Alliance Rituals

Alliance Larp Rituals

Arcane Armor


Aspect: General      Difficulty: 3      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit or Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a spirit or on an item. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual allows the Formal Caster to construct a powerful barrier of protection similar to a suit of armor upon the spirit of an individual or upon an item. If cast upon an item, the bearer of that item gains the benefits of the Arcane Armor. The arcane armor grants protection based upon the number of components used and the Difficulty Rating attempted by the caster. Whether cast upon a spirit or an item, the arcane armor 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 formal magic level they possess. Arcane Armor cannot be utilized at a lower level of efficiency. For example: a scholar creates an Arcane Armor 30, but unless they possess a significant amount of Wear Extra Armor skills and/or Formal Magic levels, they may not utilize this item.

Arcane Armor grants Armor Points as per normal suits of armor as defined in the Alliance Rulebook. Refitting Arcane Armor DOES NOT require the blacksmith skill. To refit Arcane Armor, the individual must kneel for one minute and concentrate. They may not utilize game skills while refitting and if interrupted must restart their minute of concentration. The recipient of an Arcane Armor ritual does not need to wear a physical representation of the protection the ritual bestows. If cast upon the spirit, the ritual continues to exist on the possessor’s spirit for the duration of the ritual even after resurrection.

Arcane armor provides waylay protection as if the wearer were wearing armor on their head. The amount varies by the difficulty level of the casting of the ritual. 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 Armor Protection Level Four and create an 18 point Arcane Armor. Please note, if higher waylay protection is desired, the ritual may be cast at armor protection level 5 with waylay protection 3 and the caster may choose to create any size suit of 25 and under. This allows for classes that may not wear 25 points of armor to gain additional waylay protection.

Base Difficulty, Difficulty Rating 3, 3 Reagents, Armor Protection Level 1: up to 5 Points, 1 Point Waylay Protection
+2 Difficulty, Difficulty Rating 5, 4 Reagents, Armor Protection Level 2: up to 10 Points, 1 Point Waylay Protection
+4 Difficulty, Difficulty Rating 7, 5 Reagents, Armor Protection Level 3: up to 15 Points, 2 Points Waylay Protection
+8 Difficulty, Difficulty Rating 11, 7 Reagents, Armor Protection Level 4: up to 20 Points, 2 Points Waylay Protection
+16 Difficulty, Difficulty Rating 19, 15 Reagents, Armor Protection Level 5: up to 25 Points, 3 Points Waylay Protection
+22 Difficulty, Difficulty Rating 25, 21 Reagents, Armor Protection Level 6: up to 30 Points, 3 Points Waylay Protection

The maximum value that Arcane Armor can possess is 30 points of armor protection. Arcane Armor cannot be combined with normal armor of any type. The recipient of an arcane armor MAY 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. The possesser must kneel and take one minute of concentration in order for the ritual to be considered active.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1 (+1 for each 5 point armor value above 5)
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 (+1 for each 5 point armor value above 5)
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? Yes (this ritual may be spellcrafted up to a maximum of 20 points of armor)
Valid target: Spirit or Item

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE ARCANE ARMOR <declare choices> RITUAL.


Audible Projection


Aspect: General      Difficulty: 2      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Location or Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a doorway or on an item. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

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 damage aura 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: Sarr, 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.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagent
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Doorway or Item

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE AUDIBLE PROJECTION RITUAL. <declare choices>


Bane


Aspect: General      Difficulty: 6      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Body or Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a body or item. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This ritual provides protection against all attacks of a specific Effect or Effect Group. The Bane can be cast upon an item or a person, if that person has a spirit. If the Bane ritual is cast upon a person it affects the body only. The Bane 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 Bane will immediately expire, even if the ritual has been extended by ritual means. This Ritual may be extended. The base duration of this Ritual is 1 year.

