Alliance Rituals

Alliance Larp Rituals
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Arcane Armor


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Spirit / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual allows the Formal Caster to construct a powerful barrier of protection similar to a suit of armor. Arcane Armor grants a certain amount of Armor Points based upon the Ritual Level chosen by the caster at the time this Ritual is cast. This Ritual will not function for an individual if its protection value is greater than the sum of the maximum armor permitted by their class plus their Wear Extra Armor skill plus one point for each High Magic level they possess. Arcane Armor cannot be utilized at a lower level of efficiency to avoid this requirement.
For example: a scholar creates an Arcane Armor 30 but unless they possess a significant amount of Wear Extra Armor skills and/or High Magic levels they may not utilize this item. Arcane Armor will breach to zero as regular armor but will always regain its maximum value when refit. Refitting Arcane Armor does not require the blacksmith skill. To refit Arcane Armor the individual must Focus for one minute. The recipient of an Arcane Armor Ritual does not need to wear a physical representation of the protection this Ritual bestows. The level of armor protection desired by the Caster determines the difficulty rating of the Arcane Armor Ritual. At the time of casting the Ritual Caster may choose to create the Ritual of a lower value than the maximum for that difficulty level. For example the Ritual Caster may cast the Ritual at Ritual Level Four and create an 18 point Arcane Armor. Arcane Armor cannot be combined with any other source of armor such as Natural Armor or a suit of physical armor. The recipient of an Arcane Armor Ritual may choose to wear armor for decorative purposes but they get no protection or armor points for it even if the armor worn is greater then the protection the arcane armor provides. Multiple Arcane Armor Rituals may never be combined. Only one Arcane Armor Ritual may be active upon a possessor at one time. Arcane Armor must always be refit before its Armor Points may be used for example if the character picks up an Item with Arcane Armor on it or if they were previously using a suit of physical Armor instead of an Arcane Armor ritual.

Required Components: 3  This ritual requires a minimum of 3 reagents to cast. Any additional reagents required by the ritual should be of the same types as listed on the ritual scroll. 3:3 Reagents up to 5 points of Armor 5:4 Reagents up to 10 points of Armor 7:5 Reagents up to 15 points of Armor 11:7 Reagents up to 20 points of Armor 19:15 Reagents up to 25 points of Armor 25:21 Reagents up to 30 points of Armor

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (+1 for each 5 point armor value above 5 up to 20 Maximum) Reagent Cost: 1 (+1 for each 5 point armor value above 5) Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ARCANE ARMOR <declare choices> Ritual


Armored Shell


Aspect: Earth/Necromantic      Difficulty: 8      Catalyst Required: No      Target Type: Item [Armor]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

While under the effect of this passive ritual, the character gains 1 Maximum Body Point for each Wear Extra Armor skill they have purchased. Note that a character’s current Body Points can never be higher than their current maximum; thus, if this suit of armor is removed or destroyed, the character's current Body Points will be reduced to their normal (non-Ritually altered) Maximum Body Point total if necessary. When putting on this suit of armor, the character's current Body Points are not affected. This Ritual will not grant more Body Points than the total Armor Value of the suit, even if the character has more levels of Wear Extra Armor. A character may never be under the effect of more than one Armored Shell at a time.
For Example: Yurt the High Ogre has 20 levels of Wear Extra Armor and a suit of armor enchanted with Armored Shell. They have a maximum Body Point total of 50 Body Points normally. Yurt puts on the suit; their maximum Body Points now go up to 70, though they are still at 50 Body Points currently. A friend gives Yurt 20 points of Healing and Yurt is now at 70 Body Points. Unfortunately for Yurt, they are struck in the next battle by a Destroy Magic Ritual on their armor. Yurt’s maximum Body Points go back down to 50. Since you can’t have more Body Points than your maximum, Yurt’s current Body Points also go back down to 50.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Assassin's Edge


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Assassin’s Edge allows the user to, once per Logistics period per charge, swing a melee strike with the “Body” carrier when striking from behind with this weapon. This may be combined with any applicable skill, Ritual, or other effect that would alter a melee swing with a carrier.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, one charge per day. 6:4 Reagents, two charges per day., 9:5 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (grants two charges) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ASSASSIN'S EDGE Ritual.


Audible Projection


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Location or Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual is placed upon a doorway or an item and a predetermined sound or verbal recording is triggered when a certain event occurs. If Audible Projection is cast upon a doorway, it will trigger when someone meeting a specific precondition passes even partially through the doorway. This Ritual cannot be utilized to identify specific magic items (for example: the Ritual can't determine when a weapon with the Monster Slayer Ritual passes through the doorway). If Audible Projection is cast upon an item it will trigger when someone meeting a specific precondition touches the item. If anyone other then the Ritual Caster moves the item that has received the audible projection at all, the Audible Projection is also set off. A single choice may be made from the following preconditions: The person is of a specific player race or monster type (examples: Elf, Goblin, Vampire). The person is not of a specific player race or monster type. The person is of a specific gender. The person is not invested in the ward protecting the building. The person is not the Caster of the Ritual.

Out Of Game: The Ritual Caster is responsible for providing the predetermined sound or verbal recording. The Ritual Caster is responsible for indicating where the sound/recording device is available should a Marshal need it. This should be placed upon the Marshal notes of the doorway in question if applicable, along with the precondition that triggers the Audible Projection. An NPC may be utilized to generate sounds should the Plot committee use this Ritual for a Plot purpose.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE AUDIBLE PROJECTION <declare choices> Ritual


Banish to < Other Plane>


Aspect: Celestial      Difficulty: 12      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 30 Minutes      Duration: Permanent or Until Death      May Be Extended: No

This Ritual causes one individual, if that individual has a Spirit, to be banished to a specified Plane of Banishment. Once this Ritual has begun, the Target is unable to leave the Circle of Power until the Ritual is complete. This Ritual does not (on its own) prevent the Target from attacking the Ritual Caster during the Ritual casting. The Caster must declare the Target of the Ritual and the Target Plane of Banishment within 30 seconds after the Ritual begins. This Ritual may not be refused. This Ritual in no way Targets the banished to a particular area of the chosen Plane. On occasion, at the discretion of the Plot committee, an additional base item for the casting of this Ritual may be found which will cause the Targeting to a specific area of the chosen Plane. This item will always be consumed in the casting regardless of the success of the Ritual. The banished individual will be unable to use any innate ability to Rift from the Plane of Banishment, or utilize a Planar Gate from the Plane of Banishment, for a period of one year or until a Celestial Aspect Targeted Destroy Magic is cast upon them. This Ritual can be used to banish additional unwilling Targets by increasing the DC and Reagent cost for each additional Target (+5 Difficulty and +5 Reagents per additional Unwilling Target). In the case of a mixed group willing Targets would not count toward an increase in DC or Reagent Cost. For example, to Banish two unwilling Targets the Difficulty would be 17 and the Ritual would require 12 Reagents. This Ritual may also banish any number of willing Targets. All Targets must declare willingness immediately following the Caster's declaration of Targets and Plane of Banishment. These choices may not be changed during the Ritual casting. All possessions on the Targeted individual(s) are banished with the Spirit. Another Banish Ritual may be utilized on the banished to send them to a newly declared Plane of Banishment. If a second Banish Ritual is performed within 5 days of the first and to the original Plane banished from, the newly banished individual(s) will return to the exact place the first Banish Ritual took place. This Ritual also grants the Target(s) a Planar Asylum Ritual effect for the Plane of Banishment for 5 days. Should a banished individual die while on the other Plane, the Spirit will return to its Plane of origin to resurrect and the Banish Ritual is immediately ended for that individual. Like normal resurrections, the individual's possessions will remain behind. The Plane of origin may or may not be the Plane the individual was originally banished from. Valid Planes include: Elemental Fire, Elemental Air, Elemental Water, Elemental Stone, Elemental Life, Elemental Death, Elemental Order, Elemental Chaos. Additional Planes may be available at the discretion of the local Plot Committee. Out Of Game: Any Targets that are Banished are only mandatorily under the Ritual effect in the campaign they were banished.

Required Components: 7  This ritual requires a catalyst and 7 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Battlemage's Strike


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual allows the wielder of the weapon the Ritual is cast upon to use a Ritual charge and a spell of the item's Aspect from memory to spellstrike that spell (once per Logistics period per charge) through their weapon. When the spell is channeled through the weapon as a spellstrike, the wielder does not need to fully incant the spell or use magical aura; instead, they swing their weapon with the spell effect using the Spell qualifier with the Strike keyword (for example “Spell Strike Prison” or 10 Spell Strike Flame). This Ritual may not be used with spells that have been converted via use of Flexible Casting. A Storm spell may never be channeled through a Battlemage's Strike Ritual.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, May be used up to a 3rd level spell, 6:4 Reagents, May be used up to a 6th level spell, 9:5 Reagents, May be used up to a 9th level spell.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (may be used up to a 9th level spell) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE WARRIOR'S INCANTATION Ritual.


Blissful Rest


Aspect: General      Difficulty: 1      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Blissful Rest allows a Caster to enchant a Game Area with a calming effect such that any being with a Spirit who sleeps within it feels rested and calm and will not suffer from any form of nightmare or restlessness. Creatures and Beings who stay within a Blissful Rest always wake refreshed and energized from their sleep. This effect does not and cannot override any Command effect and is not powerful enough to counteract any other Game Ability such as Mental Abilities or Racial Role Play restrictions (such as a Biata's uncomfortability within a Ward effect). Characters and races particularly susceptible to feelings or emotions may feel calm and protected even while awake within a Blissful Rest effect. Blissful Rest must be marked on the Marshal Notes for a Cabin. A "B" must be placed on the entrances to the Game Area immediately before the Ritual Casting begins to allow those who enter to know that a Blissful Rest is in effect.

Required Components: 1  This Ritual requires 1 Reagent as listed on the Scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Boost Duration


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Extension
Casting Time: 5 Minutes      Duration: 28 Days      May Be Extended: No

Boost Duration extends the time you have between Rituals in a given batch to 28 days or until the next Ritual of the appropiate aspect is cast, whichever comes first. During the 28 day duration, Boost Duration items are indestructible by normal means. This Ritual will only affect a Ritual Batch if it is cast as the last Ritual in the Batch and is of the same Aspect as those Rituals cast in the batch prior to adding Boost Duration. Boost Duration effectively holds the Batch open and at any time during the 28 day duration of this Ritual, additional Rituals can be cast onto the item and, if they are of the same Aspect as the Boost Duration, they will be considered part of the same Batch as those Rituals affected by the Boost Duration. An Extender Ritual of the appropriate Aspect (such as Preserve Duration or Permanent Duration) will replace the Boost Duration if cast on the Batch within the 28 days and will affect all Rituals of the appropriate Aspect on the item (considering them a single Batch) regardless of when during the 28 days they were cast into the item. Unlike other Extend Rituals Boost Duration will allow a Preserve Duration or Permanent Duration Ritual to be cast at any time before the expiration of the Boost Ritual to further Extend the Rituals of the batch. Any Extenders cast into a batch with the Boost Duration will replace the Boost Duration if it is of the same Aspect. If the Boost Duration Ritual expires or is not replaced it will simply fade from the item without any consequences other than the loss of the ability to further Extend the Batch. While an item has an active Boost Duration you cannot add an extender of the same Aspect without replacing the Boost Duration. You must finish the Boosted Batch with an Extender before you can begin/extend another batch of the same Aspect on an item. The Difficulty of the Extender which is cast to replace the Boost is calculated off the total number of Rituals to be affected not including the Boost Duration Ritual (as it is overwritten by the new Extender). There is no limit (other than the typical maximum Rituals per item) to the amount of Rituals that can receive a Boost Duration. You cannot cast a Boost duration Ritual on any other form of extend duration Rituals to extend the time you have to add Rituals or add an Extend Ritual to an existing Ritual batch. You cannot cast Boost Duration over an existing Boost Duration. If the Boost Duration expires before the duration of the Rituals that it was cast on the batch can no longer be augmented with an additional extender or Rituals however any Ritual which has not expired will still function until their normal Duration expires. Note that Logistics activations are still used if the Batch is brought into an event while the Boost Duration is active.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Bound Shard


Aspect: Celestial      Difficulty: 8      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Bound Shard allows a Celestial Caster to summon a minor Elemental entity from one of the Elemental Planes and bind it into service within a physical object. The Elementals summoned are non-sentient and incapable of understanding or following any command or being communicated with in any way. The Elementals bound have almost no physical form and cannot survive outside in anything but their Native Plane if somehow removed from the item they are bound to. The exact effect is determined by the Caster at the time of Summoning and is based upon the Elemental Shard sought. The Ritualist is able to examine items and determine if they have the necessary qualities to hold a Bound Shard before the Ritual is attempted. Items must be specifically created to hold Bound Shards. Bound Shards can be put in items which are primarily furniture or tools. They cannot be put in weapons, armor, shields or other items which see frequent use and manipulation. Water- a Bound Water Elemental can be used to create Ice, chill air or refridgerate food. Air- a Bound Air Elemental can be used to create a power source, a source of illumination or an air-powered siren. Flame- a Bound Flame Elemental can create a heating surface to warm rooms or cook food. Stone- a Bound Stone Elemental can be bound to items which require Drainage or work upon or within dirt and stone. If Targeted with a Destroy Magic the Elemental is destroyed but the Item remains unharmed (able to hold another Bound Shard if desired). Attempting to Bind more than 1 Shard to an Item causes the existing Shard to dissipate as if Destroy Magic had been cast and will cause the Ritual to Backlash. Any attempt to remove or alter the Bound Elemental in any way causes the Shard to dissipate and be destroyed. Destruction of the item the Shard is bound to will also cause the Shard to dissipate.

Out Of Game: Bound Shards are an In Game rationale for many modern conveniences which are necessities for comfort or survival at Alliance LARP sites. Bound Shard Items must be functioning physical representations of the desired object (ie a working stove to create a Bound Flame item). Celestial Casters are able to examine items to determine if they are suitable for a Bound Shard and many items in the world, despite their quality, are not (such as Swords, Shields or Jewelry).

Required Components: 2  This Ritual requires 2 Reagents as listed on the Scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Bountiful Harvest/Blighted Crop


Aspect: Earth/Necromantic      Difficulty: 5      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 10 Minutes      Duration: Special      May Be Extended: No

Bountiful Harvest allows the Caster to create a ripple of magical energy which extends from the Circle of Power the Ritual is cast in and promotes the fruitful growth of all cultivated plant life. The range of this effect is a 1 mile radius for every 5 Formal Levels the Caster possesses (plus any applicable Formal Linked Formal Levels). Bountiful Harvest's exact effects are dependant on when they are cast. If cast out of the growing season for an ecological region there is no effect on the crops and harvests of the fields within the radius effect. If cast during the growing season, however, or while crops are being planted the Ritual will remain in effect for the entire season until the crops and fields are harvested. In many regions farmers are able to grow two crops a year meaning the second crop on a given field will not benefit from the Bountiful Harvest effect unless a new Ritual is cast. Plants affected by a Bountiful Harvest, if they are effected for the entire growing season, can provide up to triple the food they would normally harvest. Your local Plot Team will determine how much surplus is gained at Harvest for Rituals cast after the crops have been sown depending on game world factors such as time remaining until Harvest, local weather patterns, etc. They will also determine what effects may occur, if any, if the Ritual is cast outside the growing season for some reason. The reverse of this Ritual, Blighted Crop, causes crops to sicken and wither within the radius of 1 mile for every 5 Formal Levels the Caster possesses (plus any applicable Formal Linked Formal Levels) extending from the Circle of Power in which the Ritual was cast. Crops so blighted will produce no food if Blighted when sown and, if the Ritual is cast after the crops are planted, Plot will determine how much of an impact, combined with game world issues such as weather or time remaining to Harvest, the Blighted Crop will have on the food production of a given field. Both versions of this Ritual end for individual fields when the Crop is harvested and end within the Radius effect when the first frost of Autumn (or the equivalent in alternate climates) touches the ground. Unless otherwise stated by Plot, this Ritual has no effect on non-cultivated plants (non-field or farmed) or animals in any way. A Bountiful Harvest Ritual will counteract a Blighted Crop Ritual and vice versa (neither will take further effect).

Required Components: 2  This Ritual requires 2 Reagents as listed on the Scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Channel Armor


Aspect: Celestial      Difficulty: 3      Catalyst Required: No      Target Type: Item [Wand or Staff]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge, when this character's armor would be taken below 1, they may expend Celestial Channeling points equal to the amount of the damaging attack to call Cloak and take no effect from the attack. This may only be used on attacks with a number, and the number must be no greater than the character's maximum Armor Points.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents one charge per Logistics period 6:4 Reagents two charges per Logistics period 9:5 Reagents three charges per Logistics period

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CHANNEL ARMOR RITUAL.


Channel Health


Aspect: Earth      Difficulty: 3      Catalyst Required: No      Target Type: Item [Staff or Relic]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge, when this character's Body Points would be taken below 1, they may expend Earth Channeling points equal to the amount of the damaging attack to call Cloak and take no effect from the attack. This may only be used on attacks with a number, and the number must be no greater than the character's maximum Body Points.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents one charge per Logistics period 6:4 Reagents two charges per Logistics period 9:5 Reagents three charges per Logistics period

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CHANNEL HEALTH RITUAL.


Cheat Death


Aspect: Earth      Difficulty: 10      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Five Days/Until Used      May Be Extended: No

This Ritual may target up to 6 individuals within the Circle of Power when cast. The targets of this Ritual will automatically succeed on the next draw they make from the Bag of Chance. If this Ritual triggers on an individual, after that draw from the Bag of Chance, the Ritual expires on that individual. If the target does not have at least a single white bead in the Bag of Chance, this Ritual is expended with no effect. Deaths avoided under this Ritual may not be bought back.

