defense. They lose this bonus if they attack.  Requirements: LGP, prolonged.
 

Defence of the Innocent

Acolyte: Hearth: Produce a warm (non-damaging) fire that heats and lights an area of (Resolve) meters.  This hearth fire keeps away non-sentient predators or dangerous creatures at a distance of Knack*5 meters.  This is broken if someone within the protected area attacks them.  This would work on Amen’ta and many of the creatures form Ungavorox, but would not work on Vorox themselves, or adult Ascorbites, but may work on non-adult Ascorbites.  At adept Rank this protects ships from things is space, if there are things is space. (R1: Shuttles, R2: Frigates, R3: Destroyers, R4: Cruisers, R5: Dreadnaughts).  Requirements: LG, touch, prolonged.

Adept: Hidden Flock: Keeps a group, that can fit into a small shelter or Knack*5 meters in the wilderness, from being tracked or discovered. If the hunters know exactly where you are it does no good.  This lasts for (Knack*3) hours.  Requirements: LP, touch, prolonged.

Master: Shielding Hand: This power wards consecrated ground.  No antagonistic forces may enter and the area/structure is protected from harm.  This lasts for (Knack) days.  The warded people cannot attack out of the sheltering area.  If the area is a Church Ship, often consecrated, then the ranks are the same as the Adept Rank of “Hearth”.  Requirements: LGP, touch, prolonged.
 

A Quiet Word

Acolyte: Avoidance: No aggressive action/attacks/psi/theurgy may target the Theurge, if there is already another Target available that is in combat or is hostile to the Amalthean’s would-be attacker.  The Amalthean may not attack.  Duration is (Knack) Turns.  This is for battlefield medicine and helping the injured.  Random and uncontrolled attacks (e.g., exploding vehicles, shrapnel) can still hit the Theurge.  Requirements: GP, temporary.

Adept: Blessing: Urge/Pride Powers are negated for (Rank) Turns (The dark side may not offer power dice, and powers that have used dark dice to activate are canceled.  Hubris (7th sea Hubris Arcana) effects are cancelled and cannot be activated for Rank Turns. OR: Target gets +Knack unkept dice to their next non-combat action.  Requirements: GP, instant.

Master: Invitation to Hamonmeyelos, Lord of Mercy: Must have Rank 5 before this may be taught or used.  The Lord of Mercy, in the guise of a mortal, will eventually appear to the Theurge and help them with what they Need, see FS p. 153 (1st ed.) or p. 107 (2nd ed.) for complete description.  Requirements: LGP.
 

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Avestite Rituals
Note: Any contested rolls by the defender are made at +10 TN if s/he has been excommunicated from the Church, or is under some other serious censure.

Detection of Sin

Acolyte: Knowing False Heart: Requires Questioning, methods up to the inquisitor. Roll Knack+wits K knack, TN = 5+(Wits of target*5).  May be contested with an appropriate skill roll (e.g., Sincerity.)  Requirements: G, sight, prolonged.
Rank 1: Knows is the suspect is telling the truth or is lying, but not in what sense, or exactly what phrase. 
Rank 2: Knows what statement, or which words are lies
Rank 3: Can tell if the suspect is trying to dissemble, or uses half-truths
Rank 4: Knows if they are leaving out names or are leaving things unspoken
Rank 5: Gets a hint at what they are hiding

Adept: Scent of Evil: Range is Knack*100 meters 
Roll Knack+wits K knack, TN = 20.  Only detects powers in use.  Requirements: GP, sensory, prolonged.
Rank 1: Occult Powers being used in area (Y/N)
Rank 2: Direction/Distance
Rank 3: Type of Powers (Psi/Theurgy/Antimony/Lifeweb)
Rank 4: Paths/Schools/Nature
Rank 5: Exactly who is doing it, they can see the occult power swirling around the Sinner

Master Inquisitional Command: Roll Knack+wits K knack, TN = 5+(Resolve of target*5).  Maybe contested. 
Forces suspect to give full complete truthful answers to direct questions. The victim may make a roll to resist; roll Resolve vs TN = Knack Rank*5.  Appropriate skill (e.g., Stoic Mind) may also be used to resist.  Requirements: LG, sight, temporary.

Note: this power in no way holds the victim or constricts his actions.
 

