Known Rituals

List of Rituals known by The Ghost Crew of the Kasserkratch


Call Forth the Dark Servant

Summons a minor daemon.

  1. -20 Forbidden Lore: Daemonology.
  2. Sacrifice a number of mortals equal to the gods divine number.
  3. Create a summoning circle pleasing to the chosen god.
  4. Daemonic mastery test required.
  5. Roll Psychic Phenomenon at conclusion.

Effects: A lesser daemon aligned to the chosen god appears in the center of the summoning circle.

Sunder the Veil

Open a breach in the warp for multiple lesser daemons to travel through.

  1. -40 Forbidden Lore: Daemonology.
  2. Sacrifice an item of great power or importance.
  3. Create a summoning circle the size of a large warehouse or auditorium.
  4. Roll Psychic Phenomenon +30 at conclusion.
  5. Gain 1d5 corruption.

Effects: A portal to the warp is opened, allowing a horde of lesser daemons to pour through. The rift will maintain open for 1d10 minutes per degree of success. Each minute 1d10 daemons will come through the portal. The summoner can sustain the ritual to keep the rift open longer.

Bind the Accursed Vessel

Binds a greater daemon to s voidship.

  1. -60 Forbidden Lore: Daemonology.
  2. -60 Forbidden Lore: Daemonology. (Yes, two tests)
  3. Sacrifice the entire crew of the ship, must be at high capacity.
  4. Layer the ship with symbols and glyphs to the appropriate god. Create a large summoning circle in the bridge room, appropriate to the summoning of the correct daemon.
  5. Summon the appropriate greater daemon via a greater daemon summoning ritual.
  6. Roll Psychic Phenomenon +30 at conclusion.
  7. Gain 1d5 corruption.

Effects: A greater daemon shall be bound into the voidship where the ritual took place.*

Summon the Lord of Change

Summons a greater daemon of Tzeentch.

  1. -60 Forbidden Lore: Daemonology.
  2. Sacrifice 9999 mortals.
  3. Create a summoning circle pleasing to the Changer of Ways, centered in an area blasted with flames or magic. At random points around the circle, place enchanted braziers that spew multicolored flame.
  4. Must spend a week intoning ancient rites and chanting dark words of power in preparation for the ritual.
  5. Daemonic mastery test required.
  6. Roll Perils of the Warp +20 at conclusion.
  7. All involved must make a Willpower -30 check or receive 1d10 corruption.

Effects: A greater daemon of Tzeentch appears in the center of the circle.

Summon the Lord of Plague

Summons a greater daemon of Nurgle.

  1. -60 Forbidden Lore: Daemonology.
  2. Sacrifice 7777 diseased mortals.
  3. Create a summoning circle pleasing to the Lord of Decay, centered in an area infested by pestilence and plague. At 7 points around the circle, nail a diseased and bloated body on the precipice of death to the ground.
  4. Must spend a week intoning ancient rites and chanting dark words of power in preparation for the ritual.
  5. Daemonic mastery test required.
  6. Roll Perils of the Warp +20 at conclusion.
  7. All involved must make a toughness -30 check or receive 1d10 corruption.

Effects: A greater daemon of Nurgle appears in the center of the circle.

The Great Corruption

Unleash a virulent and devastating plague.

  1. -40 Forbidden Lore: Daemonology.
  2. Sacrifice 77 diseased mortals.
  3. Create a summoning circle pleasing to the Lord of Decay, surrounded by decaying carcasses. At 7 points around the circle, nail a diseased and bloated body on the precipice of death to the ground.
  4. Roll Psychic Phenomenon at conclusion.
  5. All involved must make a toughness check or receive 1d5 corruption.

Effects: An incredibly virulent, deadly, and airborn Nurgle plague is unleashed from the summoning circle.

Dybunk Creation

A Dybuk is created by modifying a base creature, human or animal, by a horrific ritual that mutilates the body and murders the living soul within, binding a lesser daemonic spirit in its place.

  1. Summon a lesser daemon.
  2. Succeed on daemonic mastery.
  3. -30 Forbidden Lore: Daemonology.
  4. Have a suitable host prepared for dybunk creation process. The daemon will meld with this unfortunate body.
  5. Make a Willpower check, on failure roll Psychic Phenomenon.

Effects: The base creature’s Characteristics are changed as follows: add 1d10+10 WS, 1d10+10 S, 1d10+10 T, 1d10 Ag, 1d10 WP, and +2d5 Wounds. Reduce Int by –1d10 and halve its existing Fel. Skills and Talents: The Dybuk creature loses all of its previous Intelligence Skills and any unsuitable Talents it may once have had before the host became possessed. The creature gains the Awareness, Climb, Dodge, and Stealth, if it did not already have them, and the Berserk Charge, Die Hard, and Furious Assault Talents. Traits: Gains Daemonic, Dark Sight, Fear 1 (Disturbing)and From Beyond.

Additionally any natural attacks it already possesses lose the Primitive Quality.
Note: The daemonic essence of the Dybuk is permanently bound into its mutilated body, and it is not subject to Warp Instability. Corrupt Mutation: The Dybuk’s flesh, while stabilized by the inscribed wards and bindings, is still subject to the touch of Chaos will manifest 1d5 Mutations.

Known Rituals

Scars of the Imperium Sneaky Sneaky