Required Components: 6  This Ritual requires 6 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Circle Lock


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

This Ritual binds an item to a Limited or Permanent Circle of Power. It makes the item upon which it is cast forever confined to the circle it is bound, unless the circle expires or is destroyed. The Ritual Caster must be invested within the Circle of Power in which a Circle Lock is performed. The Ritual Caster must be the same Aspect as the Circle of Power in which the Circle Lock is performed. A Circle Lock cannot be performed upon any item that is affected by a Spirit Link, Spirit Lock, or Ownership effect. The item cannot be removed by any means from the Circle of Power, including (but not limited to) creatures turning into Spirit Form, Gaseous Form, or utilizing a Spirit Walk. The item will simply be immediately moved back into the circle or dropped to the ground. Items left within a Circle of Power that are Circle Locked must possess a tag that indicates what Circle of Power they are within and the Caster of the Ritual. Any Ritual Caster invested in a circle with the Circle Locked item may cast another Circle Lock Ritual upon a Circle Locked item to remove the Circle Lock on the item. If the Circle of Power in which the item is Circle Locked is destroyed, the item is unharmed and no longer bound to the destroyed Circle. The item is usable normally within the Circle of Power. Circle Lock does not otherwise extend the duration of an item or any Rituals on it. The Circle Lock ends if the item is destroyed.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Cloak of Darkness


Aspect: Earth/Necromantic      Difficulty: 6      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The bearer of a Cloak of Darkness is protected from the rays of the sun, negating any harmful effects the sun may have upon the possessor. This is considered a great boon to Undead creatures harmed or destroyed by sunlight. Some naturally subterranean species such as Dark Elves also covet this Ritual.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CLOAK OF DARKNESS <declare choices> Ritual


Conjure Artifact


Aspect: General      Difficulty: 8      Catalyst Required: Yes      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 5 Minutes      Duration: Five Days      May Be Extended: No

This Ritual summons a campaign specific Artifact into the hands of the Ritual Caster or a designated individual. Artifacts summoned are either campaign chosen or from a campaign generated random chart. The items are extremely powerful and often are summoned with a specific deed in mind, such as attacking the lair of a powerful campaign enemy. In addition, characters may be able to, at the discretion of Plot, discover artifact-specific Targeting information which allows them to try and Conjure a specific artifact (rather than Plot or randomly determined). Once the Ritual is complete the artifact appears in the Circle of Power. The item summoned will always be of the aspect of the Ritual Caster meaning it will always be entirely Celestial, Earth, or Necromantic. Specific Artifacts may impose Spirit Links or Locks on their bearers while other Artifacts may not make this connection (meaning they can be lost, stolen or passed to new bearers/users). The item may immediately Spirit Link to the Caster or the person designated by the Caster at the time of casting and will remain with the individual for up to 5 days before it turns to mist and disappears, returning to the place it was before the conjuring. The item summoned cannot be kept for longer then 5 days by any means, and the only way to recover or find the item is to attempt another Conjure Artifact Ritual. The artifact itself will be indestructible and impervious to Destroy Magic. The item will resurrect with the Target if it is Spirit Linked or Locked during the duration of this Ritual. Should the Target of the Spirit Link or Lock permanently die during the course of the duration of this Ritual, the item will immediately turn to mist and disappear back to whence it was summoned.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Contact Other Plane


Aspect: General      Difficulty: 6      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 5 Minutes/Level of Formal Magic      May Be Extended: No

"This Ritual will allow two-way communication between the Ritual Caster or a designated Target and a being with a Spirit on another Plane of the Caster's choice. The Caster or Target must either personally know the being to be communicated with or have knowledge of its true name or communing name. The being communicated with may refuse contact and may cut off the communication at any point. The Ritual Caster or primary Target of the Ritual may also terminate communication at any point. This Ritual may not be used to communicate with someone on the same Plane as the Ritual Caster. If the Ritual Caster or the being to be communicated with leaves the Plane they were on when the Ritual began the Ritual will terminate. If the being to be communicated with is not on the Plane chosen by the Caster, the Ritual will fail. If the Ritual Caster or primary Target of the Ritual leave the Circle of Power the Ritual was cast in, or the Circle goes down, the Ritual will terminate. Communication will be verbal only. Only the Caster or the Target of the Ritual will hear the communication from the other Plane. Only the being to be communicated with will hear the communication from the Plane of casting. Anyone may hear the half of the conversation taking place on their Plane if they are within hearing distance of it. Based on the Aspect of the Ritual Caster a determined set of Planes can be Contacted: Celestial - Fire, Air, Water, Stone Earth - Order, Life, Death, Chaos The Aspect of all other Planes which may be contacted within a given Campaign are decided by Plot and may require player research to discover if they can Contact them and what Aspect would be required. Additional Planes may be available at the discretion of the local Plot Committee.


Out Of Game: Your local Plot team must be notified at least 1 hour in advance of the casting of this Ritual. This Ritual may not be used to communicate with PCs who are not actually present at the event the Ritual is cast at. Communication with a PC from another chapter who is on another Plane due to actions outside of this chapter must be approved in advance with the staff/Plot committee of the other chapter."

Required Components: 4  This ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Copy Formal Scroll


Aspect: General      Difficulty: 3      Catalyst Required: Yes      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual allows the Caster to create a copy of a Formal Magic scroll as long as the Target scroll can be copied. This Ritual will actually create the new scroll which will form at the end of the casting. The Caster cannot choose an object upon which to copy the scroll. Any scroll specific flaws and backlashes for the newly created Formal Magic scroll are generated randomly and will not necessarily match the previous scroll. If the Ritual scroll being copied possesses a catalyst requirement, the same Catalyst will be required on the new scroll. Flaws will be generated randomly on the new scroll. If the scroll being copied possesses a Catalyst, this Ritual requires a Catalyst as well. Add +1 difficulty to this Ritual if it requires a Catalyst, and add the Catalyst as an additional component requirement. Note that copying any Ritual Scroll which is marked 'Local Chapter Only' will result in the newly created Scroll also being marked 'Local Chapter Only'.

Out of Game: Your Alliance Campaign may have additional directives involving this Ritual, including a time period in which it takes to create the new scroll of no longer than the time between events. It is often wise to inform your campaign before you cast this Ritual at an event to insure that a new representation is ready for you at the completion of this Ritual.

Required Components: 3  This ritual requires a minimum of 3 reagents to cast as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Cosmetic Transformation


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Manipulation
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

Cosmetic Transformation allows a Caster to modify the physical appearance of the targeted creature, if it has a Spirit, in many ways. The Target of this Ritual is Spirit which means that the new physical form granted will remain through Resurrection or other Body-Reforming abilities. The Caster is able to make non-magical alterations to the features of the Target including: - Altering Hair, Eye or Nail Color (color does not need to be natural) - Adding or Removing non-Ritual Tattoos or blemishes - Adding or Removing small deformities (for example vampiric teeth or a third nostril) - Altering the speech patterns of the Target (to repair a speech problem or create one) - Altering the posture of the Target (for example to remove or add a Limp). Cosmetic Transformations can never override a Racial Requirement or Game Skill Requirement such as required Prosthetics for a Race. If an attempt is made to remove a Racial Requirement the Ritual will appear to work briefly before the Target returns to the appearance they had before. Cosmetic Transformations are not able powerful enough to disguise the identity of the Target (for example it cannot re-arrange bone structure or affect weight significantly). Changes made by Cosmetic Transformation are considered to be the characters base Body and will always be with them. For example, hair changed to a new color will continue to grow in this new color unless dyed or changed again via Cosmetic Transformation.

Out Of Game: All Physical Representations for the Target must be supplied by the Target and/or Caster at the time of Casting. Failure to do so will cause this Ritual to fail without Backlash as if all required components are not available.

Required Components: 1  This Ritual requires 1 Reagent as listed on the Scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Counterspell


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Counterspell allows the user to, once per Logistics period per charge, expend a spell from memory to protect herself from the same effect. Upon being struck with an effect using the Arcane, Elemental, or Spell qualifier that matches a spell in the user’s memory, the user may expend that spell and the Counterspell charge to Guard against the effect. They must call 'Counterspell' when this Ritual is used. If a numeric amount is part of the spell - for example, 20 Spell Flame - the character must have a matching spell of equal or higher numerical value in memory with which to Counterspell. The Flexible Casting skill cannot be used to change out a spell in memory for the purpose of Counterspelling an incoming spell. Counterspell may be used on any effect that replicates a spell in the user’s memory, regardless of its means of delivery. Aspect of the effect is irrelevant. Using this Ritual to Guard against a Necromantic effect is not inherently Necromantic.
For Example: Mary the Mage has an item with a charge of Counterspell available and a Sleep spell in memory. In a battle, an enemy monster throws an attack at her with the call 'Elemental Sleep!' Mary is struck and decides to use one of her Sleep spells and a Counterspell charge to stop the attack, calling 'Counterspell' to let the attacker know that the attack was negated.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, one charge per day. 6:4 Reagents, two charges per day., 9:5 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE COUNTERSPELL Ritual.


Create Limited Circle of Power


Aspect: General      Difficulty: 7      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 100 Logistic Periods      May Be Extended: No

This Ritual creates a Limited Circle of Power from a Temporary Circle of Power created by the Circle of Power Battle Magic spell. The Ritual Caster and only the Ritual Caster must cast the one Circle of Power spell used in this Ritual. This is the same Circle of Power spell used for casting the Ritual; therefore two Circle of Power spells are not needed. The Limited Circle of Power created by this Ritual can be no larger than a single Circle of Power spell. The Ritual Caster and only the Ritual Caster is automatically invested in the Limited Circle of Power created by this Ritual. The investment is the same Aspect as the Limited Circle of Power. The Limited Circle of Power created provides most of the inherent abilities of a Permanent Circle of Power with the exception that it cannot identify or resurrect and its size is limited to the size of the Circle of Power spell. Therefore a Limited Circle of Power will allow Investitures, Ritual casting, and provide protection from all non-Invested creatures unable to enter a Circle of Power.

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CREATE LIMITED CIRCLE OF POWER <declare choices> Ritual


Curse of Undeath


Aspect: Necromantic      Difficulty: 9      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 10 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The Curse of Undeath Ritual causes a Spirit to regenerate as a Minion, Overlord, or Master level Undead by forming a Spirit bottle at which it must regenerate from this point on for as long as the character remains Undead. The Spirit bottle will not form until after the Transform to Greater Undead Ritual is cast. This Ritual must be completed immediately preceding the Transform Ritual in the same batch of Rituals on the same Spirit. If not cast immediately preceding the Transform to Undead Ritual in the same batch of Rituals on the same Spirit, the Curse of Undeath Ritual expires. When this Ritual is cast, the Target Spirit gains a Spirit bottle identical in every way to that created by a Controlled Spirit Store Ritual, including number of deaths allocated, mechanism by which the body regenerates, physical representation requirements of the bottle, and so forth. The only difference in this Spirit bottle is that a Transfer Enchantment may be used to transfer the bottle from a Curse of Undeath to another item with another in-game function such as a weapon. When an Undead regenerates at its Spirit bottle, all innate monster abilities are renewed, as they are a property of the body. All learned skills are at the state they were in prior to the death as they are learned and a property of the Spirit. The only way to remove the Curse of Undeath Ritual is to cast either a Destroy Magic Aspect Earth or Gift of Life Ritual on the Spirit bottle of the Undead. When the Undead body next dies, the Spirit will resurrect as the race of creature they were prior to the casting of the Curse of Undeath Ritual. If the appropriate number of deaths has occurred, they may need to draw from Death's Bag. If a Curse of Undeath Ritual is not on the Spirit of a Minion, Overlord, or Master level Undead, then casting the Gift of Life Ritual on the Spirit of the Minion, Overlord, or Master level Undead will destroy the Transform to Undead Ritual without causing a death to the Spirit. Thus casting a Gift of Life Ritual upon a Curse of Undeathed Spirit bottle will remove the Curse of Undeath thus destroying the Spirit Bottle, while a second Gift of Life on the Undead body with the Spirit within it will return the Undead to life without the need to resurrect. Though this Ritual itself is not subject to Destroy Magic Earth, if the Spirit bottle of the Undead has Destroy Magic Earth cast upon it, the Curse of Undeath Ritual will expire instantly.


Out Of Game: Be forewarned that the casting of this Ritual upon a PC will cause that PC to become an NPC under control of the local Plot committee. It is advised that the PC wishing to use this Ritual discuss the matter with staff by bringing it to the attention of Alliance prior to the event it is cast. The Ritual Marshal must approve the bottle phys rep to be supplied by the PC and give it a tag as well as the PC. The Curse of Undeath must be entered as a Controlled Spirit Store in the character database.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Destroy Magic


Aspect: General      Difficulty: 3      Catalyst Required: Yes      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual destroys all Formal Magic and all Battle Magic of a designated Aspect on one item or one person who possesses a Spirit. If cast upon a person, it affects all Formal and Battle Magic on both their Body and Spirit, but not on any items the person is carrying. An item can also be a self-standing mystical force like a Circle of Power or Wall of Force. The item or person must be in physical contact with the Ritual Caster within the Circle of Power during the entire casting of the Ritual. Casting the Destroy Magic Ritual on a person with a Spirit Linked item will destroy the Spirit Link Ritual and all other magic of the appropriate Aspect on the person but will not affect any Rituals on the item except the Spirit Link. Likewise, casting the Destroy Magic Ritual on an item that has been Spirit linked to a person will destroy the Spirit Link and all other magic of the appropriate Aspect on the item, but will not affect any Rituals on the person except the Spirit Link. Targetting a person or item with a Spirit Lock with this Ritual will Destroy all magic of the appropriate Aspect on both the item and person if appropriate. Note that Rituals that can be reversed with the same Ritual scroll like Investiture/Divestiture and Mark/Unmark cannot be reversed through the Destroy Magic Ritual. However, casting a Destroy Magic of the appropriate Aspect on the created bottle will effectively destroy a Curse of Undeath. Please note that necromantic items may be destroyed by utilizing this Ritual with an Earth Aspect. A Ritualist can exert greater control over the Destroy Magic Ritual by increasing the difficulty and cost of the Ritual as detailed below:
Difficulty 3, 3 Reagents - all Rituals of the Casters Aspect are Destroyed
Difficuly 8, 3 Reagents - the Caster can Target 1 Ritual OR Flaw of their Aspect to be destroyed For each additional Ritual or Flaw of the Ritual Casters Aspect add +5 Difficulty. In addition, the Base Reagent cost of 3 is increased by +1 for every additional 10 Difficulty over the Base Difficulty of 3. For example, DC 13 = 4 reagents, DC 23 = 5 reagents, DC 33 = 6 Reagents and so on. Alternatively, a Caster may choose to utilize a Catalyst to Target Rituals and/or Flaws of a different Aspect.
Difficulty 23, 5 Reagents and Catalyst - all Rituals of the Casters opposite Aspect are destroyed

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Elemental Imbuement


Aspect: Celestial      Difficulty: 2      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual creates a weapon which grants its owner the ability to channel a Foundation Element carrier through their weapons when activated. The wielder may choose one of Flame, Ice, Stone, or Lightning when activated. Once activated, this carrier may be used for any number of weapon swings from that character within the next ten minutes. Multiple charges may be active during the same time period for multiple choices on what to swing.

Required Components: 1  This Ritual requires 1 reagent as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 2:1 Reagent, one charge per day. 4:2 Reagents, two charges per day. 6:3 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ELEMENTAL STRIKE Ritual.


Elemental Manipulation


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: Until Used      May Be Extended: No

Elemental Manipulation allows the user to alter a single spell as it is cast from memory so that it manifests with the Elemental qualifier instead of the Spell qualifier. The spell verbal in this case would be “Elemental <Effect>” instead of using the full spell incant. Only spells appropriate to the aspect of the Ritual may be used this way. This Ritual is Times Ever, and 1 – 3 charges may be created from a single casting of the Ritual. For example: Dora has a Doom spell in memory. Her ring has an Elemental Manipulation Ritual on it. She is facing an enemy who just put up a Spell Shield defense. She throws a packet, calling 'Elemental Doom!' as her incant instead of the normal incant.


Required Components: 3  This Ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Empower Warrior


Aspect: General      Difficulty: 10      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual allows a character to expend 5 more Critical Attacks or Back Attacks at a time than they would normally be allowed. The skills are expended upon use and grant the normal bonus. This Ritual does not grant any additional bonuses to the skill used. This Ritual may be used in conjuncture with other skills, abilities, or Rituals that allow additional expenditures of Critical Attacks or Back Attacks. The character may utilize no more than one Empower Warrior ritual at a time.

Required Components: 12  This Ritual requires 12 reagents as listed on the scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Empowered Armor


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Armor]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The Empowered Armor Ritual will create a seed of magical force within the Targeted suit of armor. Once per Logistics period, after performing an Armor Refit, the user gains temporary Armor Points equal to the current Armor Points granted by the suit of armor. These Armor Points will go away after 10 minutes, until expended, or if the Armor is removed. The temporary Armor Points will go away first and cannot be refit or repaired in any way (such as by the Mend Armor effect). The Empowered Armor Ritual will fail to activate if the character has any temporary Armor Points (such as from a previous usage of Empowered Armor) at the time it's used. For example: Boris is wearing a 30 point suit of plate mail with the Empowered Armor Ritual. He is struck by an enemy swinging '2 Doom!' with its claws and his current Armor Points drop to 28. Realizing that this is an extremely dangerous foe if their claws penetrate his armor, he steps back out of the line of battle to refit and activate his Empowered Armor Ritual and now has a total of 60 Armor Points.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE EMPOWERED ARMOR Ritual.


Enchant


Aspect: General      Difficulty: 1      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Times Ever      May Be Extended: No

This Ritual allows the Ritual Caster to place one Battle Magic spell of their Aspect into an item or a person, if that person has a Spirit. The spell must be expended into the Ritual during the Ritual Casting (and will not cause backlash) from any valid mechanism to activate the spell by the Ritual Caster; for example, it might be cast from memory, activated from another item, used via High Magic abilities, used via a natural monster ability, etc. Once cast, 1-3 charges of that spell will be created based on the number of reagents used. Once a charge is used it is gone forever from the item. Out Of Game: A Battle Magic Spell is defined as any Earth or Celestial Battle Magic spell listed in the current Alliance rules book or rules addendum used by the Alliance LARP. To use this item's enchanted spell the incant Activate <full spell incant> must be spoken. This cannot be done while under the effects of a Silence. If the user has the ability to cast the spell stored in the Enchant from memory the item incant is Activate <spell name>.

Required Components: 1  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Endure Elements


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Body
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual grants the ability to survive in inhospitable conditions. The Caster may choose one condition listed below to be protected against. This Ritual can be cast at increased difficulty to protect against more than one condition. Each additional condition included increases the difficulty by 1 and requires 1 additional component.

Conditions include: Extreme heat, Extreme cold, Tainted air, Tainted food and water, Lack of air, Lack of water, Lack of food, Minor injuries (such as bites from small insects or high density of thorny plant life), Extreme light, Extreme noise.
Additonal Conditions may be available at Plot discretion. This is a role playing Ritual, providing protection only from environmental effects, and never grants any resistance or immunity to any weapon attack, damage call or other standard effect except at Plot discretion. Protection from extreme heat would not provide any defense against 4 Flame, 4 Elemental Flame, or a similar effect. Similarly, Protection from tainted air would not provide any protection against an attack with the Poison qualifier.

Required Components: 3  This Ritual requires 3 Reagents as listed on the Scroll to cast. Additional Reagents should be of the types listed on the Scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (one ability only) Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ENDURE ELEMENTS <declare choices> Ritual


Enhance Source


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Wand, Staff, or Relic]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual allows a specific target to be used to evoke multiple applicable Channeling elements based on difficulty. If cast as Celestial Aspect, it may be used to add Flame, Stone, Ice, or Lightning; if cast as Earth Aspect, it may be used to add Healing or Chaos. If cast on an existing Focus of the opposing type, this Focus will henceforth be considered to be both Aspects. For example, if this Ritual is cast as Celestial Aspect to add Flame to an existing Healing Focus, that Focus will then be considered both a Wand and a Relic while this Ritual remains on it. Note that a Staff still cannot be used to evoke Channeling Pool charges without appropriate High Magic.

Required Components: 3  This ritual requires a base of 3 reagents to cast. Additional Reagents should be of the types listed on the Scroll. 3:3 Reagents, Adds 1 type of Elemental damage, 7:4 Reagents, Adds 2 types of Elemental damage, 13:5 Reagents, Adds 3 types of Elemental damage, 16:6 Reagents, Adds 4 types of Elemental damage

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (one Element only) Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ENHANCE WAND <declare choices> Ritual


Enhanced Quiver


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Quiver]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

A Quiver with this Ritual gains the ability to hold increased quantities of arrows. While the quiver stays the same shape on the outside, its interior expands outside the normal laws of Fortannis physics to fit a larger quantity of arrows or bolts (and only arrows or bolts, not other items). The Item Tag for an Enhanced Quiver must be marked with how many arrow/bolt tags it allows the owner to carry (instead of the normal 20). If the Enhanced Quiver Ritual is destroyed, any arrow/bolt tags in excess of 20 which were allocated to that quiver are immediately destroyed.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, the quiver's capacity is expanded to 40, 8:5 Reagents, the quiver's capacity is expanded to 60, 13:7 Reagents, the quiver's capacity is expanded to 80, 25:14 Reagents, the quiver's capacity becomes limitless.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (quiver capacity 40) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ENHANCED QUIVER Ritual.


