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Alchemy & Sorcery

Alchemy

Sorcery

Just Charts!

Alchemy

Potions

Solutions

 

Poisons

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Notes on Alchemy

The school of alchemy is comprised of items that heal, harm, or augment a character.

These items are highly sought after by fighters and other characters to increase their prowess.

The First Rank of each school allows the character to Identify that type of Alchemy, which takes 1 minute of role-playing In Game to perform.

A special note on the potions school:
Potions that heal some ailment can be made into a contact substance, but cannot be applied to a weapon and delivered as damage.

Potions School

Build Cost: 2/2/3/4/5
Purchase: Multi
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore for Rank 1, Prior Rank for Rest
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic. Rank 1 Potions allows the character to identify all Potions, which takes the character 1 minute of roleplaying In Game to perform.

The higher ranks allow the character to brew Potions of that rank and lower. So a character with Rank 3 Potions could identify any potion and brew any Potion in Rank 2 and Rank 3, as long as they have the recipe.

 

Second Rank Potions

Restore Sight Eyedrops

Duration: Instant
This potion will cure blindness, but will not re-grow eyes.

This potion cannot be made into a contact or gas version.
It must be applied to the eyes and is inherently a contact item.

6 Point Healing Potion

Duration: Instant
This potion heals 6 Body Points when used.

Hang-Over Cure

Duration: Instant
When used, this potion will cure a hangover.

Super Alcohol x3


Duration: Permanent
This potion permanently triples the potency of an alcoholic drink.

Imbibing this potion directly has no effect; it must be used on an existing alcoholic beverage.
This potion cannot be made into a contact or gas version.

Truth Serum 1

Duration: 1 Question, 10 Minutes
This potion forces the character to immediately answer the next question directed at the character directly and truthfully with up to a 10 minute answer.

Third Rank Potions

Endure Condition

Duration: 10 Minutes
This potion halves the effects of one condition for the duration of the potion.

The conditions that the alchemist can create potions for are fire, water, air, earth, life, death or alchemy (poison, solutions and potions), and in the case of alchemy, it does not affect external damaging alchemy such as acids and pastes.

The desired condition must be specified at time of creation and recorded on the item tag.
In the case of damaging elemental or alchemical effects, the damage is halved. If the effect has a continuing effect, such as an Enfeeblement spell, the duration is halved. For spells which do not affect the character directly, such as Wall of Force, there is no effect.

This potion does not work against Eldritch attacks.

Strength Potion +3

Duration: Instant
This potion grants the user a +3 Strength Bonus, Non-Combinable which allows one feat of great strength or +3 points of damage for the duration of the potion.

12 Point Healing Potion

Duration: Instant
Forms: Ingested, Contact
This potion heals 12 Body Points when used.

Cure Disease Potion

Duration: Instant
This potion will remove all diseases affecting the target.

Some diseases may be resistant to the effects of this potion and stronger more specific cures must be found.

Heroism Potion

Duration: 10 Minutes
This potion will make the character immune to all fear affects for the duration of the potion.

Stamina Potion +6

Duration: 10 Minutes
Using this potion adds +6 Body Points that can be healed.

Truth Serum 3

Duration: 3 Questions, 10 Minutes
This forces the target to immediately answer the next three questions directed at the character directly and truthfully with up to a 10 minutes in answer for each question.

Resist Suggestion

Duration: 10 Minutes
The character under the effects of this potion avoids the affects of the next Truth spell or serum.

While the latent nature of this potion lasts for the duration of this potion, it can only stop one Truth spell.
If a Truth Serum is used, the entire serum is negated. For example, if a Truth Serum 6 is applied to a character, then all six questions are negated. A subsequent use of another Truth Serum will have normal effects.

See Magic Eye Drops

Duration: Instant
The character using this potion can see magic (as the spell) for the duration of this potion.

This potion cannot be made into a contact or gas version. It must be applied to the eyes and is inherently a contact item.

This potion will only work if there is a Marshal present.

Super Alcohol x6

Duration: Permanent
This potion permanently increases the potency of an alcoholic drink six fold.

Imbibing this potion directly has no effect; it must be used on an existing alcoholic beverage.
This potion cannot be made into a contact or gas version.

Fourth Rank Potions

Heal Mind Potion

Duration: Instant
This potion will undo the effects of an Enfeeble spell.

It may also cure insanity, amnesia, and possession (a Plot Marshal must determine whether the Heal Mind is successful). All mind effects are cured by application of this potion.

Extend Duration has no effect on this potion.

Strength Potion +6

Duration: Instant
This potion grants the user a +6 Strength Bonus, Non-Combinable which allows one feat of great strength or +6 points of damage for the duration of the potion.

Fire Potion 16 pts

Duration: Special
The character using this potion can breathe fire three times for 16 points of fire damage each time.

The three attacks must be used within 1 hour, or the character takes the damage of the remaining charges of the potion.

18 Point Healing Potion

Duration: Instant
Forms: Ingested, Contact
This potion heals 18 Body Points when used.

Stamina Potion +12

Duration: 10 Minutes
Using this potion adds +12 Body Points that can be healed.

Truth Serum 6

Duration: 6 Questions, 10 Minutes
This forces the target to immediately answer the next six questions directly and truthfully with up to a 10 minutes in answer for each question.

Super Alcohol x9

Duration: Permanent
This potion permanently increases the potency of an alcoholic drink six fold.

Imbibing this potion directly has no effect; it must be used on an existing alcoholic beverage.

This potion cannot be made into a contact or gas version.

Fifth Rank Potions

24 Point Healing Potion

Duration: Instant
This potion heals 24 Body Points when used.

Fire Potion 32 pts

Duration: Special
The character using this potion can breathe fire three times for 32 points of fire damage each time.

The three attacks must be used within one hour or the character takes the damage of the remaining charges of the potion.

Restore Limb Potion

Duration: Instant, Special
This potion will instantly mend all broken limbs. In addition, any severed limb can be re-grown in 10 minutes.

This potion can also re-grow a severed head, but the use of this potion in this manner requires one use of the Battle Surgery skill and will only re-grow the head, not any other limbs. This process takes 10 minutes.

Strength Potion +9

Duration: Instant
This potion grants the user a +9 Strength Bonus, Non-Combinable which allows one feat of great strength or +9 points of damage for the duration of the potion.

Resist Condition

Duration: 10 Minutes
This potion renders the character immune to the effects of one condition for the duration of the potion.

These are: fire, water, air, earth, life, death, or alchemical items and effects and in the case of alchemy, this potion has no affect on external damaging alchemy such as acids and pastes.

The desired condition must be specified at time of creation and recorded on the item tag. The elements you can resist and what the component is, are given in the
table below.

*Resist Condition: Earth makes the character immune to the Bonds School spells and elemental Earth damage attacks and effects, not to physical damage.