Tools of the Heretic

Acolyte: Screeching Halt: Permanently shorts out volt system and mechanics. Whatever is affected will need to make a repair roll against this Knack*5 to get the system working again.  Requirements: G, sight.
R1: hand weapons/tools, 
R2: small vehicles (cars/trucks), 
R3: Large Vehicles (smallest Shuttles), Large Subsystem (Sensors, Ship Weapons), 
R4: Large Landers, Building Wide systems, 
R5: Frigates/City Blocks.

Adept: Wages of Sin: The system/Item now explodes or violently shorts out.  Range is (Knack) Meters.  Anyone using the vehicle/system is damaged (Rank) Keep (Mastery).  Use same Ranks as Screeching Halt.  Requirements: LG, sight.

Master: Grasp the Two-Edged Sword: The Theurge may now turn the technology against the wielder.  Only when used against the Theurge or his “friends” will it turn on the wielder.  Use Ranks above.  Damage or effects is base damage/or effects of the weapon or item.  Requirements: LG, sight.
 

Judgment

The Theurge must declare what crime has been committed when using these rites.  The target may make a Resolve roll, TN of the Theurge’s Knack*5 (-15 to the TN if the victim is innocent of the crime, min. TN 5) to cancel this power.

Acolyte: Torch Bearing: Requires touch; the victim will light afire for (Knack) Turns, and does (Knack( keep (Mastery) per turn.  A Finesse + Footwork K Finesse roll, TN 20 will put out the flames.  Requirements: G, touch, temporary.

Adept: Tortures of the Damned: Sight range; do Knack+Brawn Keep Mastery damage. This damage does not kill the victim, but only knocks him unconscious.  The victim sees visions of hell and eternal damnation.  Requirements: LG, sight, prolonged.

Master: Petition to Jachemuyelos, Lord of Judgment: Must have achieved Rank 5 in this Knack and be in good standing with the sect to learn this rite. Effect is same as per rules in FS p. 152 (1st ed.) or p.167 (2nd ed.)  Jachemuyelos normally appears as an older man with a long beard and stately judicial robes, holding the scales of Justice and the gavel of Order; to mete justice in fair balance between retribution and repentance.  Requirements: LGP.
 

Impress the Flock

Acolyte: Clearing the Path: This pushes back the crowds that may block the way of a pursuing Avestite, crowds part before the Avestite unconsciously and will not interfere. The duration is (Knack) Turns.  Requirements: G, sight.

Adept: Sting of Conscience: The victim will feel incredibly guilty for some past misdeed.  S/he will try to be as helpful to the Avestite as possible and will be susceptible to further bullying or suggestions.  +5*Knack to target’s TN for any roll to contest the Avestite.  Duration is (Knack) minutes.  Requirements: LG, sight, prolonged.

Master: Fear: Each rank in this Knack adds one to the Fear rating of the Theurge.  This combines with any Fear rating from virtues or reputation that the Theurge may have.  Duration is (Knack) Turns.  Requirements: LG, sight, prolonged.
 

Defense Against the Wicked

Acolyte: Turning the Blow: Add Knack*5 to Passive Defense and +Knack unkept dice to the active defense roll.  Defends against hand-to-hand attacks only.  Duration is (Finesse) turns.  Requirements: G.

Adept: Barrier of Righteousness: the Avestite is surrounded by the Will and the Word of the ultimate Judge.  Creates a shield (which energy weapons may leak through.) At rank 1, shield rating is 10+1d10; for each additional Rank the shield gains +1d10.  Can absorb (Knack*5) total damage.  Requirements: LG.

Master: Maze of Will: This blocks Mind control and other occult mental interference (telepathy, possession, mind scans and emotional scans).  This does not stop aura reading for occult powers.  For each Rank gain 1 unkept die to any rolls to avoid mental powers.  Requirements: LGP.
 

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Brother Battle Rituals
Seemingly invincible in one on one combat, the Priests of Brother Battle are respected across the Known Worlds, if not always loved. The Theurges of the sect both support and lead their brothers in the ongoing war against the Dark.  The Theurges know rites of Command and Movement, as well as the better-known Martial Rituals that can still be heard across the battlefields of the Empire.

Devotees.  Brother Battle holy knights have access to a specialized form of Theurgy: instead of taking a Minor or Major Talent and learning several rituals, a Brother Battle fighting monk may become a Devotee of a single Ritual.  This allows the Devotee to attain the higher Mastery levels much faster, but the Devotee will consecrate her/his whole life to only that Ritual.  See Theurgy Rules for details.