Eternal Forest/Blighted Forest


Aspect: Earth/Necromantic      Difficulty: 7      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 10 Minutes      Duration: 20 Logistics Periods      May Be Extended: No

Eternal Forest allows the Caster to create a ripple of magical energy which extends from the Circle of Power the Ritual is cast in and promotes the increased growth of all trees and forest plant life. The range of this effect is a 1 mile radius for every 5 Formal Levels (plus applicable Formal Link levels) the Caster possesses. Over the course of 1 year the Forest so effected within the radius of the Eternal Forest will grow as if 10 years had passed causing small trees to grow to maturity and seedlings to grow into saplings in only a few seasons. The Center of the Effect is a single Tree which must be marked by the Caster with a Rune symbol at least 6 x 6 on all four sides and which must be within the Circle of Power when the Ritual is cast. This Tree becomes the anchor point for the Earth Magic used to augment the growth of the Forest and either destroying the tree physically, using a Blighted Forest Ritual on it, or using an appropriate Destroy Magic Ritual on it will remove the Runes and cause the effect to fade. Growth already achieved when the Ritual ends will remain. The Reverse of this Ritual, Blighted Forest, creates a ripple of necromantic energy which extends from the Circle of Power the Ritual is cast in and causes all trees and forest plant life to sicken and wither, eventually dying, within 1 mile radius for every 5 Formal Levels (plus applicable Formal Link levels) the Caster possesses. The Center of the Effect is a single Tree which must be marked by the Caster with a Rune symbol at least 6 x 6 on all four sides and which must be within the Circle of Power when the Ritual is cast. Once the Ritual is successfully cast the tree is infused with chaos and necromantic magic, sickening and warping the tree into a semi-sentient creature of necromantic power. For every moon (month) that passes while a Blighted Forest effect remains the Forest will suffer as if a year of drought had occurred and large areas of the forest trees will die and rot as if years had passed. Destroying the Center Tree, casting an Eternal Forest Ritual on it, or casting a Destroy Magic Ritual on it will end the Blighted Forest effect however all loss of plant life already sustained will remain and trees which are sickening may still continue to die at a natural rate. Multiple castings of Eternal Forest (or Blighted Forest) do not stack in how fast the forest is promoted to grow. Areas under the effects of both an Eternal Forest and a Blighted Forest Ritual will have unique effects- trees will grow quickly only to rot and decay within a few days, other trees may spring back to life from logs on the ground, etc. Plot will determine the exact interaction of the two Rituals should they be in the same territory.

Required Components: 3  This Ritual requires 3 Reagents listed on the Scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Eternal Resolution


Aspect: Earth/Necromantic      Difficulty: 3      Catalyst Required: No      Target Type: Item [Armor]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge, when using the Resolute skill, the character may trigger a charge of Eternal Resolution and immediately touchcast Activate X Elemental Healing or Activate X Elemental Chaos on themselves. X is defined based on the level the ritual is cast at and varies from 5 to 25.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 2:3 Reagent, Healing/Chaos 5. 4:4 Reagents, Healing/Chaos 10. 6:5 Reagents, Healing/Chaos 15. 8:6 Reagents, Healing/Chaos 20 10:7 Reagents, Healing/Chaos 2

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (grants 5 Elemental Healing) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ETERNAL RESOLUTION Ritual.


Explosive Demise


Aspect: General      Difficulty: 6      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

If a character with this Ritual is the subject of a Killing Blow, so long as the character is affected by the Killing Blow the player may choose to expend any amount of Channeling (not limited by their normal Channeling limit) to call X Vengeance when they take the Killing Blow, where X is the amount of Channeling Pool expended. This may be done even while unconscious or otherwise unable to use Game Abilities.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE EXPOSIVE DEMISE RITUAL.


Extend Battle Magic Duration


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 1 Year      May Be Extended: No

This Ritual increases the duration of any single Battle Magic spell that normally would be limited either Line of Sight or five days or less, to one year. The Ritual Caster must be of the same Aspect as the effect, if applicable. The Targeted effect will still be removable with Dispel Magic or any other specific counter spell or action. A spell that is normally used up such as a protective will still be used up normally. Extending the duration of a Circle of Power spell beyond its original duration does not cause the circle to recognize the Caster or allow investiture or any abilities associated with permanent circles.
Attempting to cast this Ritual on an effect which is not a standard Battle Magic spell as per the current Alliance rulebook may result in a Backlash or other unexpected effect; consult your local Plot team before doing so.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Focused Resistance


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge of this Ritual, the character may Meditate and expend an unused Racial Resist skill to grant themselves '25 Elemental Healing' by touchcast.

Required Components: 2  This Ritual requires 2 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE FOCUSED RESISTANCE RITUAL.


Foresee the Weather


Aspect: General      Difficulty: 6      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Manipulation
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

Foresee the Weather allows the Caster to gain a brief vision of the local weather patterns and grants them a highly educated guess as to the exact weather during the next few days. It is not normally accurate more than 2-3 days out however some Casters may receive insight as much as 5-7 days ahead of time. The Caster is able to predict approximate times such as about midday or after the sun sets but more precise defniitions of time are rarely possible. Unique weather conditions controlled by Plot, such as magical storms or warping energy waves, may also be detected by the Caster at the discetion of the local Plot committee. The amount of information a Caster gains about these non-standard weather disturbances will be likewise determined by the local Plot committee
Out Of Game:he use of the Ritual accurately requires either the Caster or Event Staff have access to or previously have checked the local weather forecast. In some instances, depending on the needs of Plot or other magical effects in the Area, a forecast may be incorrect. The Ritual Marshal has the final say on what prediction the Caster receives (if the Caster and Marshal have seen conflicting Forecasts the Ritual Marshal will choose which is accurate or supply a Plot-determined answer).

Required Components: 1  This Ritual requires 1 Reagent listed on the Scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Gift of Life


Aspect: Earth      Difficulty: 5      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual, when cast upon a Spirit who is subject to a Transform to <Greater Undead Corporeal>, Transform to <Greater Undead Skeletal>, or Transform to <Greater Undead Spectral> Ritual but who is not also the subject of a Curse of Undeath, will cause the Target to revert to the living form it had prior to the casting of the Transform Ritual without suffering a resurrection. When cast upon a Spirit Bottle created by a Curse of Undeath Ritual, this Ritual will negate the Curse of Undeath, destroying the bottle but not reverting the Undead to its original form or causing it to resurrect. A second casting of the Gift of Life Ritual upon the Undead whose Spirit Bottle is destroyed will cause the Undead to revert to the living form (Race) it had prior to the casting of the Transform to Undead Ritual upon it without the need to resurrect. If the Catalyst is used in the casting upon a Spirit Bottle created by a Curse of Undeath, this Ritual will additionally negate the Curse of Undeath, destroying the bottle immediately in addition reverting the Undead to its original form without causing it to resurrect.

Out Of Game: Race prior to Transform means the race if no Rituals that are not irrevocable are considered. In other words, the race indicated in the Alliance LARP character database for that character.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll. Use of the Catalyst is optional for greater effect but is not required for the basic function of the Scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Greater Source


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Wand, Staff, or Relic]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

A Staff or Source with this Ritual may be used to produce larger Channeling bursts. Once per Logistics period per charge of this Ritual, a Channeler may double the amount of a single Channeling packet used through this item. This may exceed the character's normal Channeling pool maximum. For example, a character with a normal Channeling Pool maximum of 30 could use this Ritual to throw a single packet for 60, expending only 30 Channeling points. If cast as Celestial Aspect, this must be cast on a Wand or Staff; if cast as Earth or Necromantic Aspect; this must be cast on a Relic or Staff. This Ritual will produce 1 - 3 per-Logistics period charges based on the difficulty it is cast at. Note that a Staff still cannot be used to evoke Channeling Pool charges without appropriate High Magic.

Required Components: 2  This Ritual requires 2 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:2 Reagents, one charge per Logistics period. 6:3 Reagents, two charges per Logistics period. 9:4 Reagents, three charges per Logistics period.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Haven of the Living/Domain of the Defiled


Aspect: Earth/Necromantic      Difficulty: 7      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: No

This is an Earth Aspect Ritual if used to create a Haven of the Living or a Necromantic Aspect Ritual if used to create a Domain of the Defiled, at the choice of the Caster. The Haven must be clearly marked on all portals with an "H" and the Domain must be clearly marked with a "D". If this Ritual is cast on a Circle of Power the "H" or "D" must be clearly displayed within the circle and cannot be covered by any means. This Ritual may only be cast upon an unmovable structure, such as a building, tent, or immovable wagon, with minimum dimensions of 10' x 10' and maximum dimensions of 200' x 200' or upon a Circle of Power. When the Haven of the Living is in effect, no Undead may enter or be brought into the Haven in physical form (this includes non-corporeal beings but not Spirits). Any Undead within the Haven must immediately leave the structure to the best of their ability and may not use any game abilities until they are out of the Haven. When the Domain of the Defiled is in effect no living being may enter or be brought into the Domain in physical form, any living being within the Domain must immediately leave the structure to the best of their ability and may not use any games abilities until they are out of the Domain. Casting the reversed version of this Ritual upon a Haven or a Domain will destroy the Haven or the Domain. Though this Ritual is reversible, either version is also destroyable by Destroy Magic Earth.


Out Of Game: The Haven or Domain must be clearly indicated on the Marshal notes for a building or Circle of Power.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Healing/Chaos Imbuement


Aspect: Earth/Necromancy      Difficulty: 3      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual creates a weapon which grants its owner the ability to channel either the Healing or Chaos carrier (chosen at the time this Ritual is cast) through their weapons when activated. Once activated, this carrier may be used for any number of weapon swings from that character within the next ten minutes. Multiple charges may be active during the same time period for multiple choices on what to swing. This Ritual is considered Earth (if Healing is chosen) or Necromantic (if Chaos is chosen). Keep in mind that Carrior attacks (any Weapon qualifier attack with a number) may never be used to heal.

Required Components: 2  This Ritual requires 2 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:2 Reagents, one charge per day. 6:3 Reagents, two charges per day. 9:4 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE (HEALING or CHAOS) STRIKE Ritual.


Heroic Interception


Aspect: General      Difficulty: 5      Catalyst Required: No      Target Type: Item [Weapon or Shield]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

A character may expend a charge of this Ritual when using the Intercept skill to call Resolute as per the Resolute skill whether or not they have a Resolute skill known or available.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE HEROIC INTERCEPTION Ritual.


Illumination/Darkening


Aspect: Celestial      Difficulty: 3      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Illumination allows the Caster to enchant a physical representation to glow with a soft light similar to the Light spell. Illumination, however, is tied to the physical structure of a Building and cannot be removed. Illumination does allow the Caster to create one or many triggers which can control whether the lights are active or inactive. Once cast anyone who can activate the trigger or switch can control whether the building is filled with light or not. The level of light provided is dependant on the quality and quantity of physical representations provided for the Ritual (i.e. available light fixtures/sources). The Reverse of this Ritual, Darkening, removes the Illumination Ritual and/or renders a Building incapable of being Illuminated by any means (magical or non-magical) for the duration of the Ritual or until the Darkening Ritual is removed by casting Illumination or Destroy Magic. Illumination or Darkening must be clearly marked on the Marshal Notes for the Building.

Out Of Game: The physical representation for Illumination must be something which is capable of generating light and has a switch or lightswitch which functions as the trigger.

Required Components: 2  This Ritual requires 2 Reagents as listed on the Scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ILLUMINATION/DARKENING <declare choices> Ritual


Instant Trap


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Trap]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: Times Ever      May Be Extended: No

Instant Trap enchants one or more Trap tags to be able to be set almost immediately. All Traps to be Targeted by the Ritual must be in the Circle of Power during the casting, but are separately tagged and tracked upon completion of the Ritual. They do not need to be the same type of Trap. A Trap enchanted by Instant Trap may be set with only three seconds of Focus by any character with the appropriate level of the Create Trap skill to set that type of Trap. Physically arming the Trap is still required and may take additional time depending on the physrep. An Instant Trap is not indestructible or resettable unless it otherwise would be from some other effect, and no matter what, the Instant Trap ritual is used up once the trap is set.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, up to three Traps. 6:4 Reagents, up to six Traps. 9:5 Reagents, up to nine Traps.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (affects one Trap) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE INSTANT TRAP Ritual.


Investiture/Divestiture


Aspect: General      Difficulty: 1      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

This Ritual forms or breaks a link between a Circle of Power and a Spirit. Investiture forms a link allowing the Spirit to control whom the Circle recognizes and to use its inherent powers. The Investiture lasts for the entire existence of the Circle of Power or until the Divestiture Ritual is cast upon the Target in the same Circle of Power. This Ritual does not count against the 20 Ritual limit upon a Spirit. The Target may refuse an Investiture Ritual, but not a Divestiture Ritual. The Ritual must be cast in the Circle where the link is being created. The Ritual Caster must be invested in the Circle where the link is to be created. The Spirit that is to be Invested must be present in the Circle where the Ritual is being cast. An invested Spirit outside the Circle can cause the Circle to recognize him or herself by physically touching it. An invested Spirit within Line of Sight of the Circle can cause the circle to recognize any other beings and allow them access at will without need of physically touching it by incanting The Circle recognizes you. This can be done while under the effects of a Silence Spell (This is necessary so everyone can OOG hear the recognition). Only a Spirit in a body or an animated form (such as a Construct) can use the circles inherent powers.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE INVESTITURE <declare choices> Ritual


Item Cosmetic Transformation


Aspect: General      Difficulty: 1      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

Once this Ritual has been cast on an Item, that Item may have minor alterations performed on it until the Item leaves this Circle of Power or until the next Logistics period, whichever comes sooner. These alterations may be made even if the item is normally Indestructible due to other Rituals. Alterations which may be made include such things as scribing new spells or writing in an otherwise Indestructible book, altering the shape and size of a weapon, shield, or suit of armor (within the limits of its type), or adding mundane upgrades to an item such as Silvering or Strengthening a weapon. This Ritual will not allow erasing of information from the target Item, and some items - especially those which have recently changed hands or those of extraordinary power - may resist this Ritual's power.


Out Of Game Notes: While actively the target of this Ritual, changes normally allowed only at Logistics or a Crafting Station - such as applying Blacksmithing to Silver a weapon, or scribing a spell from one spellbook into the target spellbook - may be performed. When doing so, contact your Logistics team to have the item tag updated at the time of Ritual casting or later at their convenience. The item's basic type may not be changed - for example, a Blunt weapon may not be made into a Polearm, nor may a Short Sword be made into a Long Sword. In-game information may not be removed - for example, entries may not be erased from an enchanted journal. Similarly, a stolen item may not have its physrep transformed using this Ritual, unless the player from which it was stolen chose to keep the original physrep and forfeit their right to attempt to find the item in-game via its physrep. This Ritual may otherwise be used to provide an in-game explanation for a changed physrep on an item, so long as the item's in-game functionality does not otherwise change. Should this Ritual be cast on an Artifact, it is up to Plot to determine the results.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Item Recall


Aspect: Earth      Difficulty: 8      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Item Recall creates a connection between a person, if that person has a Spirit, and an item. This connection may be used to recall the item if it is lost. This Ritual cannot be placed upon an item that is already Spirit Linked or Spirit Locked. A person with a Spirit Link, Spirit Lock, or Ownership Ritual may be the Target of an Item Recall. An item may have multiple Item Recalls cast on it but they must all be to the same Target Spirit. Any attempt to cast an Item Recall connecting the same item to a secondary Spirit will immediately fail. Both the item and Spirit Targeted must be within the Circle of Power for the duration of the Ritual casting. When the owner of a lost item attempts to recover their item, the Item Recall must be conducted from a Limited or Permanent Circle of Power with a 3 Count (I recall my item one, I recall my item two, I recall my item three) and the individual recalling the item must remain in the circle from the time of activation until the item is recalled or the recall fails. If the Item is too large to fit in the Circle where the Item Recall was activated, the Item Recall fails. Item Recall may be used one time per Logistics period. If an Item Recall fails to materialize the item, it can be attempted again at the next Logistics period or, if multiple Item Recalls exist on the Item, it can be attempted again immediately.


Out Of Game: You cannot Item Recall an item from between campaigns (through the Mists) without prior consent from both campaign Plot committees. You may always attempt to Recall an item at an Event where you lost it. The activation of an Item Recall requires a Marshal or Ritual Marshal present, who will be handed the item recall tag and be given specific instructions where the item can be found. For example if the item is taken by a known party, the PC recalling the item must give the Marshal as much information as possible in regards to the location of the item. If the item is not locatable by out of game means (i.e. someone is lying, unavailable, or the item was moved off site) then the Item Recall tag is attached to the magic item tag for the item (which should be in a campaign determined location), or placed on the magic item tag ring. The Marshal must then go to the Circle of Power and inform the recaller that his recall has seemed to fail. The Marshal should then inform the rules and the Plot committee of the issue. They, in turn, should contact the other Alliance campaigns with the item # and its description so if it appears in another chapter it can be confiscated. If the item turns up at the campaign it was recalled at it should be returned to the person who recalled the item.

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Jack Of All Trades


Aspect: General      Difficulty: 8      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This character counts as having Healing Arts, Herbal Lore, Tinkering, and Read Magic for the purpose of Identifying production items. Additionally, for every 10 Craftsman (Other) skills the wielder possesses, they count as having one additional level of Enhanced Meditate.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE JACK OF ALL TRADES RITUAL.


Life Leech


Aspect: Necromancy      Difficulty: 6      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

A character with a Life Leech Ritual may choose to activate it on a single weapon blow (once per Logistics period per charge) to siphon foul energies from their opponent's wounds. The Ritual may be activated immediately after a single damaging attack made with the Weapon qualifier which strikes the Target and is not prevented or altered via a defensive call. When activated, the wielder will regain Body Points equal to the damage called in the attack. The wielder may not go over their normal Body Point maximum. The character need not make any verbal declaration that they are utilizing this Ritual.
For Example: Dante has a sword with the Life Leech Ritual cast upon it. He's been heavily injured in a fight with a powerful Ogre and none of his healer friends are around to help. He steels his will and strikes at the Ogre with one of his Slays, calling '30 Normal!'. The blow lands and Dante decides to activate the Ritual. Powerful necromantic energies flow along his weapon and he regains 30 Body Points.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 6:3 Reagents, one charge per day. 12:6 Reagents, two charges per day. 18:9 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE LIFE LEECH Ritual.


Lore


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Divination
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual allows the Caster to Identify any magical item or person within the circle at the time of the casting as if using the Identify power of a Greater Celestial Circle of Power. The Lore Ritual may, at Plot discretion, also reveal things which Celestial Circles are unable to identify such as history, legends or other information. The Caster can Identify one item or person per level of Ritual magic that he or she possesses. The item(s) or person(s) to be identified must be touched at some point during the course of the Ritual.