Stamina Potion +18

Duration: 10 Minutes
Using this potion adds +18 Body Points that can be healed.

Poisons School

Build Cost: 2/2/3/4/5
Purchase: Multi
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore or Poison Lore for Rank 1, Prior Rank for Rest
Skill List: Rogue Basic Career Skill List, Alchemist, Assassin

This skill is purchased in ranks similar to schools of magic. Rank 1 Poisons allows the character to identify all Poisons, which takes the character 1 minute of roleplaying In Game to perform.

This can be used to detect and identify poisons in food, drink, or a characters blood.

The higher ranks allow the character to brew Poisons of that rank and lower. So a character with Rank 3 Poisons could identify any Poison and brew any Poison Rank 2 and Rank 3...as long as they have the recipe!

Second Rank Poisons

6 Point Poison

Duration: Instant

This poison delivers 6 points of direct body damage.

Love Poison

Duration: 10 Minutes
When this poison affects a character, they fall in love with the first character they see.

A Purify Blood spell will remove the effect before the duration expires.

Slow Death

Duration: Instant
This poison will bring the affected character to the Brink of Death after 6 hours, and can be healed normally.

A Purify Blood is not needed before the character receives a Life effect; the poison has run its course once the character reaches the Brink of Death.

After being poisoned, the character begins to feel ill – stomach pains, headache, weakness and a fever – and these symptoms get worse over the 6 hours.
If the character is sleeping when affected by this poison, they will wake up after an hour of being affected from feeling ill.

Silence Poison

Duration: 10 Minutes
Forms: Ingested, Contact, Gaseous
The character affected by this potion is unable to speak and therefore unable to cast spells or use any other skill that requires a verbal.

The character is still able to call damage and invoke latent spells, as these actions are Out of Game. The effect can be cured by a Purify Blood spell.

Third Rank Poisons

12 Point Poison

Duration: Instant
This poison delivers 12 points of direct body damage.

Blindness Poison

Duration: 10 Minutes
This poison causes the target character to be blind.

They will remain blind for 10 minutes or until a Purify Blood spell is used to cure the poison.

While blinded a character cannot make any melee attacks unless they have the Blind Fighting skill.
They can position their weapons to attempt to block attacks directed at them, so long as their eyes are closed and do not attempt to swing their weapon. They are able to use any defensive skills or spell defenses they have, such as Master Parry, Crit Parry, or Negation.

When you roleplay the effects of a Blind Poison, you can close your eyes.
However, take care if you are on rough terrain or in a room with sharp furniture.
It is better to keep your eyes open and be safe than it is to role-play your character’s blindness convincingly.

Rank 3 Antidote

Duration: Instant
This antidote will relieve all the effects of any Rank 3 or lower poison and any other toxins or natural poisons that mimic a poison in the poison school.

Paranoia Poison

Duration: 10 Minutes
The target character becomes paranoid that everyone and everything is out to get them.

A Purify Blood spell will end the effect before the duration expires.

Quick Death Poison

Duration: Instant
This poison will bring the affected character to the Brink of Death after 1 hour.

They require the normal healing methods for healing a character at the Brink of Death. A Purify Blood is not needed before the character receives a Life effect; the poison has run its course.

After being poisoned, the character begins to feel ill – stomach pains, headache, weakness and a fever – and these symptoms get worse over the hour. If the character is sleeping when affected by this poison, they will wake up after 10 minutes of being affected.

Weaken Poison Poison

Duration: 10 Minutes
This poison causes the target character to deal no more than 1 point of damage with all martial attacks regardless of their Damage Bonus or Strength Bonus and lose all Strength Bonuses for the duration of this poison.

This poison does not affect special weapon attacks like the Slay skill, Assassinate skill, Stun skill, etc. For skills that modify damage, the base weapon damage is always 1.

For example, if a weakened character uses a Critical Attack skill, they will deal 2 points of damage. Similarly, a weakened character will only Waylay dealing 1 point of damage.

Fourth Rank Poisons

18 Point Poison

Duration: Instant
This poison delivers 18 points of direct body damage.

Amnesia Poison

Duration: Special
When the target character is affected by this poison, they will forget everything 10 minutes prior to the poisoning.

If a Purify Blood is used within 6 hours of taking the poison, the poison is cured. If Extend Duration is used during creation, then the length of time forgotten is extended; therefore, the Amnesia poison can be made to cause the target to forget everything 1 hour and 6 hours back.

The Poison will last for three months, including the month it was taken.
This is not three Events, so even if the player does not play that character, the time will expire in three months. So, if a character takes the poison on January 4th, it will end at 12am on March 4th.

Sleep Poison

Duration: 10 Minutes
This Poison causes a character to sleep for 10 minutes. Unlike the Sleep spell, one point of damage will not awaken the character; rather the character needs to receive the appropriate antidote or a Purify Blood spell.

Feeblemind Poison

Duration: 10 Minutes
This poison reduces the target character to a blithering idiot, unable to use any skills, call latent spells, or defend themselves.

This effect can be removed with a Purify Blood spell.

Paralysis Poison

Duration: 10 Minutes
This poison completely paralyzes the target character; they cannot move or speak.

The only acts a paralyzed character can perform are to move their eyes, blink, or invoke a latent spell. A Killing Blow may be delivered while a character is paralyzed.

Paralyzed characters can be moved as they are not attached to the ground; in addition, their limbs can be moved by some external force such as another player. The target will still be unable to move from their new position.

Rank 4 Antidote

Duration: Instant
This antidote will relieve all the effects of any Rank 4 or lower poison and any other toxins or natural poisons that mimic a poison in the poison school.

Fifth Rank Poisons

24 Point Poison

Duration: Instant
This poison delivers 24 points of direct body damage.

Instant Death Poison

Duration: Instant
This poison will bring the affected character to the Brink of Death instantly.

They require the normal healing methods for healing a character at the Brink of Death. A Purify Blood is not needed before the character is Lifed; the poison has run its course.

Extend Duration has no effect on this poison.

Rank 5 Antidote

Duration: Instant
This antidote will relieve all the effects of any Rank 5 or lower poison and any other toxins or natural poisons that mimic a poison in the poison school.

Forget and Remember Poison

Duration: Special
A character affected by this poison will forget one selected incident, as told by the first person the character comes in contact with, and will remember what is prompted with false memory.

If a Purify Blood is used within 6 hours of taking the poison, the poison is cured The Forget and Remember Poison will last for three months, including the month it was taken. This is not three Events, so even if the player does not play that character, etc. the time will expire in three months. So, if a character takes the poison on January 4th, it will end at 12am on March 4th.

When the poison ends, whatever the means, the character will remember both the true memory and the false ones and will know the difference.

A character cannot be made to forget skills, but they can be made to forget they have those skills. This poison cannot be self induced. The next character who issues the commands to “Forget” and “Remember” are obeyed.