Inspiration of the Powers

Acolyte: Reflect the Eternal Flame: By letting the mirror of the soul shine through reflecting the majesty of the Empyrean, the Theurge infuses his aura with the essence of Command.  People whose Resolve is less than the Theurge’s rank in this knack are predisposed to follow his commands.  Her aura, if seen by an occultist, burns with an unusual intensity, and shows only a sense of strength and confidence.  This rite adds a number of unkept dice to leadership and social rolls that would require a strong personality.  At Master rank these become kept dice.  Duration is one scene.

Adept: Obey the Word: The direct commands of the Theurge are almost impossible to resist under the force of this rite.  Direct commands, even to superior officers, though it is forbidden to use this on Brother Battle Superior officers, or member of the Orthodox sect, are obeyed with swiftness.  For those who would not normally take the Theurge’s orders, or those who are actively against them, they may make contested rolls to see whose will wins out. (Knack+Resolve)K(Resolve) TN (5+5*Resolve of Target) vs. (Resolve+ Stoic Mind)K(Resolve) TN (5+5*Resolve of the Theurge). Duration is (Knack) Turns. Unfortunately for the Brotherhood, a devious mind need only follow the wording of the commands.

Master: Assemble the Host: By quoting the Omega Gospels and leading the warriors into battle, the Theurge may make an army out of the meekest rabble.  The Theurge is able to grant one of his combat knacks (melee, shoot, starship gunnery, starship piloting, etc…) to the targets.  The duration is one combat.  For each level in this rank the Theurge may double the number affected, with a base of the Panache Trait of the Theurge.  Example: For a Panache of 3 the Theurge would be able to affect: 3 at R1, 6 at R2, 12 at R3, etc.  This power is only useful for those that can see or hear the Theurge by natural means.  For those warriors that would gain no benefit form this rite (their ability is equal to, or greater than the Theurge’s, they gain one rank in the affected combat knack.
 

Blessings of the Pancreator

Acolyte: Soul’s Vessel: The Theurge may grant those receiving this blessing a number of unkept dice equal to his level in this knack.  The total pool of dice (equal to the knack’s rating) may be split among the blessed.  The blessing affects any physical activity except offensive combat.  The number of dice is doubled with each level of mastery, but the maximum number of dice per person is limited to the knack rating.  Duration is one scene.  The Theurge does not benefit from this rite.

Adept: Liturgy of the Wrathful Host: A number of people equal to the Theurge’s Wits are granted a fear rating equal to this knack’s rank.  Duration is for (knack) rounds. 

Master: Salutation to Zakhayelos, Lord of Hosts: This is the same as the listed ritual in the FS’s core rulebook.  The Theurge must have a rank of 5 in this knack before he may cast it, and must be in good standing with his sect.
 

Fist of the Eternal Light

Acolyte: Rightfully Guided Hand: When first learning this rite an attack knack must be chosen (Attack (Fencing), Shoot (Slug Guns), Unarmed Attack, Starship Weapons, etc. are some examples). Each mastery levels allows for another knack to be chosen that will benefit from this rite, (for a grand total of 3 at Master Rank). For each rank in this knack the Theurge gains 1 kept die that he may add to any attack or damage roll, based upon the chosen knack These dice form a dice pool, once a die has been used it is gone from the pool.  The rank lasts for 10 minutes per rank.  The Theurge will not benefit from multiple castings of this rite at one time. 

Adept: Focused Force: For each rank in this rite, the Theurge may ignore 5 points of armor or shields, this affects both hand to hand and melee weapon, but projectile weapons.  Duration is (Finesse) turns. 

Master: Bolt From Beyond: Calling upon the Pancreator, the Theurge calls down a bolt from the realms of the Empyreans.  Roll (Finesse+Knack)K Finesse against the target’s passive defense, normal raises for multiple targets allowed.  Damage is (Knack+Resolve)K(Knack), armor and shields do not black damage.  This rite may target anyone the Theurge can see. 
 

Donning the Robes

Acolyte: Enduring Cloak: After any active defense roll, the Theurge may call out to Zakhayelos to defend him.  This “fixes” the active defense roll.  For a number of attacks equal to his Knack Rank, his passive defense is equal to his “fixed” roll.  If the Theurge decides to roll for active defense again, this rite is broken.

Adept: Armor of the Pancreator: Produces the equivalent of an energy shield equal to 10+(knack)d10 dice.  This armor may fit over any armor.

Master: Endless Gate: When Fighting more than one opponent at a time, the Theurge may ignore their attacks, which pass him by and strike at each other.  For 2*Knack attacks against him, he may redirect them to another one of his attackers.  At rank 5 he may direct them back at the attacker.  Depending on the circumstances this can seem to be either ineptness on the attacker’s part, or divine intervention. 
 