Out Of Game: The Ritual Caster must inform the Ritual Marshal they are casting this Ritual prior to beginning this Ritual so that the Ritual Marshal can get any required tags and/or Plot information required.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Magic Evocation


Aspect: General      Difficulty: 15      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The possessor of a Magic Evocation Ritual may choose Magic as the delivered effect in addition to their standard choices when casting an Evocation Bolt from memory. This may be used on Evocation Bolts manifested via the Flexible Casting skill.
For Example: Mary the Mage is fighting a golem. Not knowing what element will heal or hurt the golem she casts, 'I Evoke 30 Spell Magic!' with a 6th level Evocation Bolt she has in memory.

Required Components: 5  This Ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MAGIC EVOCATION Ritual.


Magic Imbuement


Aspect: Celestial      Difficulty: 3      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual creates a weapon which grants its owner the ability to channel the Magic carrier through their weapons when activated. Once activated, this carrier may be used for any number of weapon swings from that character within the next ten minutes.

Required Components: 2  This Ritual requires 2 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:2 Reagents, one charge per day. 6:3 Reagents, two charges per day. 9:4 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MAGIC STRIKE Ritual.


Magical Claws


Aspect: General      Difficulty: 10      Catalyst Required: No      Target Type: Body
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

A character with this Ritual may have Item(Weapon) Rituals legally cast on their Body. These Rituals may be used only through a character's Claws. If this Ritual is removed or expires while Item(Weapon) Rituals still exist on the character's Body, those Rituals become defunct and do not function (though they still exist in-game and may be otherwise destroyed or expire themselves) until a new Magical Claws Ritual is cast upon the character. This may allow the character's Claws to perform unusual functions, for example, a Poison Cache Ritual would allow for a Contact Poison to be applied to the character's Claws just like it would a Weapon. If a character with two Claws activates a 10 minute weapon-specific Ritual on one claw (such as Magic Imbuement), they may only use that Ritual with the claw on which it was activated.

Required Components: 6  This Ritual requires 6 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


March of the Untiring


Aspect: General      Difficulty: 5      Catalyst Required: No      Target Type: Spirit / Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

March of the Untiring allows the Caster to subtly alter the flow of time around all individuals within the Circle of Power when the Ritual is cast. To all observers, and the Targets themselves, nothing will appear to have changed however when the individuals move to make an overland journey they will arrive at their destination in roughly 1/3 of the time it would take others to do the same. An individual walking normally takes approximately 15 minutes to travel 1 mile however under the effects of a March of the Untiring this same journey would take only 5 minutes. March of the Untiring distorts perception as well as time. Passerbys, as well as others trying to travel with the group and the Targets themselves, will not notice any difference in their speed however each individual will have a moment of disorientation as actual perception catches up to them when the effect ends. This moment is only a brief snap as reality settles in and occurs whenever the Targets or those who were walking with them stop. March of the Untiring lasts on each Target for as long as they continue to walk for up to 24 hours and remain within sight of the Caster of the Ritual. Once an affected individual stops moving or loses sight of the Ritual Caster the effect of the March fades from them with no ill effects. Once the Ritual is completed all within the Circle of Power who wish to benefit from the March must begin travelling within 5 minutes or the effect will fade from them. For purposes of losing sight of the Ritual Caster only the Primary Caster, if multiple Casters are present, is the focus of the March.

Required Components: 2  This Ritual requires 2 reagents listed on the Scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Mark/Unmark


Aspect: General      Difficulty: 1      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

Mark will create an indelible Mark upon on an item, body, or Spirit. It remains on the Target as it was originally placed as long as the Target exists. The Mark Ritual in no way confers indestructibility upon a Marked item. If the Mark is on a Spirit it will always be on that body part containing the Spirit if parts of the body are separated. When the body is reformed through resurrection, the Mark will be upon the identical location it was on before resurrection. The Mark Ritual lasts until an Unmark is cast upon it or the item is destroyed. In all other ways the Unmark Ritual is permanent, for it is instantaneous and irreversible by any other means. The Unmark Ritual is not required to be of the same Aspect as the Mark to be destroyed. The Mark can be up to two colors chosen by the Ritual Caster and a size between one and ten square inches at the choice of the Ritual Caster. The Ritual Caster at the completion of the Ritual draws the Mark upon the Target. Casters can choose to add additional colors to the Marks by paying an increased cost of +1 DC per additional color above the initial two and +1 Reagent for every 5 total Colors they would like to use. (ex: to use 3 colors would cost DC 2 and cost 3 Reagents (base). To use 10 colors would cost DC 9 and 5 Reagents (+2 to base cost)).

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MARK/UNMARK <declare choices> Ritual


Memory Strike


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Memory Strike allows a weapon to be charged, once per Logistics period, with a spell from memory of the same Aspect as the Ritual. This will expire at the next logistics. In order to do this, the spell to be charged must be touchcast onto the weapon in a Circle of Power of the Aspect of the spell to be charged. This can also be done at logistics even if you do not have access to a Circle of Power. When the spell is channeled through the weapon as a spellstrike, the wielder does not need to fully incant the spell or use magical aura. The Qualifier for spellstrike delivered spells is 'Spell'. For example, '20 Spell Strike Flame', '10 Spell Strike Chaos', or 'Spell Strike Prison'. For bows and crossbows a spellstrike must be delivered by an arrow or bolt packet as appropriate to the weapon. A Storm spell may never be stored into a Memory Strike Ritual.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, May be used up to a 3rd level spell, 6:4 Reagents, May be used up to a 6th level spell, 9:5 Reagents, May be used up to a 9th level spell.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (may be used up to a 9th level spell) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MEMORY STRIKE Ritual.


Merchant Insight


Aspect: General      Difficulty: 5      Catalyst Required: No      Target Type: Location or Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The Merchant Insight Ritual allows a character, if they have the prerequisite skill, to identify Potions, Alchemy, Battle Magic scrolls, and Trap Globes in 3 seconds (if within a Location with this Ritual) or 15 seconds (if they bear an item with this Ritual) instead of the normal required identification duration.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 5:3 Reagents, May only be cast on a Location, 10:5 Reagents, May be cast on an Item

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (may be used for either a Location or an Item) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MERCHANT INSIGHT Ritual.


Mist Sense


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Divination
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

By casting this Ritual the Caster is immediately aware of the nearest bank of Fortannis Mist within the world as well as the approximate distance to locate this Mists. This Ritual only allows the Caster to locate the Mists - it grants no ability to travel them or control your destination once within the Mists and provides no additional information.

Required Components: 1  This Ritual requires 1 Reagent as listed on the Scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Monster Slayer


Aspect: Celestial      Difficulty: 5      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

When this Ritual is chosen, choose a specific type from those presented in this list. A character wielding a weapon with this Ritual may, after completing a Killing Blow, announce the name of the ritual (for example, Killing Blow 1, Killing Blow 2, Killing Blow 3, Undead Slayer). If the target's type matches the announced Slayer type, it may not call No Effect to this Killing Blow no matter its normal immunities or vulnerabilities. Additionally, if a character is Lifed after receiving an applicable Killing Blow from a matching Slayer, the character will be in intense physical and spiritual pain for some time. Similarly, if the character instead Resurrects or regenerates from a Bottle, their Resurrection will be roiled and tumultuous, reflecting powerful magics attempting to disrupt the Resurrection. Both of these effects may be refused on the same grounds as Mental Abilities if the player chooses to do so.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MONSTER SLAYER <declare choices> Ritual


Mystic Smith


Aspect: General      Difficulty: 4      Catalyst Required: No      Target Type: Item [Armor]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual will imbue a suit of armor with mystical power. Once per Logistics period, the owner of the suit, when refitting this armor, will require only 3 seconds to refit the armor. They must still perform appropriate roleplay (taking a knee, representing readjusting the armor, etc.) and both the the Ritual charge will be used up even if they are interrupted during the required 3 seconds. This may not be utilized in conjunction with any other skill, ritual, or effect to reduce the time to less than 3 seconds.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MYSTIC SMITH Ritual.


Obfuscate


Aspect: General      Difficulty: 8      Catalyst Required: Yes      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

This Ritual makes the Target unidentifiable via the Lore Ritual or a Greater Celestial Circle. Casting a second Obfuscate upon an item that possesses an Obfuscate removes the Obfuscate. In addition an Obfuscate Ritual may be removed by casting an appropriate Destroy Magic on the Item (though the Aspect must be guessed, as the Obfuscated item cannot have its Aspect normally revealed). When an Obfuscated item is identified, the item identifies as possessing one or more unidentifiable Rituals. No other information is given including Aspect.


Out Of Game: For tracking purposes Item Tags with the Obfuscate Ritual will list Effects and Aspects as any other Tag. This information, if present on the Tag, is intended for Out of Game records or in the event of the removal of the Obfuscate and is in no way available to the Identifiers while the Obfuscate Ritual remains on the item.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Obliterate


Aspect: Earth      Difficulty: 8      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 30 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual forces the Target to immediately dissipate and resurrect as if it had suffered three deaths. The Target selects a place of resurrection normally. The Target pulls from Death's Bag only once for all three deaths. If the Spirit has another Ritual that abrogates the need to pull from Death's Bag they need not pull, but their Spirit is still weakened by three deaths. If a Spirit Bottle is obliterated, the Spirit will suffer three deaths. Undead under a Curse of Undeath or a living creature under a Controlled Spirit Store will reform at their Spirit Bottle and their Spirit will be weakened by three deaths. If the three deaths place them beyond the total deaths allocated to the Spirit bottle, they will suffer their permanent death and the Ritual which stored the Spirit and/or created the bottle will be destroyed. The Target may not refuse this Ritual. Once this Ritual has begun, the Spirit is unable to leave the Circle of Power until the Ritual is complete or failed. Undead not under a Curse of Undeath will resurrect as stated in the Transform to Greater Undead Ritual.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Perfect Riposte


Aspect: General      Difficulty: 6      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

A character with this Ritual may expend a charge of this ritual when using the Riposting Blow skill to utilize a skill which they have already expended for Riposting Blow's offensive attack.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE PERFECT RIPOSTE Ritual.


Permanent Duration


Aspect: General      Difficulty: 7      Catalyst Required: Yes      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Extension
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

This Ritual increases the duration of any Extendable Enchantment Formal Magic in the Targeted batch to a permanent duration. Permanent items are indestructible by normal means, including Battle Magic spells and destructive Traps. This Ritual may be cast over a Boost Duration Ritual as described on that scroll. The Boost Duration is a Ritual for the purposes of calculating the difficulty of this Ritual, but it is replaced by the Permanent Duration for the purposes of number of Rituals upon an item. Permanent Duration automatically grants a Spirit Lock Ritual when cast. This additional Spirit Lock does not count as a separate Ritual on the item, but is inherent in the Permanent Duration Ritual itself and may not be removed without also removing the Permanent Duration Ritual. If the Target of this Spirit Lock is not specified at the time of casting, it will attach itself to the first valid Target to touch the item after the Ritual is complete.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. DC 7:Catalyst + 4 Reagents, 1-4 Rituals Extended. DC 111:Catalyst + 6 Reagents, 5-8 Rituals Extended. DC 16:Catalyst + 11 Reagents, 9-12 Rituals Extended. DC 23:Catalyst + 18 Reagents, 12-16 Rituals Extended. DC 31:Catalyst + 25 Reagents, 17-19 Rituals Extended.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Planar Asylum


Aspect: Celestial      Difficulty: 7      Catalyst Required: No      Target Type: Body
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual will allow the Targets to survive on the Target Plane even though its natural environment would be fatal to them. This Ritual does not confer any special resistance to attacks similar to the nature of the Plane (i.e. Planar Asylum - Elemental Plane of Fire does not grant immunity to flame based attacks). This Ritual may Target 1 person per level of Formal Magic possessed by the Ritual Caster. All Targets must be in the circle for the duration of the Ritual. Valid Planes include: Elemental Fire, Elemental Air, Elemental Water, Elemental Earth, Elemental Life, Elemental Death, Elemental Order, and Elemental Chaos. Additional Planes may be available at the discretion of the local Plot Committee.

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE PLANAR ASYLUM <declare choices> Ritual


Planar Gate


Aspect: Celestial      Difficulty: 10      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

This Ritual will cause a 10' x 10' gate to open between the area it is cast in and a random area on the chosen Plane. The gate will allow passage in both directions but confers no ability to survive a hostile environment in the chosen Plane. On occasion, items may be found which can serve to Target the other end of the gate to a particular location. Any Spirit that travels through the gate and completes their death count on the other side will automatically shift back to their Plane of origin to resurrect; this may or may not be the Plane from which they entered the gate. This shift upon death occurs whether the gate is still open or not. This Ritual will last for 10 minutes per level of Celestial Formal Magic possessed by the primary Caster of the Ritual. A person may not be on both sides of the gate. As soon as they break the Plane of the gate on one side they will shift across to the other side. Combat is impossible from one side of the gate to the other, and vision is limited and often completely impossible. In addition to the standard effect listed above, the Ritual allows the Caster to impose ONE of the following effects on the Planar Gate by expending the optional Catalyst in addition to the standard Reagent cost:
1) Time Locked - the Planar Gate only functions from 6am to 6pm OR 6pm to 6am (an Alliance Day or an Alliance Night).
2) Planar Asylum - The Caster may Target 1 individual per 10 levels of Formal Magic they possess to receive a Planar Asylum for the Targeted Plane of the Planar Gate. The Target(s) must be in the Circle of Power at the time of casting. The Planar Asylum will last until the Planar Gate Ritual ends by any means or until Destroyed as the Planar Asylum Ritual on the Target character. This is a Celestial Effect.
3) Directional - the Planar Gate will only allow travel in one direction (From the Plane or To the Plane) chosen by the Caster at the time of casting.
4) Keyed Gate - the Caster must supply a physical representation of a Key which attunes to the Gate. The Key cannot already be a magical item and cannot be made into a magical item while it is attuned to the gate. The Key can still be broken or shattered. Only characters holding the Key are able to pass through the Gate (in either direction). Once opened via a Key the Gate remains open for 5 seconds allowing the Key Holder to bring additional companions along during that time. The Gate will only unlock if the Key Holder breaks its boundary - i.e. the Holder of the Key must physically pass through the Gate to open it. The Gate cannot be prematurely shut.
5) Dispellable - the Caster may, at any time from either Plane, touch the Gate rep and state I close this Gate at which time the Planar Gate Ritual immediately ends. Once ended the Caster CANNOT re-open the same Planar Gate - a new Ritual must be performed. Valid Planes include (but may not be limited to): Elemental Fire, Elemental Air, Elemental Water, Elemental Earth, Elemental Life, Elemental Death, Elemental Order, or Elemental Chaos. Additional Planes may be available at the discretion of the local Plot Committee.

Out Of Game: The Ritual Caster must supply a phys rep for the gate with clearly defined sides.

Required Components: 5  This ritual requires a catalyst and 5 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Poison Cache


Aspect: General      Difficulty: 7      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

A weapon with a Poison Cache Ritual may have an additional Contact Poison applied. The wielder may choose in which order any applied Contact Poisons will be used.
For Example: Dantris has a dagger with two Poison Cache Rituals. He applies a Sleep Contact Poison, an Enfeeble Contact Poison, and a Weakness Contact Poison to the weapon, following all the standard rules. He approaches an enemy Gnoll and strikes three times in succession, calling '1 Poison Weakness, 1 Poison Sleep, 1 Poison Enfeeble!' in turn.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE POISON CACHE Ritual.


Poison Trigger


Aspect: General      Difficulty: 6      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

When a weapon with Poison Trigger has a Contact Poison applied, the wielder may choose on which weapon swing to release the Poison (instead of it automatically invoking on the next weapon swing). Once a character activates a Contact Poison, it is considered used even if the character stops swinging for its effect before it lands or resolves. This affects any Contact Poisons applied to the weapon. For Example: Dantris has a dagger with the Poison Trigger Ritual. He applies an Enfeeble Contact Poison to the weapon, following all the standard rules. Instead of calling '1 Poison Enfeeble' on the first swing, he waits until he's sure he's cut through his opponent's armor before delivering the wicked poison on his dagger.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE POISON TRIGGER Ritual.


Potency


Aspect: General      Difficulty: 4      Catalyst Required: No      Target Type: Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The Potency Ritual pulls elemental forces into the wielder's body to empower all spells of a specific type to deal increased damage for a limited time. This Ritual allows the wielder to, once per Logistics period, add 5 points to any numeric call they make from casting a spell in memory or from a Battle Magic scroll for ten minutes. The 5 points will only be added to the specific Elemental force which is bound into the Ritual by the Ritual Caster at the time it is cast. The Elemental force may only be chosen from the following: Chaos, Healing, Flame, Ice, Stone, Lightning. When this Ritual is cast for the Healing element, it is considered an Earth Ritual; when cast for the Chaos element, it is considered a Necromantic Ritual; and when cast for Flame, Ice, Stone, or Lightning, it is considered a Celestial Ritual. Note that this does not affect Channeling damage or weapon damage. A character may benefit from the Potency ritual of each specific Element (as listed on the scroll) no more than once per Logistics period.
For Example: Natasha, a Celestial mage, has come into possession of an item which contains a Potency (Flame) Ritual. When she enters a large battle against a horde of Undead, she decides to invoke the Ritual. She rushes forward and casts an Evocation Bolt at 3rd level. This would normally inflict 15 damage, but if she casts it as Flame, it will instead do 20 damage due to the Potency Ritual. If she reads a Battle Magic scroll which inflicts Flame damage, she will add 5 points of damage. Similarly, if she has a way to channel a spell cast from memory through a different mechanism - such as a High Magic Elemental Augmentation, or another Ritual which changes how she can manifest a spell from memory - she would add the 5 points of damage to any such spells invoked with Flame damage. However, her Channeling charges and weapon swings are not affected even if they are enchanted with the Flame carrier, nor are any other Rituals that allow her to manifest Flame damage.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 4:3 Reagents, one Element may be chosen., 8:5 Reagents, two Elements may be chosen., 12:7 Reagents, three Elements may be chosen. 16:9 Reagents, four Elements may be chosen.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 (one Element only) Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE POTENCY Ritual.


Potion Coating


Aspect: General      Difficulty: 7      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The Potion Coating Ritual allows Earth Potions to be applied to the target weapon in exactly the same manner as a contact poison (i.e. requiring Herbal Lore). These potions are delivered as “Spell Strike <Effect>” for example, “Spell Strike Destruction” (for a Destruction Potion) or “20 Spell Strike Healing” (for a 4th level Cure Wounds Potion); unlike Poisons, the character’s normal weapon damage and effect are entirely replaced when utilizing loaded Potions. This Ritual may be combined with other Rituals as appropriate.
For Example: Liddia keeps a dagger on her belt that has a Purify Potion applied to it (using the Potion Coating Ritual). On the battlefield she notices one of the town's toughest fighters has been Drained. She strikes him with her dagger using the call 'Spell Strike Purify', curing him of his ague.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE POTION COATING Ritual.