Solutions School

Build Cost: 2/2/3/4/5
Purchase: Multi
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore for Rank 1, Prior Rank for Rest
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic. Rank 1 Solutions allows the character to identify all Solutions, which takes the character 1 minute of roleplaying In Game to perform.

The higher ranks allow the character to brew Solutions of that rank and lower.

So, a character with Rank 3 Solutions could identify any Solution and brew any Solution in Rank 2 and Rank 3 as long as they have the recipe.

Using Acids

Acids affect corporeal undead normally, but have no effect on noncorporeal undead.

The chart above shows how acids affect various substances.

Note: metals do not include Mithril or higher, which no known acid will effect. There is no known acid that can affect glass.

Second Rank Solutions

6 Point Acid

Duration: Instant
This alchemical solution will cause 6 points of normal damage to a character.

It will not destroy armor if simply thrown at the target. To destroy armor, clothing, items, etc., the player must apply the acid directly. The table at the beginning of this section details the effects of acids on various substances.

This alchemical item is inherently a contact substance.

Alchemical Lubricant

Duration: 10 Minutes
This Solution covers four square feet and creates a frictionless surface.

It is impossible to properly use any item covered in it or walk upon a surface covered with it.

This Solution cannot be thrown and must be applied.

To represent the area, the player should use tape, garland, or a sheet.

This alchemical item is inherently a contact substance.

Embalming Oil

Duration: Instant
This Solution is used with the Embalming skill to preserve an entire body.

Only characters with the Embalming skill can use this Solution correctly.

Oil of Copper Blade

Duration: 10 Minutes
This Solution coats a weapon with copper for its duration.

The character should suffix their damaged called with “…Copper”.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Oil of Silver Blade

Duration: 10 Minutes
This Solution coats a weapon with silver for its duration.

The character should suffix their damaged called with “…Silver”.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Paste of Stickiness

Duration: Permanent
This Solution covers one square foot of material and has similar effects to an Attachment spell.

The effects of a Paste of Stickiness are permanent.
The effect can be broken with normal strength, which takes 5 seconds.

This alchemical item is inherently a contact substance.

Rank 2 Solvent

Duration: Instant
This will immediately destroy the effects of a Paste of Stickiness, Alchemical Lubricant, or any lesser adhesive.

Once applied, all lesser adhesives affecting the character or item are instantly destroyed.

This alchemical item is inherently a contact substance.

Smelling Salts

Duration: Instant
Applying this solution to an unconscious character will wake them up.

This will wake a character up who has been waylaid, affected by a Dust of Sleep, or under the effects of a Sleep spell.
The character must be at 1 Body Point or more.

This alchemical item is inherently a contact substance.

Third Rank Solutions

12 Point Acid

Duration: Instant
This alchemical solution will cause 12 points of normal damage to a character.

It will not destroy armor if simply thrown at the target.
To destroy armor, clothing, items, etc., the player must apply the acid directly.

The table at the beginning of this section details the effects of acids on various substances.

This alchemical item is inherently a contact substance.

Dust of Sleep

Duration: 10 Minutes
Forms: Contact

This Solution will render the targeted character asleep for the duration, or until the character takes 1 or more points of damage.

This alchemical item is inherently a contact substance.

Oil of Armor +4

Duration: 10 Minutes
When this Solution is applied to metal or leather armor it increases the armor value by 4 points.

These new Armor Points are the first to go after an Armor spell.
Though these new Armor Points are not able to be repaired, the standard armor degradation rules apply.
Finally, the Armor Points gained cannot be more than the Base Armor Points of the armor when it is fully repaired.

This solution is only able to be applied to armor and cannot be drunk or made gaseous.

Oil of Flaming Weapon

Duration: 10 Minutes
This Solution will make any weapon it is put on burst into flames and allows the weapon to swing for normal fire damage for the duration.

The weapon will shed light as per the Light spell and will also act as a Match spell and can set flammable things on fire.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Paste of Binding

Duration: 10 Minutes
Forms: Contact
This Solution covers an entire person with a sticky goo that instantly hardens.

The effect is similar to a Bind Spell.
The targeted character can free either their arms or legs with a +3 Strength Bonus or more and takes five seconds.

This alchemical item is inherently a contact substance.

Oil of Striking +1

Duration: 10 Minutes
Application of this Solution to a weapon increases the base weapon damage by 1 for the duration.

The weapon takes on no other special qualities and can still be affected by a Shatter or Blast spell or Shatter skill as normal.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Rank 3 Solvent

Duration: Instant
This Solution will instantly destroy the effects of a Paste of Binding, giant spider’s web, or any other lesser adhesive.

Once applied, all adhesives affecting the character or item are destroyed.

This alchemical item is inherently a contact substance.

Fourth Rank Solutions

18 Point Acid

Duration: Instant
This alchemical solution will cause 16 points of normal damage to a character.

It will not destroy armor if simply thrown at the target. To destroy armor, clothing, items, etc., the player must apply the acid directly.

The table at the beginning of this section details the effects of acids on various substances.

This alchemical item is inherently a contact substance.

Dust of Rot

Duration: Instant
This Solution will destroy four square feet of non-living organic material, will permanently destroy up to 20 points of leather armor, and has no effect on undead.

To destroy leather armor worn by a character, the spell packet must hit the armor.

This alchemical item is inherently a contact substance.

Oil of Armor +8

Duration: 10 Minutes
When this Solution is applied to metal or leather armor it increases the armor value by 8 points.

These new Armor Points are the first to go after an Armor spell.
Though these new Armor Points are not able to be repaired, the standard armor degradation rules apply.

Finally, the Armor Points gained cannot be more than the Base Armor Points of the armor when it is fully repaired.

This solution is only able to be applied to armor and cannot be drunk or made gaseous.

Oil of Mithril Weapon

Duration: 10 Minutes
This Solution coats a weapon with Mithril for its duration.

The character should suffix their damage called with “Mithril”.

The weapon takes on no other special qualities and can still be affected by a Shatter or Blast spell or Shatter skill as normal.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Oil of Striking +2

Duration: 10 Minutes
Application of this Solution to a weapon increases the base weapon damage by 2 for the duration.

The weapon takes on no other special qualities and can still be affected by a Shatter or Blast spell or Shatter skill as normal.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Rank 4 Universal Solvent

Duration: Instant
This Solution will instantly destroy any known adhesive.

Once applied, all adhesives affecting the character or item are destroyed.
In addition, any alchemical substances on weapons, armor, or characters are also destroyed.

For example, Arthos applies an Oil of Striking +3 and an Oil of Mithril Blade to his normal bastard sword and runs into battle. During the battle, he is disarmed and the enemy applies a Universal Solvent to the weapon. Later when Arthos recovers his sword it is once again a normal bastard sword, no longer under the effects of the potent alchemy.

To correctly use the Universal Solvent, a character must apply the solvent directly; this alchemical item cannot be thrown.