Movement

Acolyte: Guidance of the Flame: The light of the Empyrean’s flows though the Theurge and allows him to see in the darkest of nights.  For each Rank in this Knack the distance that can be seen extends 10 meters, any penalties to the TN due to vision are reduced by 5 (at rank 5 no vision penalties affect the Theurge except vision modifiers for cover). 

Adept: The Howling Wind: For each rank in this knack the Theurge may act twice on any one of his initiative dice.  This rite has a duration of (Wits) turns.

Master: The Chains of Sin: The opponents of the Theurge are slowed by the chains of sin upon their soul.  Each rank in this rite adds one to the action dice of the target, with a maximum of 10 (move last).  This ritual lasts for (Finesse) turns.
 

Oath Taking: 

Oath Taking is a serious endeavor in the Brotherhood. At adept rank and above the Theurge may use these rites to make a binding oath for others.  Often done to prove their worth.  The Oath Taker cannot voluntarily break the Oath without penalty.  Reneging on the Oath give the Oath Taker a number of Hubris ranks equal to the rank of the oath.  Only Orthodox Theurges have rites that may break these Oaths, or repair the spiritual damage that they do to the Oath Taker.

Acolyte: Righteous Fever: When invoking this rite, the Oath Taker declares her quest, or goal.  She gains a number of un kept dice equal to this knack to resist anything that would stop her from achieving this goal.  This does not affect combat, but she gains a number of unkept dice to add to her Wits to spot forces that would try and stop her.  This includes resisting pleas for help, or even commands from a superior officer.  The Oath Taker may not surrender up his quest with out consequences, voluntarily giving up will give him a number of Hubris ranks equal to the rank of this knack.  The GM is final arbiter to whether or not you have fulfilled your goal. 

Adept: Shield Mates: By pledging themselves to each other’s defense and companionship the Theurge may make a compact and bond between a number of people equal to his level in this rank.  Record the rank of the Bond thus created (Rank of the Theurge in this Knack at the time the bond was created or last reinforced.)  The rank of the Bond can be added to knack rank of all Theurgic rituals used by one of the Bonded partners on the other.  The Shield Mates are able to feel each other general location as well when they are in the same solar system, and know when each other is wounded. At rank 3 they know when each other feels themselves to be in danger.

Master: Crossed Swords: Similar to the Shield Mates power above, this creates a Bond with an unwilling target, which the Oath Taker swears vendetta against, the target of the vendetta does not need to be present, but will know that a Bond has been created and may resist with a Resolve roll.  The two that have been Bonded will know each other’s general location, with accuracy increased with knack rank.  When fighting the target of this rite, the Oath Taker gets a number of kept dice equal to his rank in this rite to foil the plans of the target, or to use in combat against him.  The dice refresh daily. 
 

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Eskatonic Rituals
The Eskatonic Order is renown for searching for occult Truths and activities.  They made their opening act by proving to be one of the only effective weapon against the Symbiots, and though they are now an accepted sect of the Church, they are in their minds and others’ a coven, as they have double or even triple the ratio of Theurges to secular clergy compared to other Church sects.  They are concerned more with the finding of secrets, the state of the world as a whole, and the state of their souls in particular, than saving sinners or spreading the Word of the Prophet and the Church.

GM Note (from Jason): Of all the Church sects, the Eskatonic Order is the one most likely to be played as PCs. Yet it was my feeling that their Rituals did not truly give them the ability to be Finders of Secrets, or be a weapon against the Symbiots. With this in mind I have rewritten many of their Rites and Rituals trying to stay true to the Sect’s goals and history.
 

Revelations: 

Tied to knowledge of space and time.  These Knacks allow the Eskatonics to navigate unknown worlds and focus in on the important sites of life and power.  GM discretion is required to describe the exact limits of these rites. 

Acolyte: Location: When arriving upon strange new worlds or forgotten systems where finding yourself is necessary, this rite allows the Eskatonic to navigate around a solar system and a planet’s surface.  Though this rite can be used to assist others in their rolls, it is difficult sharing this knowledge with others since it is not Known so much as Felt.  Each rank in this knack adds one unkept die to Navigation, Searching and similar rolls (treat this knack as one rank lower when helping someone else’s roll).  Also, when used on a planet’s surface, gives progressively more detailed time and location data.  Requirements: P.