Preserve Duration


Aspect: General      Difficulty: 5      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Extension
Casting Time: 5 Minutes      Duration: 100 Logistics Periods      May Be Extended: No

This Ritual increases the duration of any extendable Enchantment-type Formal Magic in the Targeted batch to 100 Logistics Periods. Extended items are indestructible by normal means while this Ritual is active, including Battle Magic spells and destructive Traps. This Ritual may be cast over a Boost Duration Ritual as described on that scroll. The Boost Duration does not count for the purposes of calculating the difficulty of this Ritual, and is replaced by the Preserve Duration.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 5:4 Reagents, 1-4 Rituals Extended 7:5 Reagents, 5-8 Rituals Extended 9:6 Reagents, 9-12 Rituals Extended 11:7 Reagents, 12-16 Rituals Extended 13:9 Reagents, 17-19 Rituals Extended

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Proscribe


Aspect: General      Difficulty: 15      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 30 Minutes      Duration: 20 Logistics Periods      May Be Extended: No

This Ritual will create a Circle of Protection against certain creature types based on their Spirit. The resulting Proscribe Circle is double the size of the Circle of Power used to cast this Ritual, expanding from the center of this original Circle of Power and destroying it in the process. In addition to the components for the Ritual, parts or a permanently dead body of the Targeted creature type must be in the Circle of Power for the entire Ritual. No body or body part containing a Spirit will be able to be Proscribed and the body or body part must have been separated from its Spirit for no more than twenty-four hours. An obelisk will form at the center of the Proscribe Circle. The Obelisk is unmovable and radiates the Proscribe effect. The obelisk is the Target if this Ritual is to be destroyed. The Proscribed creature type may not physically enter the Proscribe Circle but may enter through other means (Spirit walk, rifting, etc). If a member of the Proscribed race is within the Proscribe Circle there is no other effect, but if it leaves the Proscribe Circle it may not reenter. There is no upper limit to the size of a Proscribe.


Out Of Game: The Ritual Caster is responsible for supplying a phys-rep for the obelisk. The Proscribe Circle must be clearly marked and the effect posted; this is a visible effect though the Targeted creature type is not revealed merely by seeing the circle. Until it attempts to enter, a creature cannot tell if it is Proscribed or not.

Required Components: 11  This ritual requires a catalyst and 11 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 15: Catalyst + 11 Reagents, 1 Proscribed Creature 20: Catalyst + 16 Reagents, 2 Proscribed Creatures 25:Catalyst + 21 Reagents, 3 Proscribed Creatures 30:Catalyst + 26 Reagents, 4 Proscribed Creatures 35:Catalyst + 31 Reagents, 5 Proscribed Creatures

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Quicken Aid


Aspect: General      Difficulty: 1      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge of this Ritual a character may shorten the time to perform the First Aid skill to 3 seconds. The player must make every attempt to perform the required role play for the duration of the ability. If interrupted during the three second activation time, the charge is expended. This Ritual confers no other benefits to the First Aid skill. The character must state Quicken Aid when starting the First Aid to let the Target know that the First Aid will be quickened.

Required Components: 1  This Ritual requires 1 reagent as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 1:1 Reagent, one charge per day. 3:2 Reagents, two charges per day. 5:3 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE QUICKEN AID Ritual.


Quicken Meditation


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual allows the owner to (once per Logistics period per charge) reduce the time necessary to perform the Meditate skill to three seconds. All other prerequisites of the Meditate skill must still be met – for example, for a spell, the user must have a thrown but unresolved spell and their spell book open for study per the rules of the skill. After three seconds the user will recover the unresolved skill or spell per the Meditate skill as if they had completed the required amount of roleplay.

Required Components: 3  This Ritual requires 2 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 2:3 Reagents, one charge per Logistics period. 4:4 Reagents, two charges per Logistics period. 6:5 Reagents, three charges per Logistics period.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE QUICKEN MEDITATION Ritual.


Race Reaver


Aspect: Earth      Difficulty: 5      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual creates a weapon that grants its owner the ability to channel the Body carrier through that weapon against any single Player Race (determined at time of casting). Additionally, the wielder may choose to announce this Reaver when performing a Killing Blow (for example, Killing Blow 1, Killing Blow 2, Killing Blow 3, Hobling Reaver!). If a character is Lifed after receiving an applicable Killing Blow from a matching Reaver, the character will be in intense physical and spiritual pain for some time. Similarly, if the character instead Resurrects or regenerates from a Bottle, their Resurrection will be roiled and tumultuous, reflecting powerful magics attempting to disrupt the Resurrection. Both of these effects may be refused on the same grounds as Mental Abilities if the player chooses to do so.

Required Components: 4  This ritual requires a minimum of 4 reagents to cast.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE RACE REAVER <race> Ritual.


Racial Transformation


Aspect: Earth      Difficulty: 5      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual transforms the race of a person, if that person has a Spirit, into the Player Race of their choice. It will not change the basic appearance of the person except for the specific necessary Player Race alterations; thus a person who race changes is still recognizable. Any racial skills of the Target's current race are lost but skills specific to the new race may be gained in their place depending on the inner strength of the Spirit. In addition, the Target loses any skills that are more difficult to learn. The transforming player may relearn any skills lost due to the Racial Transformation Ritual if the new race may learn them. If the Race being transformed to cannot have any skills they possess, the Racial Transformation immediately fails. Only Player Races as defined by the current Alliance Rulebook may be chosen. The Racial Transformation Ritual will cause the person to resurrect as the Transformed race for the rest of the Target's life. A separate Racial Transformation Ritual may later be cast on the person to return that person to their prior race or any other race. The Race Transformation Ritual is not the Spirit Forge Ritual. You cannot use this Ritual to circumvent Spirit Forge's rules and guidelines. Although this Ritual is intended to allow some reallocation of build in regards to racial skills, it is not intended that players will use it in order to purposefully remove skills from their character. The following example will indicate why this Ritual could fail: Example: Target is a Stone Elf wishing to change to a Biata. The character possesses the skill Read Magic. Biata cannot purchase the Read Magic skill, so the Racial Transformation Ritual would fail. The Target would need to undergo a Spirit Forge to remove the Read Magic skill before attempting this Ritual

Required Components: 5  This ritual requires 5 reagents as listed on the scroll and a Catalyst to be successfully cast.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Raging Strike


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Raging Strike allows the user to, once per Logistics period per charge, add the Strike keyword to a single numeric weapon swing. This may be used in conjunction with skills or other rituals.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, one charge per day. 6:4 Reagents, two charges per day. 9:5 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE RAGING BLOW Ritual.


Recharge Prowess


Aspect: General      Difficulty: 8      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual creates an item which can restore the usage of a spent skill once per day. A character may only benefit from this Ritual once per Logistics Period for each category of skill. The skill being renewed must be in one of the following categories: Martial Skills, Stealth Skills, Battle Magic spell, Racial skill. Note that the Recharge Prowess Ritual itself is not specific to a single category, but will only renew skills in a limited fashion as described below. This item may not be used to renew Production skills. The chosen skill must have been used earlier in the same Logistics Period and be one they normally have on their base character card, not from any additional abilities or Rituals. To activate the Ritual, the character must Focus for at least sixty seconds without interruption. They may then mark the skill on their battleboard with a 'P' over the used circle, to denote that they have used a Recharge Prowess to renew the skill.
For example: Boris has two Recharge Prowess Rituals in his possession. He has used a Critical Attack, a Parry, and a 3rd level Battle Magic spell. He uses the first Recharge Prowess to renew his Parry skill by focusing on fighting practice with his man-at-arms for sixty seconds. He can use the other Recharge Prowess to renew his Battle Magic spell, but he may not use it on the Critical Attack as he's already used a Recharge Prowess Ritual on a Fighting Skill (the Parry) that same day.

Required Components: 6  This Ritual requires 6 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE RECHARGE PROWESS Ritual.


Refuge


Aspect: Earth      Difficulty: 6      Catalyst Required: No      Target Type: Spirit / Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

When this Ritual is cast, all willing targets within the target Earth Circle (which may be Battle Magic, Limited or Permanent) are tied spiritually to this location. If they resurrect, the player has the choice to reform their body on a 3 count in the targeted location (as per the Regenerate Ritual) after their spirit draws from the Bag of Chance.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE REFUGE Ritual.


Regeneration


Aspect: General      Difficulty: 9      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 10 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual allows a Spirit to generate a new body after the old one has been destroyed. The new body generated is the same Player Race as the Spirit was when the death was taken. The new body is generated either at the location of the newly deceased body or at the circle where the Ritual was cast, if it still exists. The location of Regeneration is at the choice of the Spirit at the time of death. The Spirit can also choose to resurrect normally. The Regeneration process takes a three count, i.e. I Regenerate one. I Regenerate two. I Regenerate three.. If the three count is interrupted for any reason the Regenerating Spirit may chose to begin again, or to resurrect at the place of Ritual casting or at the nearest Permanent Earth Circle of Power, following the normal Resurrection rules. When this Ritual is cast, the Target Spirit may take a total of 12 deaths minus the number of their current deaths. This number is set at the casting of this Ritual and 1 death is subtracted each time the Spirit must Regenerate. When the Spirit Regenerates or resurrects, it may do so without the need to pull from Death's Bag. If the Ritual is then removed, the death count does not change and these deaths are considered taken during the Regenerate. After the total deaths for the Regenerate are taken the Spirit is too weak to resurrect and dies permanently. Note that the Spirit is still weakened by a death during the Regeneration Ritual as if a resurrection took place. Unlike a resurrection through, the Regenerate has no chance of failing unless the Spirit is already weakened beyond the ability to resurrect. This Ritual may not be transferred by any means and is unnaffected by the Transfer Enchantment Ritual. Other Rituals upon the possessor of this Ritual may be transferred as normal, including any Rituals that extend the duration of this Ritual.


Out of Game: When a character undergoes Regeneration, the player must go out of game to handle the logistics wherever the campaign handles this (usually the Healer's Guild). A death is added to their character card just like resurrection, although the person does not need to pull from the bag to determine if they Regenerate as it happens automatically. If this is the Spirit's 12th death, they will not be able to resurrect or Regenerate and will die their final death. A PC may never buy back any deaths taken while under the effects of a Regeneration Ritual, even after the Regeneration has expired or is destroyed. If the death takes place during the Regeneration duration, it can never be bought back by Goblin Stamps or any other means. The character must be entered as Regenerated in the character database.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Reinforce Armor


Aspect: Celestial      Difficulty: 3      Catalyst Required: No      Target Type: Item [Wand or Staff]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge, this character may expend Channeling Points to grant X Spell Mend Armor by touchcast, where X is equal to the amount of Channeling Points expended. This may not exceed their normal Channeling maximum.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, one charge per Logistics period., 6:4 Reagents, two charges per Logistics period. 9:5 Reagents, three charges per Logistics period.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE REINFORCE ARMOR RITUAL.


Render Indestructible Improved


Aspect: General      Difficulty: 7      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

This Ritual prevents an item from being affected by normal destructive means, such as Shatter effects, certain Traps, or normal physical damage. An item that receives a Render Indestructible Ritual will look as it did before the Ritual was cast. If a Render Indestructible is cast upon a book, nothing can be written in it. All entries in the book are considered permanent and indelible. If this Ritual is performed on a flexible item like a book or a doll, the item cannot be torn or broken. The Target of this Ritual is limited to an item no larger than 10' by 10' by 1'.

Out of Game: If cast on a suit of armor it will cause that armor to be unable to be Shattered, but the armor's current Armor Points may still be reduced to 0 as normal and will require a normal refit to return to full Armor Points.

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Resist Destroy Magic


Aspect: General      Difficulty: 10      Catalyst Required: No      Target Type: Spirit / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

Once ever, a Target with this Ritual may ignore the effects of a Destroy Magic Ritual cast on the Target. Once this Ritual has been expended the Rituals on the Target may be removed as normal. Out Of Game: The player possessing this Ritual must make the choice immediately as to whether to expend the Ritual or not when the item is struck by a Destroy Magic. If they use this Ritual, they must call 'Resist' and the tag for the item should be updated as soon as possible to reflect the fact that the Resist Destroy Magic has been used. A Target may have more than one Resist Destroy Magic Ritual cast upon it, but each one counts towards the twenty Ritual maximum on an item.

Required Components: 6  This ritual requires 6 reagents as listed upon the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Resonance


Aspect: Earth      Difficulty: 10      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Divination
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

The Resonance Ritual Targets a defined area or structure such as a meadow, a grotto, a farmhouse, a ruined keep, etc where the Caster must place their Circle of Power to cast this Ritual. Once cast the Caster begins to receive a barrage of images, visions, memories and whispered words which may present anything from a complete scene to a compilation of snippets taken from years of actual time which the Caster must mentally assemble to create a logical progression. These visions comprise the fragmented and non-intelligent memory of the location and relay to the Caster images of past happenings and emotionally evocative occurences within the area that is the Target of the Ritual. For example, if cast within an abandoned farm house the Caster may get a sense of a loving family, years of care and tenderness, a sudden coldness and sense of emptiness. If cast in a grove of dead trees, however, the Caster may get a sense of powerful necromantic energy, creatures rising from the ground, the trees withering and dying before his eyes and a sense of being watched. This Ritual gives emotions and fleeting images and lets the players decide how to interpret it. Exactly what a Player experiences, however much or however little, is determined by the local Plot committee. The Caster has no control and cannot exert control over the experience granted by the Resonance. Plot should be notified in advance of the casting of this Ritual so a proper experience may be supplied. Plot will take into account any related craftsman skill or racial role play abilities, such as Mental Abilities, if possessed by the Ritual Caster.

Required Components: 3  This Ritual requires 3 Reagents to cast as listed on the Scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Retribution


Aspect: General      Difficulty: 9      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This ritual allows the user to, once per Logistics period, use a Return instead of a Guard. The Guard used to trigger the Retribution ritual is expended along with the Retribution, and may only come from a Parry, a Dodge, or the Cloak High Magic. When this Ritual is used, the verbal will be “Bane”.

Required Components: 5  This Ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE RETRIBUTION Ritual.


Reverse Life Force


Aspect: Earth/Necromantic      Difficulty: 6      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual alters the metabolic state of a creature. Living beings are left with no metabolism; creatures with no metabolism gain a metabolism. In both cases, the target will be affected differently by Healing and Necromancy effects. The effect on the target from all Healing and Necromancy spells are reversed. For example, if cast on a living creature, they treat a Corrupt as a Life, and are damaged by Healing and healed by Chaos. This does not in any way make a living target Undead or affected by Undead-specific effects; similarly, an Undead target under this Ritual will still be Undead and affected by anything that specifically targets Undead. If cast on a living creature with a metabolism, this is a Necromancy aspected ritual; if cast on an unliving creature or a living creature currently under Reverse Lifeforce, this is an Earth aspected ritual. This Ritual does not change any answers given by a player when targeted by Healing Arts. The casting of Reverse Life Force in no way changes the appearance of the Target creature.
For example if Moe, who just became a Death Knight, has Reverse Life Force on him he still looks like a Death Knight.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE REVERSE LIFE FORCE <declare choices> Ritual


Ritual of WOE


Aspect: Earth      Difficulty: 5      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

This Ritual will imbue up to six participants, one of which may be the Caster, with special powers against the Undead and especially Vampires. The Ritual of WOE possesses different levels of power, and the Caster can increase the difficulty of the Ritual to gain further powers to destroy Vampires and other Necromantic beings. Individuals are granted a Vampire Hunter level based upon the difficulty level the Ritual Caster is willing to attempt. This Ritual creates a temporary Stake of Woe for each individual Targeted, which may be used to deliver a Killing Blow on a Vampire and force it to take a death. Be forewarned that while a single staking permanently kills most Vampires, some very powerful Vampires are rumored to be able to survive multiple stakings. The Stake of Woe formed is Shatterable and is not otherwise magical in any way. This Ritual is unaffected by any other Ritual or Ritual effect (i.e. Permanence, Destroy Magic, etc.). This Ritual will last until the next dawn. This Ritual may only be cast after sunset.


Out Of Game: Dawn is always considered 6 AM. WOE stands for Weapon of Eradication. Some campaigns may utilize means other then a stake to destroy their Vampires; thus this Ritual will summon the weapon appropriate to the campaign to destroy Vampires. In the cases in which there are multiple means it is the Plot committee's decision as to the nature of the WOE. Benefits conveyed by the Ritual of WOE include: - Immunity to all Fear effects. - Immunity to Vampire Charm. - Arcane Solidify: a Solidify effect delivered with the Arcane Qualifier. - Immunity to Necromantic effects. Negated effects include carrier attacks, Battle Magic, and monster abilities. The Target replies No Effect to attacks. This does not provide immunity to Necromantic Ritual effects.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Sacrifice


Aspect: Earth      Difficulty: 4      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

This Ritual allows the bearer to Sacrifice their own Life to preserve the strength of Spirit of Another. A valid Target for the Sacrifice Ritual is a character which has Dissipated and is currently in a Greater Earth Circle of Power awaiting or undergoing Resurrection. The Spirit within the Circle must have been inside the Greater Earth Circle no more than 30 minutes for the Sacrifice to work - waiting longer than 30 minutes will cause an attempted Sacrifice to fail with no effect. This Ritual in no way gives the Bearer the ability to determine how long a Spirit has been inside a Circle. To Activate a Sacrifice Ritual the bearer must stand before the Greater Earth Circle (able to touch the Physical Representation) or be inside the Earth Circle containing the Target Spirit and state I Sacrifice my Life to you. If more than one Spirit is present in the Circle the bearer must identify which Spirit is the Target of this Ritual Effect. Once activated the Spirit within the Circle immediately regains a physical body without the occurrence of a Death on their Card (and does not need to Draw from Death's Bag) and experiences the effects of a successful Resurrection. The Activator of the Sacrifice Ritual immediately Dissipates as if they had been the Target of a Killing Blow and their Death Count had completed, dropping all gear and In Game Items as per the Death/Resurrection process and moves to the Circle to attempt Resurrection following all standard Rules for a Resurrection (including Drawing from Death's Bag and receiving the Death on their Card). The Targeted Spirit of a Sacrifice may not refuse the Sacrifice Ritual unless the Resurrecting Spirit also has a Sacrifice Ritual on their Spirit. By expending this Sacrifice Ritual the Targeted Spirit may counteract the bearers Sacrifice Ritual (both are Expended). In such an event the original Spirit will be able to undergo Resurrection as normal or, if the 30 minute window has not expired, receive additional Sacrifice Rituals. The decision to counteract a Sacrifice Ritual is an Out of Game Decision of the Target. Sacrifice will not allow you to take the place of a Character which has died due to a Players decision to avoid a Ritual Effect or as a result of any Ritual effect which is defined as Unavoidable such as Obliteration. In addition, a Sacrifice will fail if attempted for a character who is on their one last death after pulling a Black Bead from Death's Bag.


Out Of Game: A Target may have more than one Sacrifice Ritual cast upon it, but it counts towards the twenty Ritual maximum. The Activation of a Sacrifice, and its Refusal, may be woven into the Resurrection Story of the character(s) involved.

Required Components: 6  This ritual requires 6 reagents as listed upon the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Safe Passage


Aspect: Earth      Difficulty: 8      Catalyst Required: Yes      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Five Days/Until Used      May Be Extended: No

This Ritual must be cast on a Permanent Earth Circle of Power. The Ritual will cause the next Resurrection started within that Circle to automatically succeed, then this Ritual expires. If a Safe Passage Ritual already exists on the targeted Circle, the new Ritual automatically fails. Note that this Ritual may not work on some spirits, especially weaker spirits or those which have already taken significant damage. If the Ritual is cast with an optional Catalyst, a character beginning a Resurrection within this Circle may choose whether or not to activate this Ritual. This times-ever Ritual does not expire unless it is activated. The target of this Ritual may make the OOG choice to refuse this Ritual without the Ritual being expended and without taking any additional effects. This Ritual will only work on PCs; NPCs do not trigger this Ritual unless Plot explicitly chooses to do so. In all cases, if the target does not have at least a single white bead in the Bag of Chance, this Ritual is expended with no effect. Deaths avoided under this Ritual may not be bought back.