This alchemical item is inherently a contact substance.

Fifth Rank Solutions

24 Point Acid

Duration: Instant
This alchemical solution will cause 24 points of normal damage to a character.

It will not destroy armor if simply thrown at the target. To destroy armor, clothing, items, etc., the player must apply the acid directly.
The table at the beginning of this section details the effects of acids on various substances.

This alchemical item is inherently a contact substance.

Dust of Rust

Duration: Instant
This solution will destroy four square feet of normal metal, copper, silver, or gold and will permanently destroy up to 20 points of metal armor.

To destroy metal armor worn by a character, shields, or weapons, the spell packet must hit the armor, shield, or weapon.

Dwarven crafted items are not destroyed. This alchemical item is inherently a contact substance.

Oil of Armor +12

Duration: 10 Minutes
When this Solution is applied to metal or leather armor it increases the armor value by 12 points.

These new Armor Points are the first to go after an Armor spell. Though these new Armor Points are notable to be repaired, the standard armor degradation rules apply.

Finally, the Armor Points gained cannot be more than the Base Armor Points of the armor when it is fully repaired.

This solution is only able to be applied to armor and cannot be drunk or made gaseous.

Oil of Ghost Weapon

Duration: 10 Minutes
This Solution will make the striking surface of any weapon it is put on ethereal for 10 minutes allowing the weapon to do direct body damage and effect both corporeal and non-corporeal undead for the duration.

This Solution does not make the weapon unshatterable.
While the weapon is under the affect of the Ghost Blade, it will swing for “Ghost”.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Oil of Preservation

Duration: 10 Minutes
This Solution will, when applied to a character in their Death Count, stop their count for the duration of this solution.

When the duration ends, the character’s Death Count continues. This solution has no effect on a character not in their Death Count.

This solution is inherently contact and cannot be made gaseous.

Oil of Stone to Flesh

Duration: Instant
This solution will restore a character who as been turned to stone by any means: Medusa’s or Basilisk’s Gaze, Druid Flesh to Stone spell, Sorcery, a curse, etc.

This alchemical item is inherently a contact substance.
Extend Duration has no effect on this solution.

Oil of Striking +3

Duration: 10 Minutes
Application of this Solution to a weapon increases the base weapon damage by 3 for the duration.

The weapon takes on no other special qualities and can still be affected by a Shatter or Blast spell or Shatter skill as normal.

This solution is only able to be applied to a weapon and cannot be drunk or made gaseous.

Sorcery

Rituals

Scrolls

Casting Rituals

Scroll Rules

i

Creating Scrolls

All scrolls must be made In Game and they must be made with the aid of a Ritual Item of Scroll Creation.

A Magic Marshal must verify that a scroll has been created properly. The Marshal will stamp and sign the scroll when it is created.

To create a scroll, a character must do the following:

• All scrolls must be created using a Ritual of Scroll Creation and cost the character a number of coins per Energy Point in the spell as given in the table below.

In Game, the coins will dissolve into the dish and charge it making it ready for use. Out of Game, the coins will go to the Magic Marshal.

All spells cost a minimum of 1 Energy Point to scribe, even ones with a 0 Energy Point cost.

• Place a piece of paper, parchment, or vellum onto the Item of Scroll Creation.
In Game, the coins will be woven into the threads of the paper, making it suitable for the scribing of a spell.

Scroll Creation Cont.

• The player must then write the spell’s verbal on the paper.
While they do this, they may not consult any Out of Game “cheat sheet” of the spell’s verbal, however, they may consult an In Game spell book.
The process of scribing the scroll takes 2 minutes per Energy Point of the spell. If the character is interrupted while scribing the scroll, the Energy Points are lost and the scroll disappears.
A player cannot stop scribing a scroll halfway through and then start again later.

• When the time for scribing the scroll has elapsed, the player must roll on the Scroll Creation Success Table (see below) to see if the scroll was scribed successfully.
A Magic Marshal, who will also make sure that the spell’s verbal was written correctly, must witness this roll.

• The Magic Marshal must stamp the scroll with the appropriate stamp, and sign and date the scroll Out of Game.

The player must always complete the full verbal for the spell, but they may choose to speed up or slow down their performance affecting their time bonus accordingly.

Scroll Creation Tables

Use these tables to calculate the chance for success in creating a scroll.

The character should use percentile dice to determine the success or failure of their work.

Treat an effective percentile die roll plus modifier of less than 01 as 01 and treat a roll of greater than 100 as 100.

A player may substitute a pre-generated scroll for their hand written one once they have completed scribing the scroll successfully. In this case, the Marshal stamps this new scroll and the old hand written one should be torn up.

Casting A Ritual

1

Casting A Ritual

The player must actually perform a magical ritual In Game.

The fundamental rule on how the ritual is written and performed is that any other player who witnesses the ritual is aware that a ritual is being performed.

Ideally, a player performing a ritual should not take time out for any Out of Game activity, for example meal breaks, while they perform the ritual.

The player is responsible for supplying their own props and making sure that all cards, tags, labels, etc., are available.
For example, a player who casts a Ritual of Warding must have the item tag for the ritual component and the yellow duct tape, glow rope, garland, or some other representation of the Ward.

Ritual Rules

Components

More Info

The common component of all rituals is Ritual Powder.

This powder is normally available from the Merchants’ Guild, or other In Game sources. Ritual Powder is measured by the “thimble”, using a standard thimble size.

There are two types of Ritual Powder, White Ritual Powder (WRP) and Black Ritual Powder (BRP) . White Ritual Powder must be used in white rituals and Black Ritual Powder must be used in dark rituals. White or Black Ritual Powder can be used in neutral rituals and can be mixed in any combination.

Other components may be listed for the ritual.
These components must be collected by the character. They can sometimes find them at the Merchant’s Guild. Other guilds may also be able to provide the components needed by the Sorcerer. It is up to the character to locate and acquire the needed components.

A character may never substitute one component for another.
If the ritual calls for the Willing Blood of a Paladin, only the Willing Blood of a Paladin may be used. If a character wishes to use a different component in a ritual, they must research a new version of that ritual. Players should read the section on creating new Sorcery for further information.

Some characters, especially monster types, might be worth more doses of a component being dissected.
For example, the character is looking for Essences of a Memory Moss and discovers a creature called the Mother of all Memory Mosses. Instead of the two doses the character would normally get, they will receive four doses from dissecting the character.
The Plot Committee will indicate on any special character if they yield more than the normal number of doses, the player does not need to ask. If the NPC’s card does not say it gives more doses, then it does not.

1

Casting A Ritual

More Info

The player must actually perform a magical ritual In Game.

The fundamental rule on how the ritual is written and performed is: Any other player who witnesses the ritual is aware that a ritual is being performed. Ideally, a player performing a ritual should not take time out for any Out of Game activity, for example meal breaks, while they perform the ritual.