Adept: View from the Clouds: This knack allows scrying to far places upon a planet’s surface.  Range is (Knack+ Wits) * 100 miles.  Roll (Knack+ Finesse) K Finesse, TN 15,   -10 if familiar, -5 if visited, +5 if described +10 is no knowledge.  This knack is not useful in space, except to look down on planets, and can only see with a bird’s eye view though with great detail (i.e. scrying rooms is beyond this knack’s capabilities).  Requirements: P.

Master: Convergence: The Theurge may track “Power” sources, in terms of life and Wyrd energy across the surface of a planet,. such as ley lines, gatherings of sentients (or concentrations of Lifeweb users), or Ur sites.  (Knack + Wits) K (Wits), TN 15 though the difficulty varies with interference.  Feeling the City of 1,000,000 just over horizon is easier than feeling the Marines caught behind the lines of a Symbiot attack.  Requirements: P
 

Embodied Light: 

These rituals developed out of Geomancy studies performed by the first Eskatonics.  By attuning themselves or others to the qualities that each heavenly body has, they are able to increase the potency of both natural traits and learned skills.  At the GM’s discretion, if the skill or Trait that is benefited by these rites is the same as the resonance of the Heavenly body called upon then the knack’s effective level is increased by one or in special cases 2.  This goes the same if the resonance and the trait are directly opposed.  Examples could be that Byzantium Secundus has the quality of Leadership due to the humans’ association with that planet, where Urth’s Moon may have a resonance with the trait Wits, due to its reputation as being always changing.  Sutek’s star resonates with Resolve as it is the symbol of reaching the Stars and beyond.  Only a few of the resonances of the Embodied Light are known to the Eskatonics.

The dice granted by this rite may not be used for Occult powers, though if the Trait is appropriate they can be used to resist occult powers.  The dice do not stack nor may any one target have more than one of these rites active on them at a time.  The duration of each of these rites is 1 day.  Once a pool die is used up it is gone.

Acolyte: Geosphere Resonance: For each rank in this knack, the target gains a pool of 1 kept die for any one Skill (notice skill, not knack).  Requirements:  P, prolonged

Adept: Astral Influence:  For each rank in this knack, gain a pool of 1 unkept die for a given Trait.  Requirements: P, prolonged

Master: Empyrean Benefice: For each rank in this knack, gain a pool of 1 kept die for any one Trait.  Requirements: P, prolonged
 

Refinement: 

The refining of matter into a more pure substance. These Rituals are not very well understood by the Eskatonics themselves, and there exist many scholars in their ranks who study these rites exclusively.

Acolyte: Osseous Transformation: Transforms nonliving matter into a bone-like petrified state, this material has been found to be similar to the substances that some Ur artifacts are made from.  Second Republic labs never found the exact nature of this material, and all the uses of this Rite have not been found.  For each rank 1 kg of material may be transformed (each level of mastery allows double the base mass to be affected).  Effects and Applications: When this substance is brought close to some Ur artifacts it hums and vibrates slightly.  When items are brought through a jumpgate, they discharge a static volt shock, much like touching a video screen after it has been turned off (not normally a source of damage). 

Symbiots cannot quickly regenerate wounds made by transformed swords and other melee weapons, though this material is very brittle and often breaks when doing more than half its possible max damage, and slugs transformed tend to disintegrate into a fine powder.  Some Eskatonics claim that even has healing properties when ground up and swallowed, supposedly easing arthritis and neutralizing some poisons.  Any potency that this material may have would be affected by the rank of this knack.  Requirements: LG, touch, perpetual.

Adept: Purity of Essence: This rite returns the touched target (nonliving and living) to a more pure state.  This rite can affect 30 kg per rank.  This can have many effects: when used on water it can purify it, cleaning it of diseases and toxins. It can clean the air of an enclosed space and remove some irregularities from building materials and metals.  Its effects upon heavily processed materials are limited.  Upon living creatures it can have both good and bad effects, but the violence of their reactions is most stunning: the Rite expels food and poisons from the body.  Cybernetic devices (even capped teeth and fillings!) can rupture out of the body.  Diseases are expelled in a rush of sweat and this rite can sober up even the worst drunkard as the alcohol flows out of their pores.  Its effects upon Symbiots have gained the Sect much fame, as they literally tear to pieces under this touch.  Survival of the infected is limited by how much of their body has been infected with the Symbiot gene.  To Symbiots it does (Knack+ Resolve)K(knack) damage.  Users of this rite take care.  Requirements: LG, touch, perpetual.

