Whole Lotta Love (Command/2)
This is what all the sorcerers come for: the ability to evoke carnality in those not necessarily interested in expressing it. Alas, there are, shall we say, complications.
First off, there's a bit of karmic backlash
involved. A successful ritual will
cause the target to be quite consumed with Lust (degree equal to the CD) for a
period of time equal to... well, the GM rolls one die. That's how many hours the effect lasts. Unfortunately, the target will afterwards be
subject to the Murderous disadvantage for an equal amount of time... usually
directed at the sorcerer. This can be
tricky.
Worse, this sort of thing is obvious: demons of Lust
don't have to roll (and they aren't happy to be targets, for reasons that
should be obvious to the observant); angels get to detect the effects with a
Perception roll. This ritual doesn't
work on anybody with an angelic Force, by the way.
Time: 2 hours.
The activation mechanism is any sort of alcoholic drink.
Essence: 3
What is and What Should Never Be (Command/2)
This is sort of a generic mind control spell. The target will become susceptible to
commands made by the sorcerer: in general, it can be safely used to make
someone forget the last five minutes, or else go into a mild haze. Anything more serious requires a Will roll
to be made by the Sorcerer and a Will roll to be failed by the target.
Memory erasures aren't permanent: if the target is
placed in similar circumstances (deemed sufficient to trigger a deja vu
episode), the memories come right back (Intelligence roll, automatically
successful except when the roll is failed with a CD higher than the target's
Ethereal Forces).
Time: 1 hour.
The activation mechanism is any shiny object.
Essence: 2
The Lemon Song (Focus/1)
This is relatively innocuous, unlike Whole Lotta
Love: the sorcerer becomes, frankly, a sexual demigod for CD hours. Anyone engaging in voluntary sexual activity
with the sorcerer will react to him or her at +2 from then on. This bonus can, and often does, go away if
the target is later treated badly by the sorcerer.
Repeated uses of this ritual (more than once per
week) can be addictive, to both the sorcerer and the target: two failed Will -4
rolls in a row will result in a Corporeal Addiction (not physically addictive,
easy withdrawal) equal to the sufferer's Corporeal Forces. Any further failed Will rolls adds one to
the level: when the Addiction reaches 6, the next failed will roll increases
either the severity of addiction or the difficulty to withdraw. Angels can detect this Addiction with a
Perception (-4 + level of Addiction)
roll. They are rarely amused.
Time: One hour.
The activation mechanism is any 'party drug'.
Essence: 1
Thank You (Summon/3)
This is somewhere between Summon Random Ethereal and
Summon Named Ethereal: the sorcerer can define a spirit with a specific
affinity. A failed roll will produce an
ethereal with both affinities picked by the GM with malice aforethought and a
bad attitude. A successful roll will
produce the desired ethereal, Forces equal to the CD (and affinity level to
match).
Time: twenty minutes. The activation mechanism? "Hey, man, pass that over."
Essence: 2
Heartbreaker (Banishment/6)
Use of this ritual is, broadly speaking, usually a
bad idea for sorcerers: it works, but demons don't like it much. What it does is create an interference
pattern between a demon and his or her Heart: this is not enough to make
someone go Renegade, but it hurts, dammit. The demon is at -2 to all rolls until the duration is over (CD
minutes x 10). The sorcerer is well
advised to be immediately ready to run afterwards.
Some demons will voluntarily seek sorcerers who know
this ritual out, as use of it will make it impossible to track them through
their Hearts until it's over. This is
useful. They also tend to kill anyway
sorcerers who know this ritual, the better to muddy the trail. This is a problem.
Time: 4 hours.
The activation mechanism is a mirror broken in front of the demon.
Essence: 6
Living Loving Maid (Command/2)
This ritual gives the target (which cannot be the
sorcerer) a reaction bonus equal to the CD (duration 1d6 minutes). Alas, the major aftereffect is a reaction minus
equal to the CD (duration 1d6 hours).
As one can imagine, this is really a particularly nasty kind of attack:
luckily or unluckily (depending on how you look at it), anyone with a natural
Charisma bonus equal to or higher than the CD of the successful Sorcery roll is
immune.
Time: One hour.
The activation mechanism is any type of cosmetic.
Essence: 4
Ramble On (Focus/3)
This ritual gives a straight +3 bonus to all
Dream-Shaping rolls made in the Marches: the sorcerer can only cast it on
himself or herself. The effects last
for one sleep period (maximum eight hours).
This ritual also causes the dreamer profound restlessness: he or she will
keep moving, no matter what.
Time: fifteen minutes. The activation mechanism is a nice glass of warm milk.
Essence: 3
Moby Dick (Focus/4)
This ritual adds (the Sorcery roll's CD) to the
sorcerer's Musical Instrument rolls for CD hours... but the sorcerer also
cannot speak for CD hours (which also means, in this specific case, that the
sorcerer cannot use any Sorcery).
A failed roll just makes the sorcerer mute for that time period. Interestingly, any further use of Sorcery
while in the presence of somebody using this ritual is at +2. It's a shame that many sorcerers hate
working together.
Time: One hour.
The activation mechanism is a drum solo.
Essence: 4
Bring it On Home (Banishment/3)
This is a Banishment ritual cast upon yourself:
it permits the caster to leave an alien plane.
It is pretty much only useful in the Marches: demons often enjoy
watching a damned soul who knows this ritual try desperately to use it to flee
Hell. Alas, a damned soul in Hell is
in its home plane, so the attempt is useless.
A ghost that can use Sorcery, however, can use this ritual to shunt from
the ethereal to the corporeal plane (three failed Sorcery rolls in a row
immediately shunts it to its final reward/punishment).
This ritual is sometimes done unconsciously, in
times of great stress. In this case,
the roll is at +4 and only 1 Essence is required: if the sorcerer is tapped
out, he or she will take 3d6 Mind Hits from the failed attempt.
Time: One hour for a conscious attempt: no time for
an unconscious one. No activation
mechanism.
Essence: 3