Required Components: 5  This Ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Seek the Whole


Aspect: General      Difficulty: 7      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Divination
Casting Time: 5 Minutes      Duration: Five Days      May Be Extended: No

This Ritual allows the Caster to sense other parts of a broken object. To successfully cast this Ritual a Caster must be in possession of part of a person, place or object which has been broken or destroyed in any manner. After casting this Ritual the Caster can get a general direction-sense and distance sense of where the remainder of the object, person or place is located (such as North and very far... or Southeast and very near). If the object was broken into more than one fragment the Caster will feel the largest piece as the one their shard belongs to even if a smaller piece is nearer. In such a case the Caster is not made aware that additional pieces remain to the Object however subsequent castings of the Ritual may reveal the additional pieces. Seek the Whole lasts for 5 days and during this time, if the location of the Targetted object changes, Plot may notify the Caster of the updated information. This Ritual in no way notifies the Target, if it is sentient, of any information.

Required Components: 2  This Ritual requires 2 Reagents as listed on the Scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SEEK THE WHOLE <declare choices> Ritual


Sorcerous Triage


Aspect: Earth      Difficulty: 3      Catalyst Required: Yes      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: Times Ever      May Be Extended: No

Sorcerous Triage allows the user to be instantly affected by a successfully completed First Aid when they would otherwise go from “Bleeding Out” to “Dead.” At 59 seconds into their bleed out count, the Player may make the OOG choice to activate this Ritual by stating “First Aid complete.” The user is restored to 0 body and must wait 1 minute to be restored to consciousness, per the First Aid skill. If cast with an optional Catalyst, the Ritual may alternatively be used to Rebirth when the character would have gone to resurrect, as per the High Magic ability of the same name. Note that this Ritual is Times Ever, not Times Per Day.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, one charge, target must be Body. 6:4 Reagents, two charges, target must be Body. 9:5 Reagents, two charges, target may be Body or Item, 12:9 Reagents, three charges, target may be Body or Item. 18:12 Reagents, three charges, target may be Body, Item, or Spirit.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Spell Parry


Aspect: General      Difficulty: 7      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual allows the wielder of the weapon the Ritual is cast upon to use a Parry (if they may Parry with the weapon) to defend against any one magical effect that would normally affect them. A Spell Parry may be used against any effect delivered with the Spell Qualifier. It may also be used against Dragon Magic or Shadow Magic Rituals. It may not be used against a regularly cast Ritual. The Spell Parry can be used to intercept a spell on another Target if that Target is within Range as defined in the Parry Skill. The effect may be invoked before other defenses are used (as a Smart Defense) if the wielder of the weapon so chooses. The Spell Parry is usable once per Logistics period at the choice of the wielder of the Targeted weapon. Spell Parry requires the use of a Parry skill in order to fuel the ability. A Spell Parry cannot be used unless the user of the weapon possesses an unused Parry skill and using the Spell Parry expends the Parry skill use for that logistics period. The wielder of the weapon calls Spell Parry when they choose to use this effect.

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SPELL PARRY <declare choices> Ritual


Spell Swap


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Item [Spellbook]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge of this Ritual a character may expend a memorized spell to regain use of a spell of an equal or lower level. The use of the Ritual must be accompanied by at least 60 seconds of Focus roleplay and the character must be in possession of a spellbook containing both spells. Once the character has completed their Focus, the player must recite the incantation of the spell to be expended and will then regain the use of the target spell. They must mark the expended spell off of their battle board and write in the regained spell with an "S".
For Example: Mary the Mage comes upon a comrade stuck in a Prison during a pitched battle. Mary, having previously used her Dispel Magic, pull her spell book out to restudy the spell. After 60 seconds of Focus she says the incant for a Prison spell she had in memory and regains the use of her Dispel Magic spell. Now she can free her comrade from the dastardly Prison!

Required Components: 1  This Ritual requires 1 reagent as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 2:1 Reagent, one charge per day. 4:2 Reagents, two charges per day. 6:3 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SPELL SWAP Ritual.


Spirit Farewell


Aspect: Earth      Difficulty: 1      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

The Spirit Farewell Ritual provides a final farewell to a Spirit that did not survive resurrection. This Ritual will only operate once ever on a given Spirit regardless of whether the Spirit chooses to stay or depart. No other Ritual can be cast on the Spirit during its return. As the Spirit has no true body, it may not use any skills or game abilities it might have previously possessed. Note that the Spirit is also immune to flaws or backlashes that might otherwise affect it. Be forewarned that the Spirit has the ultimate choice whether to return and may choose to ignore the successful casting of this Ritual. This Ritual will last for ten minutes per Formal Magic level of the Ritual Caster, until the Spirit chooses to leave, or the duration of the Circle of Power expires, whichever comes first. The Ritual must be performed within one year per Formal Magic level of the Ritual Caster from the death of the Target Spirit. Upon successful casting, the Spirit will appear in the circle but it is restricted to the confines of the Circle of Power in which the Ritual was cast. If at any point the Circle of Power is destroyed, the Spirit dissipates with it as well. Note that the Spirit will forget every detail of the last twenty-four hours before its death. Similarly a Spirit has no knowledge of any events since its death. If the Ritual Succeeds but the Target is NOT willing to return on that casting they can still be Spirit Farewelled again. A Spirit may only return on one Casting but has the right to choose which casting and situation that is.


Out Of Game: Plot must be notified at least one hour before the casting of this Ritual. Once cast this Ritual CANNOT fail due to a die roll. If cast correctly it will always be performed successfully as long as no Automatic Backlash conditions are met (such as the Caster unable to see the scroll or someone entering the Circle of Power by unallowed means). The Caster may still be required to Roll, however, to see if they Flaw or Backlash the Ritual however any Flaws or Backlashes are treated as Ritual Succeeds in addition to any additional effects.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Spirit Forge


Aspect: General      Difficulty: 9      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual tears the Spirit apart and forges it anew. The Spirit forgets its previous profession and all skills but may choose a new profession and relearn skills immediately. The Spirit does not lose any memories of previous actions, merely the skills to perform them. This Ritual is instantaneous and irrevocable and the changes made last forever or until the Target receives another Spirit Forge.

Out Of Game: The player may immediately reenter his or her character with identical experience and any changes to the class and skills in the character database that he/she desires. Any skills the player possesses on the original character card can be changed without requiring any teacher cards. Obtaining skills the character did not originally possess requires a teacher card for each skill they are learning.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Spirit Link


Aspect: General      Difficulty: 6      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The Spirit Link Ritual is used to forge a magical connection between an object and a person with a Spirit. The Targeted item and person must both be in physical contact with the Ritual Caster within the Circle of Power during the casting of the Ritual. The item must be considered a possession of the Target Spirit and must be physically movable by that Spirit when in their normal body. The Ritual must be cast on the item and person simultaneously, though only one Ritual casting is required. The item may be stored anywhere upon the person but may not be removed from contact with the body that contains the Spirit. While the item is linked, it cannot be separated from the person until the duration of the Spirit Link expires or the person's Spirit suffers a final death. While the Spirit is separated from a body, the item is intangible and invisible and will reform at the place of the Spirit's resurrection. If the Spirit's resurrection fails, the item is reformed with the dead body and the item Spirit Links to the next person to pick it up as a possession, if that person has a Spirit and is not at their limit of Rituals upon their Spirit. If that person is at the limit of the Rituals on their Spirit they will realize that the item attempted to Spirit Link to them and failed.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SPIRIT LINK <declare choices> Ritual


Spirit Lock


Aspect: General      Difficulty: 6      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

The Spirit Lock Ritual is used to forge a magical connection between an object and a person with a Spirit. The Targeted item and person must both be in physical contact with the Ritual Caster within the Circle of Power during the casting of the Ritual. The item must be considered a possession of the Target Spirit and must be physically movable by that Spirit when in their normal body. The Ritual must be cast on the item and person simultaneously, though only one Ritual casting is required. The item may be stored anywhere upon the person but may not be removed from contact with the body that contains the Spirit. While the item is locked, it cannot be separated from the person until the duration of the Spirit Lock expires or the person's Spirit suffers a final death. While the Spirit is separated from a body, the item is intangible and invisible and will reform at the place of the Spirit's resurrection. If the Spirit's resurrection fails, the item accompanies the Spirit to the graveyards. All properties given to the item via Formal Magic will only work for the person to whom it is Spirit Locked. The Spirit Locked item may not be transferred from the Spirit to another Spirit, and any attempt to do so will automatically fail.

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Spirit Recall


Aspect: Earth      Difficulty: 8      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: One Year or Until Used      May Be Extended: No

This Ritual will allow one person, if that person has a Spirit, to later travel in Spirit form from any place to the Circle of Power where the Ritual was cast without suffering a death. The bearer of this Ritual chooses when to activate it. No possessions may travel with the Spirit except Spirit Linked or Spirit Locked items and basic clothing. The Circle of Power used for the casting of this Ritual must be Permanent or Limited, not created through Battle Magic. To activate a Spirit Recall, the player recites, I recall one. I recall two. I recall three. The player then leaves all possessions that will not travel with their Spirit at the location they activated the Ritual. The time required to travel is the same as it would take a Spirit to walk the distance. The Spirit is unable to observe or affect the world in any manner during travel, as if it were a Spirit traveling for resurrection. When appearing in the Circle, the player recites, I recall one. I recall two. I recall three. If the circle to which a Spirit has an active Recall to is destroyed or expires, the Spirit is automatically aware of the loss of this Ritual as it disappears upon the destruction or expiration of the circle.


Out Of Game: Spirit Recall is able to be used with an OOG verbal but requires no In Game action or statement to activate (allowing it to be used while Silenced).

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 days, Until Used Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SPIRIT RECALL <declare choices> Ritual


Spirit Walk


Aspect: General      Difficulty: 9      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual will allow one or more people, if those people have a Spirit, to travel from one Circle of Power to another Circle of Power in Spirit form without suffering a death. The Targets can include the Ritual Caster or can be others of the of the Ritual Caster's choice who are present in the Circle of Power during the entire Ritual casting. The Caster designates a person who is the primary Target of the Ritual who must know the destination Circle of Power by having seen it themselves prior to the casting of this Ritual. All Targets will walk to the same Circle of Power as the primary Target of the Ritual. All Targets walk at the pace of the slowest Target. All possessions on the people who are the Targets of the Ritual travel with the Spirit and are intangible and invisible during that time. Upon completion of the Ritual, the Targets will become Spirits, saying, I become a Spirit one. I become a Spirit two. I become a Spirit three. They must immediately leave the Circle of Power. Upon entering the destination Circle of Power, the Targets and their possessions immediately begin to reform and are tangible enough to be affected by attacks and may not further pass through Wards or Wizard Locks. When reforming, the Targets recite, I reform one. I reform two. I reform three. The time required to travel from Circle to Circle is the same as it would take the Spirit, if physical, to walk the distance with all of its possessions. While walking, the Spirit is unable to observe or affect the world in any manner as if it were a Spirit traveling for resurrection. The Spirits are unaware of the happenings inside the Target Circle until they enter it. The Circle of Power used for the Ritual can be of any type (Permanent, Limited, or Temporary) or school (Earth or Celestial). The Spirit(s) do not need to be invested in either Circle of Power. If the Circle of Power does not exist by the time the Spirit reaches it or it is not where the Spirit believes it is located, the Spirit must return to the Circle of Power in which the Ritual was cast.


Out Of Game: No one may Spirit Walk to or from a Circle of Power in another chapter without prior approval from the staff/Plot committees of both chapters.

Required Components: 5  This ritual requires 5 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Stable Foundation


Aspect: Celestial      Difficulty: 6      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

Stable Foundation blankets an existing structure or building in magical force rendering it immune to common damage including fires, storms, floods, earthquakes or any other weather-related effects. In addition a Stable Foundation is extremely damage resistant to physical attacks though it is not Indestructible. A Stable Foundation may be removed from a Building by casting an appropriately aspected Destroy Magic.

Required Components: 2  This Ritual requires 2 Reagents listed on the Scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE STABLE FOUNDATION <declare choices> Ritual


Stalwart Shield


Aspect: General      Difficulty: 5      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

When a Spell, Elemental, or Poison qualifier attack strikes a shield with this Ritual, the bearer may call Resist by expending a Strengthening charge as though the item were shatterable and hit by a Shatter effect. A Shield with this Ritual may be re-Strengthened by a Blacksmith to regain additional uses of this ability, unlike most enchanted items. Note that this Ritual still confers normal indestructibility as per other duration Rituals.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE STALWART SHIELD Ritual.


Store Ability


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: No

This Ritual allows the Ritual Caster to place a skill into an item or a person, if that person has a Spirit, as a once ever charge. The ability being stored must be performed (without effect) into the item or person by an individual possessing an unused charge of that Skill at the time of Ritual casting. This expends the Skill from the donors abilities as if it had been used for that logistics period. To successfully store the ability the donor must touch the Ritual Target and state the name of the Skill. To use a skill that has been stored the wielder must have a weapon in hand and the necessary skill to use that weapon (if applicable to the stored skill). At the time of casting, when the Skill to be stored is placed in the Item, the Ritualist has the option to record any Carrier the Skill has or to save the ability as a basic record. This information will be recorded on the Item Tag. If a Carrier is listed next to a Skill stored in an item then that Carrier must be manifested when this item is activated. If no carrier is listed the Carrier is assumed to be Normal and the activator may apply any carriers or spells as with a normal weapon attack. No additional effect from another Ritual, ability of the body using the item, spell, or effect can change the damage or damage type if it is present in the Item.. For example, a 30 silver Slay placed in the item is always a 30 silver, even if used with a normal or magic weapon or if the wielder has multiple Improved Slays of their own. However a Character who has a 30 Normal item may use the properties of his weapon (such as Normal, Silver or Magic) with the 30 damage call. If an attack is used that has some other prerequisite (such as Repel Strike needing a two-handed weapon), that prerequisite must still be fulfilled to use the skill from a Store Ability ritual. You can store 1 Charge of a Skill chosen from the list below: Sleep/Paralysis Blow, Silence/Stun Blow, Slow/Weakness Blow, Fear/Berserk Blow, Evade, Dodge, Assassinate, Doom Blow, Counteract, Shatter/Disarm Strike, Sleep/Enfeeble Blow, Weakness/Shun Strike, Destruction/Stun Blow, Repel Strike, Precise Blow, Parry, Riposting Blow, Slay, Eviscerating Blow, Fast Refit, Intercept, Resolute, Mettle.

Required Components: 2  This Ritual requires 2 reagents as listed on the scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Strengthen Spirit


Aspect: Earth      Difficulty: 4      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual will allow someone a safer trip through the circle in the future if their spirit is damaged, though it does not guarantee their return.

Out of Game: This functions in all ways (including future Goblin Stamp buyback costs) as if the character had bought back a death with Goblin Stamps.

Required Components: 2  This Ritual requires 2 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Strengthened Blow


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Item [Weapon]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge, the character may expend Channeling Points to add that amount of damage to a single weapon attack with this weapon. This may not exceed their normal Channeling maximum.

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:3 Reagents, one charge per Logistics period. 5:4 Reagents, two charges per Logistics period. 7:5 Reagents, three charges per Logistics period.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE STRENGTHENED BLOW RITUAL.


Sturdy Armor


Aspect: General      Difficulty: 4      Catalyst Required: No      Target Type: Item [Armor]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual will create a suit of armor that takes 5 seconds less to refit. The Sturdy Armor Ritual grants a passive effect to the suit of armor it is cast upon that does not require an activation phrase to use as the refit time will be decreased by 5 seconds for the entire duration of the Ritual. This Ritual may only be cast once per suit of armor and must be cast on a physical suit of armor. When combined with the Fast Refit skill this effect reduces the refit time after the fast refit effect has been applied. When someone else begins a refit on your suit of armor that has the sturdy armor Ritual cast on it, you must inform the person that your armor takes 5 seconds less to refit. For Example: Lukas has had the sturdy armor Ritual cast on his suit of armor. He also has the ability to fast refit twice per Logistics period. For Example: Lukas finds himself in a dire situation and he is the last hero standing on the field among many Undead. He decides to use both of his fast refit skills to quickly repair his armor that has been enchanted by this Ritual. His first use of fast refit reduces his refit time from 60 seconds to 30 seconds. His second use of fast refit reduces his refit time from 30 seconds to 15 seconds. Finally with the addition of the Sturdy Armor Ritual that had been previously cast on his suit of armor, his refit time is reduced from 15 seconds down to 10 seconds.

Required Components: 4  This Ritual requires 4 reagents as listed on the scroll

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 1 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE STURDY ARMOR Ritual.


Summon Elemental (Foundation)


Aspect: Celestial      Difficulty: 2      Catalyst Required: Yes      Target Type: Item [Armor]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Special      May Be Extended: No

This Ritual allows the user to summon one Foundation Elemental from its Plane. It allows limited control over a summoned elemental based upon the instructions given to the Elemental. Elementals covet specific reagents, and in exchange for reagents they will perform specific tasks for the Ritual Caster. Summoned Creatures may demand payment in Coin rather than Reagents and may impose other restrictions on the Summoning as well - such as the Summoner taking their place in their home Plane for the duration of the Summoning or inhabiting the Summoner's Body (having the Caster NPC the monster under Plot Control in both cases). Summoned Creatures may also demand any service in return at their discretion. Once an elemental has agreed upon a compensation for the task to be performed, it is bound to accept the payment in question and perform the task to the best of its ability. If the Ritual Caster cannot turn over the compensation required to complete their task, the elemental may attack the Ritual Caster or return to their Plane of origin. It is important to understand that lesser elementals aren't particularly good with complex tasks, and often their Overlord will speak through them to negotiate in their behalf. This Ritual will last an indefinite duration depending on the task desired. If the Ritual Caster expends more reagents and takes additional difficulty, more powerful and intelligent elementals will be summoned. The Elemental summoned is completely random, though if the true name of a specific Elemental is known and stated during the summoning they will feel the call and may choose to allow themselves to be summoned. The creature whose true name is spoken will know the identity of the Ritual Caster regardless of whether or not they choose to be summoned. The Elemental will stay on this Plane until killed, banished, or the Ritual Caster cannot compensate the elemental for the task they wish performed, whichever comes first. If the Elemental is treated poorly or is inherently destructive in nature, upon the expiration of the Summoning the Elemental may choose to attack the Ritual Caster. Summoning an Elemental Overlord is a very dangerous endeavor, and the Overlord may immediately destroy every being within reach as soon as it arrives. It is often a wise idea to have a massive compensation available to even speak with an Elemental Overlord, not to mention request it perform a task or allocate elementals to perform a task for the Ritual Caster. When Summoning a Foundation elemental the Ritual Caster may select one of the following Elemental types: Earth, Air, Flame, or Water. Reagent compensation requested by the Elemental: Fire - Pyrotis Water - Jetsam Air - Penna Earth - Heartstone


Out Of Game: Your local campaign Plot committee must be notified before the casting of this Ritual. Monster Desk must supply a stat card at each event. Statistics for a monster may change between events; the summoned creature must use the latest statistics regardless of when it was summoned. It can be a Chapter Policy (Plot subjected) how Summoned Creatures normally react. For example if a Chapter has a large NPC population the Summoned Creatures may only demand payment and go about their business. However in smaller Chapters it may be standard that the Caster must take the place of the Summoned Creature for the duration of the Summoning - or offer up someone else to do so - thus supplying an NPC to play their monster. However, Alliance Plot reserves the right to substitute a staff member or other NPC for part or all of the role-playing interaction with the summoned elemental. Alternatively, a chapter may require the replacement if the Caster does not pay at least X reagents or catalysts as part of the bribe for service as well - giving PCs an out if they are willing to take a big treasure hit to stay In Game a little longer. The NPC playing the elemental must abide by the personality requirements and directives given to them by the Ritual Marshal or member of their Campaign Plot Committee. Failure to do so may result in the termination of the role and the loss of the elemental. The Ritual Marshal or Plot committee member on the scene has the final say on the compensation demanded by the elemental in order to perform the task. If the task is 'Guard me and protect me from harm', the elemental may request additional compensation for up to a day of protection as an example. Time, Duration, Complexity, and game impact determine the amount of compensation requested from the Ritual Caster. Short simple tasks of a limited duration should have a very cheap compensation to the elemental. Whether or not the elemental could be destroyed performing the task has no impact on the compensation requested. Likewise simple tasks akin to 'guard this room' or 'let no one enter' could have a relatively cheap cost despite a long requested duration.