The Bane is usable once per day at the choice of the possessor of the item into which it was cast or the person on which it was cast. The Bane may be used prior to the loss of a Spell Shield, Reflect Magic, Poison Shield, Elemental Shield or Magic Armor if the possessor so chooses. The Bane will reflect the specific effect from among those in its Effect group back upon the attacker as if it were an effect encountering a Reflect Magic or Riposte. Effects from the chosen Effect Group are Baneable from any delivery type. Any effect associated with a Bane is immediately returned against the attacker as the original delivery type. For example a Bane Binding will reflect a Pin spell back against the original caster as a spell. A bane necromancy will reflect the carrier attack "10 Drain" back upon the attacker as a weapon attack.

A Bane may be specifically attuned to any of the following Effects or Effect groups:
ALTERATION BINDING COMMAND CURSE ELDRITCH FORCE EVOCATION FLAME GIFT HEALING ICE LIGHTNING GREATER COMMAND NECROMANCY STONE REMOVE CURSE SUMMONED FORCE PROTECTIVE/ENHANCEMENT
When the ritual is successfully completed the ritual caster must select the specific Effect or Effect Group that the Bane ritual is attuned to such as Bane Binding, Bane Gift, Bane Necromancy or Bane Flame. When struck with an Effect from the Effect Group of the Bane, the possessor must state "Bane" within two seconds in order to utilize the bane.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Body or Item

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE BANE <declare choices> RITUAL.


Banish to < Other Plane>


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

The ritual caster must spend 30 minutes in the casting of this ritual. This ritual may only be cast on a spirit. This ritual is permanent or until the target resurrects. This is a Celestial Aspect ritual.

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. The target must also be prevented from attacking the ritual caster during the entire duration of the ritual lest the ritual automatically Backlash. The caster must declare the target of the ritual and the Plane of Banishment immediately 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 for a period of one year or until a Destroy Magic of the Celestial Aspect is cast upon them. A Planar Gate may not be utilized by the banished individual to leave the Plane of Banishment for a period of one year or until a Destroy Magic of the Celestial Aspect 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. All possessions on the targeted individual(s) are banished with the spirit. Casting 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 place the first Banish Ritual took place.

This ritual guarantees the basic ability to survive on a hostile plane for 5 days, this means that the banished can breathe and perform necessary functions for continued existence while on the Plane of Banishment. For example, the banished would be able to breathe even though on the plane of water or would not be burned to death by the flame that makes up the basis of the elemental plane of fire. This does not give any immunity to attacks based on the same principle. In the above example on the elemental plane of fire, even though the banished is not consumed in the inferno, they would be damaged by elemental flame attacks. 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 Earth, Elemental Life, Elemental Death, Elemental Order, Elemental Chaos. Additional Planes may be available at the discretion of the local Plot Committee.

OOG:
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.


Blissful Rest


Aspect: General      Difficulty: 1      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Location
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

Blissful Rest allows a Caster to enchant a physical structure 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 Gypsy Curse or Racial Role Play restrictions such as some Races 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" should be placed on the Portals to the Building to allow those who enter to know a BR 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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal
Casting Time: 5 Minutes      Duration: 28 Days      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last 28 days and cannot be extended in any way. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. A Boost Duration will only affect Rituals of the same Aspect and an item cannot have more than one active Boost Duration on it at any given time.

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. If Boost Duration is cast upon a body, the Boost Duration ritual remains on the body only. The Boost Duration 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 Boost Duration will vanish. During the 28 day duration, Boost Duration items are indestructible by normal means, including but not limited to battle magic spells and massive mechanical actions.

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, only to extend the time you have to add Rituals or add an Extend ritual to an existing ritual batch. You cannot cast Boost Duration on 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 (for example those having a 1 year duration will still last 1 year from their casting if an extender was not cast during the 28 day duration of the Boost Duration Ritual).

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
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast onan item. This is a Celestial Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

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) and attempting to Bind more than 1 Shard to an Item causes the existing Shard to dissipate as if Destroy Magic had been cast and 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.

OOG:
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
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Location
Casting Time: 10 Minutes      Duration: Special      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This is a Earth Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended.

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 1 mile radius for every 5 Formal Levels the Caster possesses. Bountiful Harvests' 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 field is 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. Plot 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.