The player is responsible for supplying their own props and making sure that all cards, tags, labels, etc., are available.
For example, a player who casts a Ritual of Warding must have the item tag for the ritual component and the yellow duct tape, glow rope, garland, or some other representation of the Ward.

The ritual fails if the primary caster is distracted while they perform the ritual. A caster can be distracted if they are interrupted by any of the means that can interrupt the casting of a normal spell. In addition, if while performing the ritual the caster is affected by any spell that affects the movement of their body, like a Paralysis spell, the freedom of their mind, like an Enslavement spell or the Hypnosis skill, or if the caster simply stops performing the ritual then the ritual fails and all components used up to that point and the listed temporary Power Points are lost.

If a caster other than the primary caster is distracted or leaves the ritual, the primary caster is responsible for covering their temporary and permanent Power Points.
Additionally, any Knowledge Bonus from that caster is lost.

If a participant in the ritual is distracted, as opposed to the caster, then the ritual is not interrupted. However, the penalty for having a participant in the ritual still applies and any Knowledge Bonus is lost. For example, if a caster is performing a Ritual of Circle of Protection and is investing a participant as a part of the ritual, then if the participant is distracted or leaves the ritual, the participant’s investiture is canceled.

If the target of a ritual – be it either a character or item – is removed from the ritual, the ritual automatically fails.
The target does not need to concentrate during the ritual; attempting to harm or distract the target does not interfere with the ritual unless the target is removed or destroyed.

At the end of the ritual, the player must roll on the Ritual Success Table (via Magic Marshal). The roll on this table determines whether the ritual succeeds or fails.

The key components necessary to cast the ritual are used up at half the casting time (50% Casting Time) and cannot be used in another ritual again. Additionally, the components disappear at the end of the ritual; there are some exceptions to this rule and noted in the ritual itself. If a ritual is interrupted, then any components used up to that point are expended and those not yet used are unaffected.

During the casting of any ritual, a Magic Marshal must be present. The Magic Marshal will make sure that an appropriate ritual is being performed, and will supervise the final die roll that determines the result of the ritual.

Every character that can perform sorcery must have an In Game ritual spell book to cast a ritual. This ritual book will normally be prepared under the supervision of the character’s instructor in sorcery. A character must review the casting of any ritual in a ritual book before or during the ritual itself. If a character loses their ritual book In Game, they must recover it, re-create it, or find another before they can perform rituals again.

Some rituals cost permanent Energy Points in addition to temporary Energy Points.
If a ritual is performed, the caster loses both the permanent and temporary Energy Points whether the ritual succeeds or fails at the end of the ritual. If a caster spends permanent Energy Points, the Magic Marshal will write the loss on the back of the player’s Character Booklet, and will make sure the player removes the permanent Energy Point loss from the player’s tags for the rest of the Event. Any Permanent Energy Point loss is permanent, even if the ritual is later dispelled or the item created is destroyed. The only exception is investiture, if the character is de-invested or the circle is destroyed, the Energy Point is returned to the character.

If, at the end of a ritual, the caster does not have enough Energy Points to cast the ritual, the ritual fails, no Energy Points are lost, and components not dispersed are not expended. For rituals that have a variable number of Energy Points or are to embed a spell or ritual into an item, the spells or rituals are only embedded which the caster has Energy Points for. For example, if a character attempts to embed ten Life spells into an item but only has enough Energy Points for the Ritual of Embedding and five Life spells, then only five will be embedded.

The Magic Marshal is responsible for providing a watch, percentile dice, pen and the rules. However, the prudent player will have these supplies in case the marshal forgets something.

 

 

Additional Casters in a Ritual

More Info

All rituals have a primary caster, usually just referred to as the caster, but the primary caster can have help casting a ritual.

Up to two other casters, always referred to as assistant casters, can assist the primary caster for a total of three characters casting one ritual.

Only the primary caster must have the minimum rank in Sorcery required to cast the Ritual.
The primary caster must have the ritual in their ritual book.

Each assistant caster must know at least Sorcery Rank 1 and must put in a minimum of one-quarter (round down, minimum 1) of the ritual’s temporary Energy Point cost towards the ritual, but the ritual’s temporary Energy Point cost must be paid in full after all body of the target is considered a component and should the ritual fail, the body is destroyed.

For purposes of determining when this “component” is used, the target body is always used at the culmination of the ritual.
There is no other effect on the character and the player can choose to resurrect if they are able.

Ritual Durations

More Info

All rituals have a duration listed in the rituals description.
Some rituals have an instant effect or only last for a short time such as a Skill Cycle. Others may last until the end of the current Event. Some other rituals will last for months or may even be permanent. The duration starts when the ritual ends.

For example, if the ritual was completed at 6:50 pm and only lasted a Skill Cycle, then the ritual will end in 10 minutes.

Creating Magic Items- Ritual Limit

More Info

No item can have more than four rituals cast upon it at any one time. This does not include the Ritual of Permanency.

Therefore, a sword can have a Ritual of Elemental Magic Weapon, Ritual of Spell Shield, Ritual of Defense and Ritual of Attunement cast upon it. A Ritual of Permanent Embedding counts as one of these rituals even though a Ritual of Permanency is not needed to make it permanent. Also, once any type of ritual or effect is made permanent on an item that item may not have any more such rituals cast upon it

This rule cannot be circumvented by casting rituals on one item then making it part of the whole then casting rituals on the whole item. For example, a character cannot cast four rituals into a gem then have that gem forged into a sword and casting four more rituals on the sword.

However, it is acceptable to have separate items attached or contained in one place. For example, a character can place a number of magic charms on a necklace, and wear the necklace; but the necklace cannot be attuned to attune all the items on the necklace simultaneously as well.

Learning & Scribing Rituals

In order for your character to read or write a ritual, your character must know the Sorcery Lore skill.

To copy a ritual from one source to another, a Magic Marshal must sign the new copy and the copying must be performed In Game.

Once a character has a copy of a ritual, they may make as many copies of that ritual as they wish- even mechanically reproducing them in between Events. All of these copies must be signed by a Magic Marshal.

Every In Game ritual must have the following Out of Game information:

  • Ritual Name
  • Rank
  • Alignment
  • Temporary Energy Point Cost
  • Permanent Energy Point Cost
  • Casting Time
  • Duration
  • Component List
  • Marshal Signature

Additionally, the ritual must have the In Game description of the roleplaying steps needed to cast the ritual.

Creating New Rituals

Sorcery is the magic of creating magic.

To this end, it is possible to create new rituals not listed in these rules. Below is a guideline for creating new rituals.

All new rituals attempted through the use of these guidelines will only be permitted In Game with Rules Committee’s approval.

Approval of any new sorcery ritual does not guarantee that the sorcery ritual will be successful.
Approval only means that the Sorcerer has been authorized to make the attempt, after which the results of the ritual will be made known as per the use of the standard Ritual Success Table with all of the appropriate modifiers.