Master: Alchemical Sanctification: With this ritual, Wyrd Tabernacles can be created and Talismans can be made.  These rites take one hour per rank in this knack to accomplish.  A Consecrated or Sanctified (see common rituals) item must be used.  Note that Tabernacles and Talismans are different things for different purposes.

A Wyrd Tabernacle can be used to store Power Dice and/or Drama Dice. The number of Dice that can be stored is equal to the Rank in this knack; once stored, these dice can only be used for powering rites or rituals.  A Tabernacle made by this method lasts for one Month (Urth Time) from the day of creation, and can be tied to any one user who is there during the creation process.  Only the attuned user may add or use the Power Dice, though an Occultist may roll (Resolve + Stoic Mind) K (Resolve) TN (5+ the maker’s Wit*5) to steal one Power Die when in possession of one of these Wyrd Tabernacles.  Requirements:  LGP, touch, perpetual.

Talismans give one unkept die per knack in this rite to one specified Skill (not Knack).  A Talisman does not store a fixed quantity of Wyrd like a Tabernacle, but does need to be refreshed with a Drama Die once per week to keep active.  Talismans cannot help Occult powers. 
 

Sympathy: 

These rituals are still taught today, though they are residuals from the time when the Eskatonic order was a Coven of Theurgists.  Though since in many ways this order is by far the most introverted and occult oriented, these rites come in very useful. (Based upon the 2nd Ed. Psi path Sympathy).

Acolyte: Bonding: This knack is the same as the Psi power Bonding.  It creates a Bond with a willing target (target may be tricked (Charm) or scared (Intimidate) into accepting, however.)  Record the rank of the Bond thus created (Rank of the Theurge in this Knack at the time the bond was created or last reinforced.)  The rank of the Bond can be added to knack rank of all Theurgic rituals used by one of the Bonded partners on the other.  Requirements: P, touch.

Adept: Sanctum: This ritual takes 1 hour per rank to perform. It attunes a space, no larger than small hold on a ship or a small chapel or grove, to the Theurge.  Here his Theurge knack rolls gain 1 unkept die per rank of this knack.  The Theurge is able to resist Occult intrusion easier and gains 1 unkept die per rank to any resistance rolls that he makes.  If his sanctuary is ever invaded he will know it instantly and recognize the intruders if he encounters them later.  Any item that was in his Sanctum when this rite was performed, or refreshed, and is taken from there will tug at the Theurge’s mind; as long as it is in the same solar system he will know the general distance to it, more exact with each rank in this knack.  The Theurge may only have one Sanctum at a time, the creation of the new one destroys any bond with the last one and any item attunements that he had.  Requirements: LGP.

Master: Cypher: The Theurge may now send a message to anyone he is bonded with, the message may be either one word per knack rank, one picture (no script, though the recipient will recognize a sign or a book he is shown), and within (Knack Rank) Jumps of the system the Theurge is in currently, the local system counting for rank 1.  For example: at rank 2, a Theurge using this power on Artemis could send a message as far as Holy Terra, while at rank 3 s/he could send messages as far as Pentateuch and Sutek.  Requirements: LP.
 

Visioning: 

Somewhere in between reading the future and contacting the past, Visioning is disliked by the Orthodox sect, but they disapprove of almost anything the Eskatonics do.

Acolyte: View the Mirror: By looking into to a person’s inner light the Theurge can tell many things about them. Roll (Wits+Knack)K(Wits), TN 5+Resolve*5; for every 5 points that the TN is beaten, another piece of the mirror is visible. The condition of the soul, its “tarnish”, is often easy to see, where as it is more difficult to see occult dispositions, power of the Urge and Pride, and subtle mental changes. The GM is final arbiter over how much is seen.  Requirements: P, sight, prolonged.

Adept: Fate and Fortune: With a successful (Resolve+Knack) K (Resolve) roll, TN 5+Panache*5, the Theurge can gain subtle clues about the life and perhaps fate of the Target.  This gives clues to the drives and motivations of the target, perhaps giving some insight to their backgrounds and maybe even a clue about a Hubris or a Virtue, as these are often tied to the greatest fortune or worst fate of people.  Requirements: LP, sight, prolonged.