Required Components: 2  This ritual requires a catalyst and 2 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 1 hour Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON ELEMENTAL (FOUNDATION) <declare choices> Ritual


Summon Elemental (Magistarium)


Aspect: Earth/Necromantic      Difficulty: 5      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Special      May Be Extended: No

This Ritual allows the user to summon one Magistarium Elemental from its Plane. It allows limited control over a summoned elemental based upon the instructions given to the Elemental. Elementals covet specific reagents, and in exchange for reagents they will perform specific tasks for the Ritual Caster. Summoned Creatures may demand payment in Coin rather than Reagents and may impose other restrictions on the Summoning as well - such as the Summoner taking their place in their home Plane for the duration of the Summoning or inhabiting the Summoner's Body (having the Caster NPC the monster under Plot Control in both cases). Summoned Creatures may also demand any service in return at their discretion. Once an elemental has agreed upon a compensation for the task to be performed, it is bound to accept the payment in question and perform the task to the best of its ability. If the Ritual Caster cannot turn over the compensation required to complete their task, the elemental may attack the Ritual Caster or return to their Plane of origin. It is important to understand that lesser elementals aren't particularly good with complex tasks, and often their Overlord will speak through them to negotiate in their behalf. This Ritual will last an indefinite duration depending on the task desired. This is an Earth Aspect Ritual unless used to summon a Chaos Elemental, in which case it is a Necromantic Aspect Ritual. If the Ritual Caster expends more reagents and takes additional difficulty, more powerful and intelligent elementals will be summoned. The Elemental summoned is completely random, though if the true name of a specific Elemental is known and stated during the summoning they will feel the call and may choose to allow themselves to be summoned. The creature whose true name is spoken will know the identity of the Ritual Caster regardless of whether or not they choose to be summoned. The Elemental will stay on this Plane until killed, banished, or the Ritual Caster cannot compensate the elemental for the task they wish performed, whichever comes first. If the Elemental is treated poorly or is inherently destructive in nature, upon the expiration of the Summoning the Elemental may choose to attack the Ritual Caster. Summoning an Elemental Overlord is a very dangerous endeavor, and the Overlord may immediately destroy every being within reach as soon as it arrives. It is often a wise idea to have a massive compensation available to even speak with an Elemental Overlord, not to mention request it perform a task or allocate elementals to perform a task for the Ritual Caster. When Summoning a Magistarium elemental the Ritual Caster may select one of the following Elemental types: Chaos, Death, Life, or Order. Reagent compensation requested by the Elemental: Chaos - Cariosus Death - Nightshade Life - Ley Ore Order - Truesilver


Out Of Game: Your local campaign Plot committee must be notified before the casting of this Ritual. Monster Desk must supply a stat card at each event. Statistics for a monster may change between events; the summoned creature must use the latest statistics regardless of when it was summoned. It can be a Chapter Policy (Plot subjected) how Summoned Creatures normally react. For example if a Chapter has a large NPC population the Summoned Creatures may only demand payment and go about their business. However in smaller Chapters it may be standard that the Caster must take the place of the Summoned Creature for the duration of the Summoning - or offer up someone else to do so - thus supplying an NPC to play their monster. However, Alliance Plot reserves the right to substitute a staff member or other NPC for part or all of the role-playing interaction with the summoned elemental. Alternatively, a chapter may require the replacement if the Caster does not pay at least X reagents or catalysts as part of the bribe for service as well - giving PCs an out if they are willing to take a big treasure hit to stay In Game a little longer. The NPC playing the elemental must abide by the personality requirements and directives given to them by the Ritual Marshal or member of their Campaign Plot Committee. Failure to do so may result in the termination of the role and the loss of the elemental. The Ritual Marshal or Plot committee member on the scene has the final say on the compensation demanded by the elemental in order to perform the task. If the task is 'Guard me and protect me from harm', the elemental may request additional compensation for up to a day of protection as an example. Time, Duration, Complexity, and game impact determine the amount of compensation requested from the Ritual Caster. Short simple tasks of a limited duration should have a very cheap compensation to the elemental. Whether or not the elemental could be destroyed performing the task has no impact on the compensation requested. Likewise simple tasks akin to 'guard this room' or 'let no one enter' could have a relatively cheap cost despite a long requested duration.

Required Components: 2  This ritual requires a catalyst and 2 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 1 Hour Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON ELEMENTAL (MAGISTARIUM) <declare choices> Ritual


Summon Extra planar Creature


Aspect: Celestial      Difficulty: 5      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Five Days      May Be Extended: No

This Ritual allows the user to summon one Extraplanar Creature from its Plane. Be forewarned that this Ritual does not provide the Ritual Caster any control over the creature. Depending on the personality of the summoned creature, the Ritual Caster could be immediately attacked when the creature appears at the end of the Ritual. Extra Planar Creatures may perform specific tasks for the Ritual Caster in exchange for compensation. Compensation may include reagents or coin and may impose other Restrictions on the Summoning as well - such as the Summoner taking their place in their home Plane for the duration of the Summoning or inhabiting the Summoner's Body (having the Caster NPC the monster under Plot Control in both cases). Summoned Creatures may also demand any service in return at their discretion. If the Ritual Caster cannot turn over the compensation required to complete their task, the Creature may attack the Ritual Caster or return to their Plane of origin. This Ritual will last 5 days or until the creature completes its task or is killed. If the Ritual Caster expends more reagents and takes additional difficulty, more powerful and intelligent Creatures will be summoned. The Creature summoned is completely random, though if the true name of a specific Creature is known and stated during the summoning they will feel the call and may choose to allow themselves to be summoned. The creature whose true name is spoken will know the identity of the Ritual Caster regardless of whether or not they choose to be summoned.

Out Of Game: Local Plot teams have the ability to adjust the names of the creatures which show up on this difficulty chart to reflect the local varieties of monsters and the various power levels of these creatures which may exist between chapters. Your local campaign Plot committee must be notified before the casting of this Ritual. Monster Desk must supply a stat card at each event. Statistics for a monster may change between events; the summoned creature must use the latest statistics regardless of when it was summoned. It can be a Chapter Policy (Plot subjected) how Summoned Creatures normally react. For example if a Chapter has a large NPC population the Summoned Creatures may only demand payment and go about their business. However in smaller Chapters it may be standard that the Caster must take the place of the Summoned Creature for the duration of the Summoning - or offer up someone else to do so - thus supplying an NPC to play their monster. However, Alliance Plot reserves the right to substitute a staff member or other NPC for part or all of the role-playing interaction with the summoned Creature. Alternatively, a chapter may require the replacement if the Caster does not pay at least X reagents or catalysts as part of the bribe for service as well - giving PCs an out if they are willing to take a big treasure hit to stay In Game a little longer. The NPC playing the Creature must abide by the personality requirements and directives given to them by the Ritual Marshal or member of their Campaign Plot Committee. Failure to do so may result in the termination of the role and the loss of the Creature. The Ritual Marshal or Plot committee member on the scene has the final say on the compensation demanded by the Creature in order to perform the task. If the task is 'Guard me and protect me from harm', the Creature may request additional compensation for up to a day of protection as an example. Time, Duration, Complexity, and game impact determine the amount of compensation requested from the Ritual Caster. Short simple tasks of a limited duration should have a very cheap compensation to the Creature. Whether or not the Creature could be destroyed performing the task has no impact on the compensation requested. Likewise simple tasks akin to 'guard this room' or 'let no one enter' could have a relatively cheap cost despite a long requested duration.

Required Components: 3  This ritual requires a catalyst and 3 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 1 hour Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON EXTRA PLANAR CREATURE <CREATURE NAME> <declare choices> Ritual


Summon Extra planar Creature


Aspect: Celestial      Difficulty: 5      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Five Days      May Be Extended: No

This Ritual allows the Caster to summon one <creature> from Fortannis or Faerie. Be forewarned that this Ritual does not provide the Ritual Caster any control over the <creature>. Depending on the personality of the summoned creature, the Ritual Caster could be immediately attacked when the creature appears at the end of the Ritual. Magical Creatures may perform specific tasks for the Ritual Caster in exchange for compensation. Compensation may include reagents (Magical creatures typically desire Feyander as their reagent of choice.) or coin and may impose other Restrictions on the Summoning as well- such as the Summoner taking their place in their home Plane for the duration of the Summoning or inhabiting the Summoners Body (having the Caster NPC the monster under Plot Control in both cases). Summoned Creatures may also demand any service in return at their discretion. If the Ritual Caster cannot turn over the compensation required to complete their task, the Magical Creature may attack the Ritual Caster or return to their Plane of origin. This Ritual will last 5 days only or until the creature is kill or banished, whichever comes first. If the Ritual Caster expends more reagents and takes additional difficulty, more powerful magical creatures will be summoned. The <creature> summoned is completely random, though if the true name of a specific creature of the <creature> is known and stated during the summoning they will feel the call and may choose to allow themselves to be summoned. The creature whose true name is spoken will know the identity of the Ritual Caster regardless of whether or not they choose to be summoned.

Required Components: 3  This ritual requires a catalyst and 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 1 hour Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON MAGICAL CREATURE <CREATURE NAME> <declare choices> Ritual


Summon Magical Creature


Aspect: Earth      Difficulty: 5      Catalyst Required: Yes      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Special      May Be Extended: No

This Ritual allows the Caster to summon one Pantherghast from its Plane. Be forewarned that this Ritual does not provide the Ritual Caster any control over the Pantherghast, however they can loosely instruct the Pantherghast where to seek out the Target race for the first 60 seconds after the Ritual is complete. A Pantherghast will be genocidal against one race. At the completion of the Ritual the Ritual Caster must state the true name of the race they wish to Target for attack. Failure to do so will cause the Pantherghast to focus on the nearest living PC or NPC as determined by the Ritual Marshal as the race to be hunted. Pantherghasts seek the hunted race by visual sight and are vaguely drawn to large gatherings or concentrations of the race in question if none can be seen visually. The Ritual Caster incurs additional difficulty when attempting to summon more powerful Pantherghasts to do their bidding. This Ritual will last 5 days or until the Pantherghast is killed or banished, whichever comes first. Summoning a Panthergaunt is a very dangerous endeavor, for a Panthergaunt has an extremely keen intelligence and has the ability to summon additional Pantherghasts to do its bidding. A Panthergaunt will attune itself to the Ritual Caster's race, believing that it is the one and true race. The Panthergaunt will then embark on a mission to destroy ALL races other then that of the Ritual Caster, attuning its summoned Pantherghast servants as necessary to carry out its mission. A Panthergaunt will not rest until its goal is carried out or it is destroyed.

Out Of Game: Your local campaign Plot committee must be notified before the casting of this Ritual. Monster Desk must supply a stat card at each event. Statistics for a monster may change between events; the summoned creature must use the latest statistics regardless of when it was summoned. It can be a Chapter Policy (Plot subjected) how Summoned Creatures normally react. For example if a Chapter has a large NPC population the Summoned Creatures may only demand payment and go about their business. However in smaller Chapters it may be standard that the Caster must take the place of the Summoned Creature for the duration of the Summoning - or offer up someone else to do so - thus supplying an NPC to play their monster. However, Alliance Plot reserves the right to substitute a staff member or other NPC for part or all of the role-playing interaction with the summoned Pantherghast. The NPC playing the Creature must abide by the personality requirements and directives given to them by the Ritual Marshal or member of their Campaign Plot Committee. Failure to do so may result in the termination of the role and the loss of the Creature.

Required Components: 3  This ritual requires a catalyst and 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Summon Undead (Corporeal)


Aspect: Necromantic      Difficulty: 3      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Five Days      May Be Extended: No

This Ritual summons one or more Corporeal Undead. This Ritual also allows the Caster to control the Corporeal Undead summoned; note that the Undead summoned by this Ritual will last until destroyed but the Caster's control lasts only 5 days. The number of Undead summoned varies by levels of Formal Casting skill according to the Undead being summoned. The Ritual Caster must remain with them at all times, unless a specific order is issued. Once this simple order is issued, the Undead will attempt to carry out the order. The Ritual Caster is the only one (short of Battle Magic) who may order and control the Undead; the Ritual Caster may not issue an order such as Obey all of his/her commands to you. Summoned Corporeal Undead may only follow simple commands with one objective; these commands may not involve decision-making and may not be longer than 20 words. Examples of acceptable commands are: Kill him, defend me, hold him, pick the sword up, or attack her. Examples of unacceptable commands are: follow his orders, if <x> happen do <y>, kill any thing you see if <z>. Whether a command is acceptable or not is left to the discretion of the local Plot or rules committee. The specific type of Undead summoned is equal to the difficulty the Ritual Caster is willing to undertake.

Out Of Game: Your local campaign Plot committee must be notified before the casting of this Ritual. Monster Desk must supply a stat card at each event. Statistics for a monster may change between events; the summoned Undead must use the latest statistics regardless of when it was summoned. In some cases the Caster must offer up someone else to take the place of the summoned Undead for the duration of the Summoning - thus supplying an NPC to play their monster(s). However, Alliance Plot reserves the right to substitute a staff member or other NPC for part or all of the interaction with the summoned Undead. The NPC playing the Undead must abide by the personality requirements and directives given to them by the Ritual Marshal or member of their Campaign Plot Committee. Failure to do so may result in the termination of the role and the loss of the Undead.

Required Components: 3  This ritual requires 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 1 hour Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON UNDEAD (CORPOREAL) <declare choices> Ritual


Summon Undead (Skeletal)


Aspect: Necromantic      Difficulty: 3      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Five Days      May Be Extended: No

This Ritual summons one or more Skeletal Undead. This Ritual also allows the Caster to control the Skeletal Undead summoned; note that the Undead summoned by this Ritual will last until destroyed but the Caster's control lasts only 5 days. The number of Undead summoned varies by levels of Formal Casting skill according to the Undead being summoned. The Ritual Caster must remain with them at all times, unless a specific order is issued. Once this simple order is issued, the Undead will attempt to carry out the order. The Ritual Caster is the only one (short of Battle Magic) who may order and control the Undead; the Ritual Caster may not issue an order such as Obey all of his/her commands to you. Summoned Skeletal Undead may only follow simple commands with one objective; these commands may not involve decision-making and may not be longer than 20 words. Examples of acceptable commands are: Kill him, defend me, hold him, pick the sword up, or attack her. Examples of unacceptable commands are: follow his orders, if <x> happen do <y>, kill any thing you see if <z>. Whether a command is acceptable or not is left to the discretion of the local Plot or rules committee. The specific type of Undead summoned is equal to the difficulty the Ritual Caster is willing to undertake.

Out Of Game: Your local campaign Plot committee must be notified before the casting of this Ritual. Monster Desk must supply a stat card at each event. Statistics for a monster may change between events; the summoned Undead must use the latest statistics regardless of when it was summoned. In some cases the Caster must offer up someone else to take the place of the summoned Undead for the duration of the Summoning - thus supplying an NPC to play their monster(s). However, Alliance Plot reserves the right to substitute a staff member or other NPC for part or all of the interaction with the summoned Undead. The NPC playing the Undead must abide by the personality requirements and directives given to them by the Ritual Marshal or member of their Campaign Plot Committee. Failure to do so may result in the termination of the role and the loss of the Undead.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 1 hour Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON UNDEAD (SKELETAL) <declare choices> Ritual


Summon Undead (Spectral)


Aspect: Necromantic      Difficulty: 3      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Summoning
Casting Time: 10 Minutes      Duration: Five Days      May Be Extended: No

This Ritual summons one or more Spectral Undead. This Ritual also allows the Caster to control the Spectral Undead summoned; note that the Undead summoned by this Ritual will last until destroyed but the Caster's control lasts only 5 days. The number of Undead summoned varies by levels of Formal Casting skill according to the Undead being summoned. The Ritual Caster must remain with them at all times, unless a specific order is issued. Once this simple order is issued, the Undead will attempt to carry out the order. The Ritual Caster is the only one (short of Battle Magic) who may order and control the Undead; the Ritual Caster may not issue an order such as Obey all of his/her commands to you. Summoned Spectral Undead may only follow simple commands with one objective; these commands may not involve decision-making and may not be longer than 20 words. Examples of acceptable commands are: Kill him, defend me, hold him, pick the sword up, or attack her. Examples of unacceptable commands are: follow his orders, if <x> happen do <y>, kill any thing you see if <z>. Whether a command is acceptable or not is left to the discretion of the local Plot or rules committee. The specific type of Undead summoned is equal to the difficulty the Ritual Caster is willing to undertake.

Out Of Game: Your local campaign Plot committee must be notified before the casting of this Ritual. Monster Desk must supply a stat card at each event. Statistics for a monster may change between events; the summoned Undead must use the latest statistics regardless of when it was summoned. In some cases the Caster must offer up someone else to take the place of the summoned Undead for the duration of the Summoning - thus supplying an NPC to play their monster(s). However, Alliance Plot reserves the right to substitute a staff member or other NPC for part or all of the interaction with the summoned Undead. The NPC playing the Undead must abide by the personality requirements and directives given to them by the Ritual Marshal or member of their Campaign Plot Committee. Failure to do so may result in the termination of the role and the loss of the Undead.

Required Components: 3  This ritual requires a minimum of 3 reagents to cast. Any additional reagents required by the ritual should be of the same types as listed on the ritual scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 1 hour Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON UNDEAD (SPECTRAL) <declare choices> Ritual


Transfer Enchantment


Aspect: General      Difficulty: 10      Catalyst Required: Yes      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual will transfer all Formal magic of the same Aspect as the Ritual Caster from one item or person to another item or person respectively. The items or persons being Targeted for the Transfer Magic must be in the Circle of Power during the entire casting of the Ritual. The Ritual Caster must also touch the two items or persons during the entire casting of the Ritual. Both the item or person to be transferred from and the item or person to be transferred to are considered Targets of this Ritual. If the Transfer Magic Ritual is cast upon a person it will transfer all Rituals on the body and the Spirit. If a Spirit with a Spirit Link of the same aspect as this Ritual is Targeted, the Link will transfer to the new Spirit which is Targeted. If an item with such a Spirit Link is Targeted, the Link will transfer to the new item which is Targeted. A single Transfer Enchantment cannot transfer a Spirit Link to both a new Spirit and a new item. Transferring Rituals to an item or person that has had an Extension Ritual cast upon it previously does not apply the Extension Ritual to the Transferred Rituals. Transferring an Extension Ritual does not apply the Extension Ritual to any Rituals on the item or person the Extension Ritual is being transferred to. Transferring a Ritual to a receptacle that cannot take the Ritual causes it to be destroyed and lost irrevocably. For example, Warder Glyph may only be cast on a Location; attempting to Transfer it to a Ring would cause the Ritual to be destroyed. The Rituals Controlled Spirit Store, Curse of Undeath and Regeneration may never be the Target of this Ritual. A Spirit Locked item may not be transferred from a Spirit to another Spirit, and any attempt to do so will automatically fail.