Generally speaking, no ritual Rank 5 or lower requires a permanent Energy Point cost unless it lasts longer than 6 Skill Cycles, Inclusive or has a permanent effect.

Guidelines

Rank 1

Temporary Energy Point Cost: ….. 5-15
Casting time: …………………………. 5-15 Minutes

Components:
Ritual Powder: ……………………. 1-2 Doses
1 Basic Component: …………….. 5-10 sp (silver points)
1-2 Common Components: …… Must be Acquired

Rank 2

Temporary Energy Point Cost: ….. 15-25
Casting time: …………………………. 10-20 Minutes

Components:
Ritual Powder: ……………………. 1-3 Doses
1 Basic Component: …………….. 5-15 sp
1 Common Component: ……….. Must be Acquired
1 Uncommon Component: ……. Must be Acquired

Rank 3

Temporary Energy Point Cost: ….. 25-35
Casting time: …………………………. 20-30 minutes

Components:
Ritual Powder: ……………………. 3-5 Doses
1 Basic Component: …………….. 10-15 sp
1 Common component: ………… Must be Acquired
1 Uncommon component: …….. Must be Acquired
1 Rare component: ………………. Must be Acquired

Rank 4

Temporary Energy Point Cost: ….. 35-45
Casting time: …………………………. 30-40 Minutes

Components:
Ritual Powder: ……………………. 4-6 Doses
1 Basic Component: …………….. 10-20 sp
1 Common component: ………… Must be Acquired
1 Uncommon component: …….. Must be Acquired
1 Rare component: ………………. Must be Acquired
1 Very rare component: ………… Must be Acquired

Rank 5

Temporary Energy Point Cost: ….. 45-60
Casting time: …………………………. 40-50 Minutes

Components:
Ritual Powder: ……………………. 5-8 Doses
1 Basic Component: …………….. 15-25 sp
1 Common component: ………… Must be Acquired
1 Uncommon component: …….. Must be Acquired
1 Rare component: ………………. Must be Acquired
1 Very rare component: ………… Must be Acquired
1 Unique component: …………… Must be Acquired

Z

New Ritual Approval

The Plot Committee has the final say on what components fit into each category such as common, rare, etc.

Players are required to make their Ritual proposal in writing.
This proposal must include:
The desired effect of the ritual.
• The desired duration of the effect.
• A list of the proposed components needed.
• The proposed rank, Energy Point cost, and time to cast.
• The exact role-playing steps to be used, along with any In Game special effects that would be expected.

After approval, the character’s chance of initial success is 50% after fulfilling these base requirements:
• 1 silver piece times the rank of the ritual.
• The number of doses of Ritual Powder the ritual requires.
• 10 minutes of In Game role-playing equal to the rank of the ritual during the first Event of research. Then an additional month of Out of Game research when modifying an existing ritual or two months of Out of Game research for a new ritual.
• A single dose of each component.

To increase this success chance, the character may spend more time and coin:
• +5% per extra event of role-playing up to a maximum of four extra Events.
• +1% per extra 1 silver piece spent.
• +25% bonus for modifying an existing ritual.
• +5% times (Character’s Rank of Sorcery – Rank of Ritual being Researched)
• Special bonuses assigned by the Plot Committee, which could be either a positive or a negative bonus.

Maximum chance of success is always 95%.

 

Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5

There are HUNDREDS of written rituals in the PORTAL universe, these are just a taste of what Sorcery has to offer.
Sorcerers jealously guard the knowledge of their Rituals & Components, find out more In Game about the far reaches of Sorcery’s power.

 

Ritual of Elemental Energy 1

This ritual charges the caster with the energy of a particular element.

After performing this ritual, the caster can throw an infinite number of bursts of elemental energy. Each burst of energy causes the amount of damage listed in the table below; the caster throws a spell packet and states the amount of damage followed by the type of damage; “Four Fire” for example.

Only one spell packet can be thrown at a time.

This damage is physical and therefore can be blocked by shields and any defense that stops physical attacks, such as the Invulnerability spell, but not by the Negation spell.

The type of damage associated with each element is shown in the chart below.

Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. The caster can choose to cast this ritual upon themselves, upon
another character, or upon an item. If cast on themselves or another character there is no In Game representation of the ritual.

If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts.

A Ritual of Embedding is not needed to make an item with a Ritual of Elemental Energy 1. If this ritual were to become permanent, it would give the caster the ability to invoke this ritual once per Event; the charge would last for 1 hour.

 

Ritual of Rune Crafting

This ritual causes a rune of power to be inscribed on an object.

When active, a rune constantly “watches” for any moving character within a 5 foot radius; when it sees one, the rune goes off, releasing its effect.

The effects of the rune depend on its shape; an experienced Sorcerer can look at a rune and determine what its effects are from the rune’s design.

When a rune goes off, everyone within a 5 foot radius of the rune experiences its effect.
The effects of a rune are magical in nature, so a defense that stops spells will protect against the effects of the rune; a Reflection or Absorption spell will protect against a rune’s effects, but a rune’s magic will not be reflected or absorbed. Normally a rune vanishes once it goes off.

Cautious Sorcerers may inscribe more than one rune on a single object. If two different runes are activated simultaneously, characters experience their effects simultaneously and one defense against spells is required per effect.

There are a vast number of runes that exist, some of the most commonly spoken of by adventurers are:

The Rune of Ice: This rune will cause any character within the area of effect to be encased in ice and completely immobile and unmovable for 1 hour.
50 points of non-ice damage will free the character but the character also takes the damage. The character is affected by all spells while encased, not all skills.

The Rune of Stone: This rune will turn all characters in the affected area to stone for 1 hour and follows the rules for the Flesh to Stone spell, except the caster of the rune cannot reverse the affects.

The Rune of Enslavement: For 1 hour, all characters in the area of effect will be enslaved as per the Enslavement spell.
If the caster is not present, then the characters will wait for them to return. This is a charm effect. No low magic spell will end this effect.

The Rune of Bone: This rune causes all characters in the area of effect to have both or their arms and both of their legs broken and receives a 10 second Torso Stun.
Additionally, all corporeal lesser undead are destroyed

Ritual of Warding

This ritual magically protects an area for the duration of the ritual.

The area of effect may be any one building or room within a building.
A building is defined In Game as any structure – man made or natural – that has at least three walls and a roof.

Out of Game, “lesser” structures that are defined as buildings can be warded.
For example, a pavilion at an Event is deemed to be the Armory by the Marshal, this structure would be wardable by the character.

When a ward is cast, it embeds itself in the walls, floor, and ceiling of the warded area; even if the physical structure is damaged, the ward will remain.
After it is created, the ward’s caster can lower the entire ward by touching it and willing it down; when the caster ceases to touch the ward, it automatically goes up again.