Master: Echoes of the Past: Roll (Wits+Knack) K (Wits) TN 20, with clarity improving with raises.  This power allows the Theurge to delve into the history of an object or place.  For happenings less than a 100 years ago both sight and sound (sometimes smells as well) are experienced by the Theurge.  For events up to 1000 years past only images are obtained.  For events up to 5000 years back only a few static images are received, and for anything beyond that only emotions are felt.  Readings done on Ur artifacts have both produced great feelings of passion and wisdom, leaving the user refreshed and at peace, to feelings of terror and anger that permanently affected the Theurges who touched the ancient minds.  Though over much handling or activity will erase older events, direct questions can produce answers, though often cryptic.  Requirements:  LP, prolonged.

Master: Knowledge and Conversation of Tholumiyelos, Lord of Wisdom: This is only usable when rank 5 has been earned in this knack and the Theurge is in good standing with his sect.  It is the same as what is found in FS, p. 151 (1st ed.) or p.166 (2nd Ed.), the Theurgy power of the same name.  Tholumiyelos rarely appears in physical form, but will somehow manifests itself and hold a conversation with the Theurge to help him/her find the answers needed.  Requirements: LGP. 
 

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Urth Orthodox Rituals
The main Sect of the Church is responsible for watching over the souls of the known worlds and help protect them from both the excesses of the Nobility, the Impiety of the Guilds, and the Dark between the stars. 

Protecting the Flock

Acolyte: Calm The Flock: Used to mitigate damage caused from strife, whatever the cause: orbital bombardment, occult anomalies, or even local policy changes.  The Theurge may calm the emotions of a number of people equal to his Wits*Rank this knack.

Acolyte: Stoke the Flames: A variation of Calm the Flock, this makes the populace more chaotic and mob-like.  They are more possessed to do violence and act out of anger.  Affect a number of people equal to his Panache*Rank.  Like Calm the Flock this is mainly useful on Brutes or bystanders.  Misuse of this Ritual carries severe penalties if the Theurge is caught by his sect.

Adept: Faithful Heart: This rite assists the devoted souls in resisting the effects of occult powers and evil artefacts.  This rite gives the target a +5 per rank in this Knack to their resistance to any occult powers that are not of the church.

Master: Seal the Cathedral: This is identical to the Amalthean Ritual Shielding Hand.  This Rite wards consecrated ground.  No antagonistic forces may enter and the area/structure is protected from harm.  This lasts for (Knack) days.  The warded people cannot attack out of the sheltering area.  If the area is a Church Ship, which are often consecrated, then the ranks are the same as the Adept Rank of “Hearth”. 
 

Consecration

Acolyte: Consecrate: Make a temporary vestment out of an object, which may then be used to assist in Theurgy Rituals.  The Type of rituals must be specified (such as Protecting the Flock, or the Healing Hand).  The vestment lasts for one day per rank in this Knack and adds one unkept die per Mastery level to any rolls made to activate the Rituals.

Adept: Sanctify: This long ritual creates a permanent vestment useful for one type of Rites.  See above.  The vestment that is made adds one unkept die per mastery level and may assist one rite per Knack rank.  It requires 2 drama/power dice to use this power.

Mastery: Consecration of Land:  This rite is used to consecrate land for the building of Cathedrals and for the dedication of Starships.  Size of the area consecrated is dependent on the Rank: personal chapels at Rank 1, Churches at Rank 3, and Cathedrals at Rank 5.  Small Starships maybe consecrated at Rank 3 and cruisers at Rank 4.  This rite must be renewed once a year, sometimes more depending on how much attention is needed.  Starships often are difficult to keep consecrated as the crews are often not devout as the church wishes.
 

Bulwark of Light

Acolyte: Glory: Produces a halo of light around the Theurge that rebuffs creatures of darkness such as husks, doppelgangers, and the effects of negative Ur artifacts.  Affected range is 1 meter per Knack rank.  May be contested by things with a Resolve rating.

Adept: Tighten the Leash/Abeyance: This rite is used to perform one of two feats.  The Theurge may cancel the power of a Psionic, or the Theurge may use this rite to cancel another Theurge’s ritual.  Use a contested Resolve and Knack rolls to cancel the power.  The Theurge gets two Free Raises if the Psionic is a Penitent (one who has gone over to the Church), or if one s/he outranks the other Theurge.  This rite works automatically when used on an Oath Taker who wishes the Oath absolved.  When used against Psi Users it is Tightening the Leash, when used against Theurgists it is known as Abeyance.

Master: Exorcism: This rite is time consuming and often must be cast more than once to totally free the target of the demon.  To expel demons, or other possessing entities, roll (Resolve + Knack) K Resolve TN (5+Resolve of the Possessor*5).  May be contested.
 