Required Components: 5  This ritual requires a catalyst and 5 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Transform to < Greater Undead Corporeal>


Aspect: Necromantic      Difficulty: 7      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 30 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual transforms a person, if that person has a Spirit, into a <insert type> one of the variety of <Greater Undead Corporeal> in existence. The Undead is recognizable as the living being it had been. The Undead created will have all the physical abilities typical to <type> and will have the skills of the person this Ritual was cast upon. This Ritual does not give the Caster any control over the Target of the Ritual or over any of the Undead that are currently under the control of the Target of the Ritual at the time of casting. If the Curse of Undeath Ritual preceded the casting of this Ritual immediately within the same batch of Rituals, then the Spirit will resurrect at the Spirit bottle as a <insert type>. If a Gift of Life is later cast on the Spirit bottle, which has an active Curse of Undeath, it negates the Curse of Undeath. If a Curse of Undeath Ritual did not precede the casting of this Ritual, a Destroy Magic (Earth) upon the Spirit will cause a death to the Spirit causing it to seek resurrection and it will resurrect as the race it was prior to the casting of the transform to Greater Undead Corporeal as <Greater Undead Corporeal> is not considered a race. If the Undead body is killed the person's Spirit will be weakened and they must seek resurrection; they will resurrect as the race it was prior to the casting of the transform to <Greater Undead Corporeal>. Without a Curse of Undeath, a Gift of Life Ritual upon the Spirit will revert the person to their race prior to the casting of the Transform to <Greater Undead Corporeal> without the Spirit suffering a death. When the Ritual expires either at the end of its duration or at the expiration of a Curse of Undeath, the Spirit will suffer a death and must seek resurrection as the race prior to the casting of the Transform to <Greater Undead Corporeal>.


Out Of Game: Be forewarned that the casting of this Ritual upon a character will cause that character to become Plot controlled for the duration of this Ritual. Transforming your Character into an Undead creature is illegal In Game for all Alliance Chapters. Please be aware of the information regarding this in the Alliance Rule Book. Transforming your character into an Undead will result in an In Game action being taken by your local Plot Team. It is advised that the PC wishing to use this Ritual discuss the matter with staff by bringing it to the attention of the chapter prior to the event it is cast at. Monster Desk must supply a stat card at each event, if the stats of the Undead change, the new card must be used regardless of the stats when originally created.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Transform to < Greater Undead Skeletal>


Aspect: Necromantic      Difficulty: 7      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 30 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual transforms a person, if that person has a Spirit, into a <insert type> one of the variety of <Greater Undead Skeletal> in existence. The Undead is recognizable as the living being it had been. The Undead created will have all the physical abilities typical to <type> and will have the skills of the person this Ritual was cast upon. This Ritual does not give the Caster any control over the Target of the Ritual or over any of the Undead that are currently under the control of the Target of the Ritual at the time of casting. If the Curse of Undeath Ritual preceded the casting of this Ritual immediately within the same batch of Rituals, then the Spirit will resurrect at the Spirit bottle as a <insert type>. If a Gift of Life is later cast on the Spirit bottle, which has an active Curse of Undeath, it negates the Curse of Undeath. If a Curse of Undeath Ritual did not precede the casting of this Ritual, a Destroy Magic (Earth) upon the Spirit will cause a death to the Spirit causing it to seek resurrection and it will resurrect as the race it was prior to the casting of the transform to Greater Undead Skeletal as <Greater Undead Skeletal> is not considered a race. If the Undead body is killed the person's Spirit will be weakened and they must seek resurrection; they will resurrect as the race it was prior to the casting of the transform to <Greater Undead Skeletal>. Without a Curse of Undeath, a Gift of Life Ritual upon the Spirit will revert the person to their race prior to the casting of the Transform to <Greater Undead Skeletal> without the Spirit suffering a death. When the Ritual expires either at the end of its duration or at the expiration of a Curse of Undeath, the Spirit will suffer a death and must seek resurrection as the race prior to the casting of the Transform to <Greater Undead Skeletal>.


Out Of Game: Be forewarned that the casting of this Ritual upon a character will cause that character to become Plot controlled for the duration of this Ritual. Transforming your Character into an Undead creature is illegal In Game for all Alliance Chapters. Please be aware of the information regarding this in the Alliance Rule Book. Transforming your character into an Undead will result in an In Game action being taken by your local Plot Team. It is advised that the PC wishing to use this Ritual discuss the matter with staff by bringing it to the attention of the chapter prior to the event it is cast at. Monster Desk must supply a stat card at each event, if the stats of the Undead change, the new card must be used regardless of the stats when originally created.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Transform to < Greater Undead Spectral>


Aspect: Necromantic      Difficulty: 7      Catalyst Required: Yes      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Manipulation
Casting Time: 30 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual transforms a person, if that person has a Spirit, into a <insert type> one of the variety of <Greater Undead Spectral> in existence. The Undead is recognizable as the living being it had been. The Undead created will have all the physical abilities typical to <type> and will have the skills of the person this Ritual was cast upon. This Ritual does not give the Caster any control over the Target of the Ritual or over any of the Undead that are currently under the control of the Target of the Ritual at the time of casting. If the Curse of Undeath Ritual preceded the casting of this Ritual immediately within the same batch of Rituals, then the Spirit will resurrect at the Spirit bottle as a <insert type>. If a Gift of Life is later cast on the Spirit bottle, which has an active Curse of Undeath, it negates the Curse of Undeath. If a Curse of Undeath Ritual did not precede the casting of this Ritual, a Destroy Magic (Earth) upon the Spirit will cause a death to the Spirit causing it to seek resurrection and it will resurrect as the race it was prior to the casting of the transform to Greater Undead Spectral as <Greater Undead Spectral> is not considered a race. If the Undead body is killed the person's Spirit will be weakened and they must seek resurrection; they will resurrect as the race it was prior to the casting of the transform to <Greater Undead Spectral>. Without a Curse of Undeath, a Gift of Life Ritual upon the Spirit will revert the person to their race prior to the casting of the Transform to <Greater Undead Spectral> without the Spirit suffering a death. When the Ritual expires either at the end of its duration or at the expiration of a Curse of Undeath, the Spirit will suffer a death and must seek resurrection as the race prior to the casting of the Transform to <Greater Undead Spectral>. Note: Certain Undead types require the prerequisite Ritual to be cast before a greater form of Undead is attempted. If the additional Ritual is cast and the prior form possesses the Curse of Undeath upon them as well, the Curse of Undead continues onto the new Transform Ritual.

Out Of Game: Be forewarned that the casting of this Ritual upon a character will cause that character to become Plot controlled for the duration of this Ritual. Transforming your Character into an Undead creature is illegal In Game for all Alliance Chapters. Please be aware of the information regarding this in the Alliance Rule Book. Transforming your character into an Undead will result in an In Game action being taken by your local Plot Team. It is advised that the PC wishing to use this Ritual discuss the matter with staff by bringing it to the attention of the chapter prior to the event it is cast at. Monster Desk must supply a stat card at each event, if the stats of the Undead change, the new card must be used regardless of the stats when originally created.

Required Components: 4  This ritual requires a catalyst and 4 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Trap Avoidance


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Spirit / Body / Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Once per Logistics period per charge of this Ritual a character may expend a use of the Dodge skill to avoid the effects of an Area Trap. Trap Avoidance must be called when this Ritual is triggered. The use of the Ritual does not protect a character against Voice delivery or any other area of effect attacks or abilities.
For Example: Gebous is investigating a farmhouse and accidentally sets off an Explosive Trap. Not wanting all of his valuables destroyed, and knowing he has a Trap Avoidance Ritual on him, he announces Trap Avoidance and expends a charge of Trap Avoidance as well as a Dodge.

Required Components: 2  This Ritual requires 2 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. 3:2 Reagent, one charge per day. 6:4 Reagents, two charges per day. 9:6 Reagents, three charges per day.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 1 Durarion: 5 Days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE TRAP AVOIDANCE Ritual.


Universal Speech


Aspect: General      Difficulty: 3      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: One Hour      May Be Extended: No

Universal Speech allows the Ritual Caster to enchant the Circle of Power the Ritual is cast in so that any creature within the Circle of Power during the Ritual's Duration may communicate with each other as if they spoke the same language. Individuals within the Circle during the effects of Universal Speech continue speaking any known language that they possess and hear any other language translated into their native language. It is clear to all individuals, however, that others are not speaking their native language. This Ritual translates all form of Speech within it including private or secret languages. It grants no one in the circle, however, the ability to at a later date translate or understand these languages without further Ritual magic. Languages so translated may include anything from verbal to gestural to even smells or more obscure forms of communication. What is and is not considered a language is determined by the local Plot committee. The ability for individuals to hold coherent discussions is determined by the intelligence of the creature in question. Only creatures of Animal intelligence or higher may benefit from the casting of this Ritual. Once the duration is up, a Destroy Magic is cast on it, or if the Circle of Power is destroyed, the effect ends. Once the Ritual is cast it takes effect on anyone within the Circle and anyone who subsequently enters the Circle of Power (by whatever means). Creatures outside of the Circle of Power are unable to understand the languages spoken within unless they actually speak those languages.

Required Components: 1  This Ritual requires 1 Reagent as listed on the Scroll

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Vengeance


Aspect: Celestial      Difficulty: 6      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: Until Used/or 3 years      May Be Extended: No

This Ritual causes a retributive strike of pure magical damage to anyone who inflicts a Killing Blow against the Target. This damage is 10 points per level of Ritual magic possessed by the Caster and is not avoidable in any manner. The Target cannot choose not to use their Vengeance and a Killing Blow does not need to be effective (Target is immune to the weapon used, already dead, etc) for the Vengeance to be triggered. To use this Ritual, the Target states <Number> Vengeance when affected by a Killing Blow. This Ritual has a number of charges equal to half the number of levels of Ritual magic possessed by the Caster rounded down.


Out Of Game: Game effects that duplicate a killing blow (Doom spell, Engulf, etc) do not trigger a Vengeance.

Required Components: 4  This ritual requires 4 reagents as listed on the scroll.

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE VENGEANCE <declare choices> Ritual


Vision


Aspect: Celestial      Difficulty: 3      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Divination
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual allows one person, if that person has a Spirit, to have a prophetic or fact-revealing vision of a general nature on a topic designated at the time of the casting. Be forewarned that the contents of the Vision will never reveal specific information and may even fail to reveal anything. The Target can either be the Ritual Caster or someone of the Ritual Casters choice who is present in the Circle of Power during the entire Ritual casting. At the end of the Ritual the person will go into a trance during which the Vision will take place. During this trance they are unable to use any In Game skills or interact with those around them in any way. Any action taken against the person may, at the person's option, break the trance interrupting the vision. The quality of the vision is often aided if the Ritual Caster, the person on whom the Ritual is cast, or both are skilled at Astrology, Fortune Telling, or some other related skill.


Out Of Game: The information revealed by this Ritual is completely up to the Plot committee. This Ritual is meant for use in situations between PCs and NPCs and Plot generated scenarios. It will not be allowed to Target one group of PCs by another group of PCs. In such cases no vision will be received regardless of the success of the Ritual. Plot should be notified in advance of the casting of this Ritual so a proper vision may be supplied. Plot may take into account Mental Abilities or any related craftsman skill if possessed by the Ritual Caster or the person on whom the Ritual is cast.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Warder Glyph


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Item [Any]
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 Minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

This Ritual creates a visibly marked Warder Glyph over or on a doorway. The marking must be at least 6 by 6 and cannot be covered by any means. At the time of casting the Ritual Caster creates a unique symbol and provides a command phrase having from one to twelve syllables. Any person who passes through the doorway must state the command phrase as the last spoken phrase before breaking the Plane of the doorway. This phrase must be spoken two seconds or less before breaking the Plane. If not, the Glyph will strike the person with a spell or game effect determined by the Caster at the time this Ritual is cast. Some creatures may be immune to specific Warder Glyphs. Reflect Spell, Spell Shield, Racial Resists, Resist Spell, or other appropriate defenses can negate the effect of any matching Warder Glyph except Vengeance. The effect of a Warder Glyph may not be Dodged or Phased. The Glyph instantaneously resets for each breaking of the Plane throughout the duration of this Ritual. This means that the Warder Glyph will effect multiple persons breaking the Plane at the same time. There is no change in the Glyph mark when the command word is spoken or at any other time. Casting Dispel on the Glyph Symbol will allow the spell Caster to step through the Plane of the doorway without activating. A single Dispel will allow only a single Target to step through the Warder Glyph. At the time this Ritual is cast the Primary Caster must cast or activate into the Glyph an appropriate spell of the same Aspect used to cast the Warder Glyph Ritual. Spells of the following effect groups can be stored in a Warder Glyph: Binding, Command, Curse, Necromancy, or Evocation. Any spell can be cast at a higher difficulty for the Arcane Delivery option below however only Evocation spells can be cast with the Elemental Delivery option. When casting this Ritual at appropriate difficulty for an Arcane or Elemental delivery the Caster must choose one of those two (subject to the rules above) and it is thereafter unchangeable. Healing Vengeance or Chaos Vengeance is unavoidable damage of the specific carrier type. If a creature is not affected by Healing or Chaos then this effect will cause them no damage. Vengeance damage from this Glyph is unaffected by vulnerabilities or resistances which might otherwise double or halve it.


Out Of Game When a Warder Glyph is cast upon a portal, a Physical Representation MUST be placed on each side of the door somewhere along the doorsill. Typically a Warder Glyph's representation is placed above the doorway at the center of the Archway. The representation of the Warder Glyph must be clearly visible and no smaller then 6x6. Failure to place these representations on the Door before the end of the Ritual causes the Ritual to fail. A cast Warder Glyph on a portal should have a posted Marshal Note, based upon Local Campaign Guidelines. For effects that require line of sight, the Glyph representation is treated as the Caster. Just like a Carrier Attack, a Warder Glyph will never restore Body Points or remove negative effects under any means.

Required Components: 3  This ritual requires a minimum of 3 reagents to cast. Any additional reagents required by the ritual should be of the same types as listed on the ritual scroll. 2:3 Reagents, Spell level 1-3, Spell Delivery, 5:4 Reagents, Spell level 4-6, Spell Delivery, 8:5 Reagents, Spell level 7-9, Spell Delivery, 12:5 Reagents, Caster is Earth Aspect - Earth/Chaos type Vengeance (10 pts per Earth Formal Levels of the Caster), 12:5 Reagents, Caster is Celestial Aspect - Vengeance (10 pts per Celestial Formal Levels of the Caster), 14:6 Reagents, Spell level 1-3, Arcane or Elemental Delivery, 16:7 Reagents, Spell level 4-6, Arcane or Elemental Delivery, 18:8 Reagents, Spell level 7-9, Arcane or Elemental Delivery

Spellcrafting: This ritual may be spellcrafted. In order to spellcraft this ritual you must report to logistics and bring the appropriate number of reagents from among those listed on this scroll. Difficulty: 2 - The following Warder Glyphs cannot be Spellcrafted: Web, Doom, and Vengeance. Only Spell Delivery may be spellcrafted. Reagent Cost: 2 Durarion: 5 days Incant: I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE WARDER GLYPH <SPECIFIC NAME> <declare choices> Ritual


Whispering Wind


Aspect: General      Difficulty: 2      Catalyst Required: No      Target Type: Spirit
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Divination
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

This Ritual causes a message to be delivered on the wind to anyone specified by the Caster as long as they meet the following conditions: that person has a Spirit, the Caster has met them, they are not permanently dead, and they are presently on the same Plane of existence. The wind will carry the message to the recipient where only she will be able to hear it. The recipient may choose to ignore any Whispering Wind that comes to her. The recipient will be aware of the identity of the message sender. For purposes of failure and backlash, the Target of this Ritual is considered to be the Caster. The time for the message to be delivered varies, although it is immediately sent upon completion of the Ritual. The message is limited to 30 words plus one word per level of Ritual magic possessed by the Caster. The Caster may cast Whispering Wind at an increased power by altering the difficulty and reagent cost. The following effects can be added during a Casting but all costs add to the base Difficulty and Reagent Cost. +2 DC and +1 reagent per extra target (must use the target with the greatest base DC to calculate total costs.) Additional Messages are subject to the same delivery limitations as the primary message (as long as it takes the Marshal to find the subject and may fail if the subject cannot be located). +5 DC and +3 reagents to hide the identity of the message sender. +1 reagents for every 10 words added to the base allowed.


Out Of Game: The Ritual Marshal is responsible for delivering the message or finding an NPC to deliver the message. The message takes as long to deliver as it takes for the Ritual Marshal or the designated NPC to find the recipient. If the recipient is not on site the message delivery will obviously be delayed. The time allowed for delivery of the message is usually 2 hours or the Ritual will fail. This time limit is extendable by the Plot committee. This Ritual may not be used for communication between chapters without prior agreement between the staff/Plot committees of both chapters.

Required Components: 3  This ritual requires 3 reagents as listed on the scroll.

Spellcrafting: This Ritual MAY NOT be Spellcrafted


Workplace of Convenience


Aspect: General      Difficulty: 5      Catalyst Required: No      Target Type: Location
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Enchantment
Casting Time: 5 minutes      Duration: 20 Logistics Periods      May Be Extended: Yes

Workplace of Convenience enchants a Production skill workshop (Forge, Laboratory, etc) and provides a number of potential benefits. The initial benefit is chosen from the following list and any number of additional benefits (including ones already chosen, where noted) may be chosen for a cumulative 5 additional difficulty and 3 additional regents. Benefit Options: Portable- the Workplace may be used in any in-game location in the chapter the Ritual is cast. Mist-Touched- the Workplace may transfer between chapters based on its transferability; note that this does not grant the 'Portable' option within the primary chapter. A chapter always reserves the right to decline a magic item. Additional User- an additional user may benefit from the Workplace per logistics period (may be chosen up to 3 times) Additional Skill- the Workplace functions as a production skill workshop for an additional production skill chosen at Ritual casting (may be chosen up to 4 times) Cannibal- User may pay the coin cost of any production created by the Workplace with the following instead of coin: any production at cost, Reagent: 50 coppers, Ritual Scroll: 200 coppers, Catalyst 500 coppers. Change will not be given, but the cost may be spread among multiple batches. LCO Reagents, Scrolls, and Catalysts may not be used to fuel Cannibal

Required Components: 3  This Ritual requires 3 reagents as listed on the scroll. Any additional reagents required by the ritual should be the same as listed on the scroll. Add 5 DC and 3 Reagents per level. Each level grants 1(one) additional ability. DC: 5,10,15,20,25,30,35,40,45,50 Reagents: 3,6,9,12,15,18,21,24,27,30

Spellcrafting: This Ritual MAY NOT be Spellcrafted


  • Published
    Feb 2, 2015
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