When the caster creates a ward, they may designate portals, or openings, in the ward.
A random word chosen by the caster at the time of the ritual will cause an entrance to open when the word is spoken at an audible level in front of the entrance. This word will not affect any of the other entrances to the ward unless it is spoken loudly enough so that it can be heard at another entrance.

When the word is spoken, the entrance will lower momentarily; it will stay open as long as anyone or anything more than a pound is placed in the opening. When an entrance is no longer blocked, it closes automatically.

Each designated entrance must be indicated on the Martial Notes, along with the ward word.
To indicate the presence of a ward, the caster should place garland, yellow duct tape, glow rope, or some other suitable indication of a ward at each entrance to the structure.

Anything over the ward that is not over a designated portal when the caster raises the ward is ejected from the warded area in the direction it entered.
A lowered ward will stay down if anything is placed across the ward’s designated portal; when the portal is no longer blocked, the ward goes up again.

Ward rituals of the same type do not stack, therefore two Rituals of Warding cannot be cast on the same building or room, but a room can have a Ritual of Warding Versus Life and a Ritual of Warding.

Wards of the same type can share one common wall.

Ritual of Defense

Duration: 6 Skill Cycles, Inclusive
This ritual creates a sorcerous defense that protects a character as an Invulnerability spell and will stop a Kill spell – even one augmented by Warlockery.

After the Ritual of Defense is expended; it resets
itself after 5 minutes.

The caster can choose to cast this ritual upon themselves, upon another character, or upon an item.
If cast on themselves or another character there is no In Game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts.

A Ritual of Embedding is not needed to make an item with a Ritual of Defense.

The player should call “Ritual of Defense” when they invoke this defense.

Ritual of Spell Shield

Duration: 6 Skill Cycles, Inclusive
This ritual provides the recipient with a magical shield that can protect them from any magical spell or effect including spells augmented with Warlock abilities such as the Total Power skill, Nature Magic, Spell Singing, and sorcery rituals rank 5 or lower.

After the Ritual of Spell Shield is invoked to protect against a spell, the shield is expended; it resets itself after 5 minutes.

The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts.

A Ritual of Embedding is not needed to make an item with a Ritual of Spell Shield.

The player should call “Spell Shield” when they invoke this defense.

Ritual of True Undead Control

This ritual allows the caster to control any lesser undead within a 50 foot radius and that are within Line of Sight.

This radius moves with the caster.
Lesser undead which are given commands will continue to follow those commands after they leave the radius of control unless directly controlled by another character.

Undead within 10 feet of the caster of this ritual may not be controlled by anyone else; the ritual’s power suppresses the power of any other Necromancy spell.
Should two Rituals of True Undead Control come in conflict, then the closer caster wins.

Follower of the Light and Servant of Darkness skills that effect undead will override this ritual until the caster is able to re-establish control.

All undead in the area of effect are under the caster’s control as long as the undead are inside the area of effect.
The caster may give any number commands during this time. Should someone else control theundead, turn the undead or new undead enter the area, the caster must re-invoke the ritual to gain control.

The effects of this ritual last till the end of the current Skill Cycle.
If Ritual of Permanency is cast, then this ritual is effective all the time.

In order to use this ritual, the caster should call “Invoke Ritual of True Undead Control”.

Ritual of Dispel Lesser Sorcery

This ritual dispels all active low magic spells – even ones augmented with Warlockery, all Nature Magic spells and all Spell Singing spells on the target character or item; or any one Ritual below 3rd Rank.

Spells that create an effect and are no longer active such as undead created by the Necromancy School or ritual are not affected by this ritual.

The caster of the ritual should declare the ritual being dispelled, however if the caster fails to do so then the target, if it is able to, must chose an available ritual to be dispelled.
For example, a character has a permanent Ritual of Faith Shield and a temporary Ritual of Alchemy Shield and Spell Shield. This ritual is cast upon that character, but no ritual is specified by the caster. The target player has to choose either the Alchemy or Spell Shield; they cannot choose the permanent Faith Shield, as this is not a viable target of the ritual.

 

Ritual of Elemental Energy 2

This ritual charges the caster with the energy of a particular element.

After invoking this ritual, the invoker can throw an infinite number of bursts of elemental energy.

The damage and type of damage is given in the chart below.

The caster throws a spell packet and states the amount of damage followed by the type of damage; “Eight Fire.” Only one spell packet can be thrown at a time.

This damage is physical and therefore can be blocked by shields and an Invulnerability spell but not a Negation spell.

Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage.

The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no In Game representation of the ritual.

If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Elemental Energy 2.

If this ritual were to become permanent, it would give the caster the ability to “charge up” with elemental energy once per 6 Skill Cycles inclusive; the charge would last for 1 hour.

Ritual of Minor Item Creation

This ritual allows the caster to place up to three spells of Rank 1 into an item.

All the spells must be from the same school and can be invoked once each per Skill Cycle.

Spells cast into the item need to be declared and recorded on the item card to be either Invokable or Castable.
This ritual cannot be combined with any other ritual except any Ritual of Attunement.

The spells to be embedded can come from the caster or another character who has to be either a participant or caster in the ritual; it cannot come from an item or scroll.

If two or more sorcerers are casting this ritual together, one or both of them can cast some or all of the spells into the item.
The exception to this is lost magic. In order to embed a lost spell into an item, the Sorcerer casting the ritual must know the spell being embedded and must use twice the amount of Mummy Dust normally required.

The item to be enchanted must be worth 5 silver pieces per charge. It the item is made Invokable, the ritual requires double the normal amount of Mummy Dust. This is in addition to the increased amount needed for embedding lost spells.

 

Ritual of Death

This ritual turns a character into a Death Knight, Death Mage, or Death Assassin, a skeletal greater undead creature.

The Death Knight, Death Mage, or Death Assassin is under the control of the caster of the ritual.

The player of the character who died must now play the newly created undead creature. The greater undead follows all the normal rules for their Death Count, however should they die, their body turns to dust. The player takes one Death on their character card and may now go attempt resurrection.

Unlike the undead creation spells of the Necromancy school, the undead created by this ritual can last longer than 6 Skill Cycles inclusive.
The player of the undead character is therefore obligated to play the creature until it is destroyed, or until two months have passed since the ritual was cast.

Only when the undead creature is gone can the player’s character be resurrected.
This ritual can be cast on a dead body or on a living character by delivering a Killing Blow at the end of the ritual. This ritual requires the body of the character to be turned into a Death Knight, Death Mage, or Death Assassin, the body of a different character cannot be substituted. Should the ritual fail, and all components consumed, then the dead body is destroyed. If a living character was the target of this ritual, then there is no added effect and the character should continue their Death Count normally.

Death Knight, Death Mage, or Death Assassin last until destroyed or two months – the month the ritual was cast and the following month – if the target character can resurrect.
If the character is unresurrectable, then this ritual is permanent until the undead is destroyed.