Empyrean Grace

Acolyte: Blessing: The target of this rite may choose to reroll any die that s/he wishes.  A total of Rank dice may be rerolled on one action, and the action must be in some way related to the blessing that the Theurgist gives when bestowing this rite. 

Adept: Bless the Crops: Blesses crops to make them more resistant to drought and frost, as well as slightly more resistant to scorched earth tactics. This affects a number of acres equal to 10*knack. It also keeps perishables from rotting, affecting 10*knack kg’s of food and water. 

Master: Blessing the Host: This blessing gives the benefits of the Acolyte level Blessing to all those that can naturally hear the Theurgist’s prayers.  The rank of this knack is used to determine the number of dice that can be rerolled.
 

Purging the Soul

Acolyte: Sense Guilt: The Theurgists is able to sense feelings of guilt, and possibly what the topic is that the target is trying to hide.  Roll (Knack + Wits) K Wits, TN (5+Target's Resolve*5).

Adept: Inspiring Guilt: The victim will feel incredibly guilty for some past misdeed.  S/he will try to be as helpful to the Theurge as they can and will be susceptible to further bullying of suggestions.  +5*Knack to target’s TN for any roll to contest the Theurge.  Duration is Knack minutes.  This is the same as the Avestive Ritual Sting of Conscience. 

Master: Excommunicate: Marks the Target as an excommunicated church member, though only other Theurges can see it.  This rite may be resisted, and is only used in extreme circumstances against those who not only need to be mundanely excommunicated, but who the Church must be warned against.  The target needs not be present, though a link must be made with them, bit of hair or a personal possession for example.

Master: The Penitent Soul: This knack can help reduce the sin that sits upon occultists’ souls.  Roll (Knack + Resolv) keep Knack, TN of 5+(highest Hubris/Urge Knack)* 5 to lower one knack by one point, each raise will reduce the Urge/Hubris by one more rank.  This may only be used once per year per person.  The psionic users must be Penitents.  Those who have this cast upon them are normally watched very carefully. 
 

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Dark Rituals (Hubris Powers)

Each time a Hubris point is gained, the GM selects which path the behavior causing the Hubris gain fits into, and a point is entered into that path. The number of Path points represents the mastery of the Hubris and the number of dice that can be rolled to affect the Theurge's actions. A path may only affect actions that fall into its category. The Physical Path may only affect physical actions, the Mental Path, knowledge and lore, and the Spiritual path can affect Theurgy and perceptions. The Hubris rolls a number of dice (maximum of the Path Rating) against the TN of the action the Theurge just succeeded on. If the Hubris also succeeds, then the action fails. The points may also be used to activate some of the Hubris powers.

The Hubris is considered an Adept when it has reached rank 3 in 3 of the Paths, and a Master when it has reached 5 in 3 of the Paths. At each new Mastery Rank, the Hubris begins to affect the Theurge in more ways.

Physical

Acolyte: Blemishes: Blemishes appear, and sores run on the skin of the Theurge. Always Active.

Adept: Dolorous Stroke: The Theurge is not disfigured or lamed in some way. This is always active, till the Hubris level drops below Adept, or there is less than Three points in Physical. All Upper mastery powers are affected like this.

Master: Plague: The sin of the Theurge begins to affect those around him with a virulent plague. Any one who is near him for a significant amount of time, may become infected.

Spiritual

Acolyte: Avert Beast: Animals become unsettled and may even attack the Theurge. Always Active.

Adept: Faithless: The sermons of the Theurge have a negative affect upon those that hear them. They may become depressed, leave the sect or church or even commit suicide. Always Active.

Master: Dead World: The world that they Theurge is on begins to die, the seas and air become poisoned, the wind loses its moisture the earth becomes foul. It is a slow process and only may be reversed by the death of the Theurge.

Mental

Acolyte: Guilty Soul: The Theurge is prone to Freudian slips. The hubris must make a roll with a TN of 10.

Adept: Flagellations: The Theurge may now take actions that hurt himself or others. The hubris makes a roll TN of 15 to control the Theurge's action for one turn.

Master: Wasteland: Where ever he goes plants and animals begin to wither and die. The effect spreads outward from where the Theurge resides.

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Credits: The various rituals were written by Jason Lorenzetti (copyright 2002), with some input from Sophie Lagacé.  This site copyright Sophie Lagacé, 2001-2002.  Fading Suns copyright 1996-2002, Holistic Design.