Black Void: Powers and Rituals

Black Void: Powers and Rituals

Disclaimer

This is not a replacement for the Black Void Rulebooks, which you should probably buy and read through. This guide attempts to clarify the mechanics behind powers and rituals, including how to build and manifest phenomena and the potential risks of Blood Rituals.

Powers: Mysticism

Mystics, or Mysics, build their own spells with unique effects. Each Sphere functions like a school of magic with under ten effects per sphere. Creativity is key: two Mystics can build the same phenomenon with identical parameters but achieve completely different narrative results. One delusion effect could let you move unseen, while another could debilitate a target—both stem from the same rules.

Ranking in a Mystic path requires Intellect 4 (Furore) or Willpower 4 (Gnostic) and access via being Voidmarked, Enlightened, or a qualifying background. Spheres grant actual manifestation ability, with the number accessible depending on the associated trait modifier.

Furores

Furores fuel their phenomena with emotion. They manifest effects with potency equal to their Sphere ranking plus Willpower modifier and can negate resistance modifiers equal to their Willpower. High potency can be risky, as sphere rankings may lag behind, reducing the chance of success without adjusting potency or channeling time.

Gnostics

Gnostics rely on study rather than emotion. They can subtract their Intellect modifier from calamity rolls but cannot have sphere rankings higher than their Intellect score. Preparatory meditation reduces difficulty by one per half hour, limited by the Intellect modifier. Gnostics prioritize precision and mitigation over raw power.

Building Phenomena

Creating a phenomenon involves choosing a Sphere effect, potency, and factors like range, duration, and area of effect. Difficulty is calculated by adding all modifiers, including trait and Mystic ranking. Success manifests the phenomenon temporarily, while exceptional success can enhance its effects or allow additional rolls. Critical failures result in Calamities.

Calamity

A Calamity occurs on a critical failure during manifestation. Severity is rolled on a d12 and modified by potency and location; effect is determined by a d6. Mystics may mitigate impact by taking health damage to absorb some of the power. The Arbiter rolls secretly and narrates the result.

Blood Rituals

Blood Rituals convert living creatures into usable power. They require rolls adding Intellect and Blood Rite ranking. Proper preparation is key, as site and sacrifice readiness can impose penalties. Natural 1 results trigger Backlash.

Bloodletting

Bloodletting sacrifices a creature for a boon. Boons depend on the creature’s potency and ritualist’s Bloodletting rank. Exceptional success adds modifiers. Using stronger creatures increases potency and risk, including ritual preparation, containment, and external interruptions.

Sacrificial Divination

Sacrificial Divination functions like a proto-Augury. A question is asked, a creature is sacrificed, and the result may be cryptic. The Arbiter interprets based on narrative and potency, with higher potency making rolls easier but still subject to risk.

Blood Rite

Blood Rite modifies both Bloodletting and Sacrificial Divination. Investing in Blood Rite makes both powers easier to use, especially if performing both simultaneously.

Backlash

Exceptional failure (natural 1) in any Blood Ritual triggers Backlash. Roll d12 plus modifiers from the ritual to determine consequences, which can range from temporary inability to perform further rituals to permanent physical or mental damage. Caution is essential when attempting high-risk rituals.