Ritual of Contact Beyond

This ritual allows the caster to cast their consciousness into another plane to learn the answers to up to three specific questions.

The answer to a question can depend on the nature of the question and the clarity of the vision.

Out of Game, the caster must write down the question(s) and give it to the Head of Plot or designee.
At the end of the ritual, the caster can read the answer to their question(s).

Realistically, specific questions will get specific answers. “Who killed the Duke yesterday?” will probably get a simple answer. “How do I go about capturing a hippogriff” will probably get a vague answer, especially if Plot has not introduced hippogriffs into the game yet.

 

Ritual of Enchantment

This ritual creates an enchanted weapon that does magical damage; the weapon has a bonus that depends on the type of material used in creating the weapon.

See the chart below.

While it cannot be used as a weapon, a dissection dagger can be enchanted. It allows the user to dissect creatures with Damage Resistance: Magic.

If a character participates in the ritual, they can become attuned to the weapon. For rules concerning attunements, see the Ritual of Attunement.
This ritual is not combinable with Rituals of Elemental Weapon and Greater Elemental Weapon, nor can this ritual be stacked with itself or any other type on weapon crafting augment.

Once a weapon has one of these rituals upon it, all subsequent rituals cast automatically fail.

When this ritual is successfully cast on a weapon, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar spells or abilities.
When the enchantment wears off, the weapon becomes breakable again.

 

Ritual of Attunement

This ritual makes an item attuned to the body of the user such that the item must remain on their person.

The item must remain in physical contact with the user or an item in contact with the user for example, a scabbard, a pouch, a gloved hand, etc.
If the attuned item is in contact with the user through another item, and that item is broken, then the attuned item immediately returns to the user.
If the user is resurrected in a Healer’s Circle, they will resurrect with the item in their hand.

The ritual requires the presence of the person the item is to be attuned to and a small quantity of that person’s blood.
More than one person may be attuned to an item using this ritual, all of whom must be present during the entire ritual.
Any number of people may be attuned, but only specific individuals not variable groups can be attuned. The person(s) to be attuned are targets of the ritual.

Even if a character becomes unresurrectable, the attuned item will remain with the body.
If the body is ever destroyed, then the item attunes itself to the ground at that spot. If there is another character the item is attuned to, that character may come and take the item from either the body or the ground.
At Plot’s discretion, the attunement may be broken or shifted and the item brought back In Game if the player has not played that character for more than 6 months.

When this ritual is cast on an item, it becomes unbreakable.

It cannot be destroyed by Shatter, Blast, Giant Strength, or similar skills or abilities. When the attunement wears off, the item returns to its normal status.

For this ritual, both the item and the user are the targets of this ritual, and should the ritual fail and all components expended, the item and user are unaffected.

 

Ritual of Leaving

With this ritual the caster creates a magical 5 foot wide by 10 foot high gate. The gate leads to the location where the ritual was originally cast.

This ritual can only be placed upon the caster and cannot be cast into an item or onto another character.

The gate opens when the caster calls upon the power of the ritual (invokes the ritual). The caster must spend 15 seconds laying down a 5 foot long piece of garland indicating the opening of the portal. The character can be interrupted in the same ways the casting of a spell is interrupted. If the character is interrupted, the portal fails to open and the charge is not expended.

The gate may be opened anywhere the caster chooses with the following limitations:

The gate must be vertical and the size and shape of the gate will conform to the available space.

-The gate automatically closes when the caster has passed through it, therefore the caster cannot be followed into the gate.

Up to two other characters – so long as they can fit through the gate – or up to 600 lbs of material may go through the gate before the caster.
Players should put on white headbands and go to the location where the ritual was cast immediately.

The caster may choose to close the gate at any time.
Regardless, the gate will close in 30 minutes if the caster does not go through or chooses to close it.

If the caster is still in their Death Count, they can be dragged through the gate. If three people go through before the caster, then the gate closes.

The gate is one way and has only one face.
Once the caster invokes the ritual, that side is the doorway; the opposite side is impassible and appears as a solid glowing wall.
Any character attempting to pass through the wrong side of the portal will simply be stopped as if they tried to pass through a solid wall.

If this ritual is made permanent, then the caster can invoke the ritual once per Skill Cycle.

Ritual of Permanency

This ritual makes another ritual permanent.

This ritual has no effect on those rituals that have a duration of Instant or Permanent, or that specify in the ritual’s description that they cannot be made permanent.

A single Ritual of Permanency can make up to four rituals permanent on a single character or item. For each ritual made permanent, more of certain components are required. These components are listed as “x” doses per ritual in the component chart.
For example, if an item has a Ritual Greater Elemental Weapon- Fire, a Ritual of Attunement, Ritual of Spell Shield and Ritual of Defense on it, only one Ritual of Permanency is necessary to make all of them permanent.

Once rituals have been made permanent on an item, no other permanency rituals may be cast on that item. Casting a Ritual of Permanency costs not only the permanent Energy Points for this ritual but the permanent Energy Points listed in each individual ritual. For the above example, the caster would have to expend: 3 for the Permanency, 5 for Greater Elemental Weapon, 5 for the Spell Shield, 5 for the Defense and 4 for the Attunement, a total of 22 permanent Energy Points.

This ritual can not be parentally embedded with the Ritual of Permanent Ritual Embedding.

A character can become attuned to the item if they choose to during this ritual.
The person to be attuned, the item they will be attuned to, and a small quantity of that person’s blood must be present during the ritual. For rules concerning attunements, see the Ritual of Attunement.

The item that will have the rituals permanencied must already have the rituals cast and must be worth at least 10 silver pieces per ritual.

Ritual of Obliteration

This ritual tears the soul from the body and sends it into the void forever.

The process is remarkably painful to the victim and should be role-played accordingly.

All of the character’s marbles become black and they are permanently un-resurrectable.
The character is unable to ever be turned into an undead of any type by any means.

While the ritual is being cast, the ritual holds the target character inplace and they cannot move until the ritual is ended. If the ritual fails or is interrupted, the character is free to act and suffers no ill effects.

This ritual cannot be embedded with Ritual of Embedding or Ritual of Permanent Ritual Embedding.

Ritual of Elemental Summoning

This ritual allows the caster to summon a level five Fire, Water, Air, Earth, Life or Death Elemental who will perform any number of tasks for the caster.

Any task not completed in the 90 minute duration will be left undone and the elemental will return to it’s home plane.

If the Ritual of Elemental Summoning is made permanent, then it the Elemental may be summoned once per 6 Skill Cycles inclusive by the caster.
A specific elemental can be summoned if the caster has its essence.

The control the caster has over the elemental is similar to the control over a greater undead – the elemental knows it has been summoned and is under the casters control and while it must obey the caster it must only obey the letter of the order.

Note: A Plot Marshal must be informed before this ritual is performed so that they may get an NPC to play the elemental.

 

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