The reverse of this Ritual, Blighted Crop, causes crops to sicken and wither within the radius of 1 mile for every 5 Formal Levels extending from the Circle of Powe 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 touches the ground. 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 Spell


Aspect: General      Difficulty: 4      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical (Weapon)
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a weapon. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual allows the ritual caster to place one battle magic spell into a weapon. The difficulty and reagent cost of the Channel Ritual is determined by the level of the spell being placed in the weapon. That spell’s effect will then be deliverable through the weapon as a spellstrike, without the need for an incantation or thrown magical aura. The spellstrike must be performed by a valid weapon blow of the weapon as defined by the current version of the Alliance Rules. For bows and crossbows a spellstrike must be delivered by an arrow or bolt packet (as appropriate to the weapon). A spellstrike cannot be delivered through a non-striking surface area (such as the haft of a blunt weapon).

The spell must be cast into the item at the time of ritual casting. It may be cast from memory, from a scroll or from an activatable magic item. The Aspect of the ritual caster will determine the Aspect of this ritual. The Battle magic spell placed within the Channel Spell ritual must be the
same Aspect as that of the ritual caster. A Spellstrike may not be accepted through a Protective such as Spell Shield or Reflect Magic.

The Channel Spell ritual is usable once per day at the choice of the possessor of the weapon into which it was cast.
Spell Level 1-3, Difficulty 4, Reagents 3
Spell Level 4-6, Difficulty 6, Reagents 4
Spell Level 7-9, Difficulty 8, Reagents 5

Out of Game:
A Battle Magic Spell is defined as any spell listed in the current version of the Alliance rules and rules addendum used by the Alliance The proper call for a channeled spell is "Spellstrike <full spell name> <option>"
Example: Spellstrike Sleep
Example: Spellstrike Disarm Shield

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical (Weapon Only)
Special notes: This ritual may only be spellcrafted onto a Weapon

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CHANNEL RITUAL <declare choices>


Circle Lock


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

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on an item. This ritual is permanent. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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 spirit linked. The item cannot be removed by any means from the circle of power, including creatures turning into Spirit Form, Gaseous Form, or utilizing a Spirit Walk. The item will simply be immediately moved back into the circle or simply 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, removing 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, of course, is usable normally within the Circle of Power. Circle Lock does not extend the duration of an item or make it indestructible. 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


Aspect: General      Difficulty: 4      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Body or Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on an body or item. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This ritual provides protection against all attacks of a specific Effect or Effect Group. The Cloak can be cast upon an item or a person, if that person has a spirit. If the Cloak ritual is cast upon a person it affects the body only. The Cloak will always be on the body part containing the spirit if parts of the body are separated. When the body is reformed through resurrection, the Cloak will immediately expire, even if the ritual has been extended by ritual means. This Ritual may be extended. The base duration of this Ritual is 1 year.

The Cloak is usable once per day at the choice of the possessor of the item into which it was cast or the person on which it was cast. The Cloak may be used prior to the loss of a Spell Shield, Reflect Magic, Poison Shield, Elemental Shield or Magic Armor if the possessor so chooses. The Cloak will completely nullify the specific effect from among those in its Effect group as if the effect were encountering a Spell Shield, Poison Shield, Elemental Shield or Magic Armor. Effects from the chosen Effect Group are Cloakable from any delivery type. Therefore, if the bearer of a Cloak ritual is the target from any delivery of an effect from an effect or effect group in which the Cloak is attuned, the full effect of the attack is nullified.

A Cloak may be specifically attuned to any of the following Effects or Effect groups:
ALTERATION BINDING COMMAND CURSE ELDRITCH FORCE EVOCATION FLAME GIFT HEALING ICE LIGHTNING GREATER COMMAND NECROMANCY STONE REMOVE CURSE SUMMONED FORCE PROTECTIVE/ENHANCEMENT
When the ritual is successfully completed the ritual caster must select the specific Effect or Effect Group that the Cloak ritual is attuned to such as Cloak Binding, Cloak Gift, Cloak Necromancy or Cloak Flame. When struck with an Effect from the Effect Group of the Cloak, the possessor must state "Cloak" within two seconds in order to utilize the cloak.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagent
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Body or Item

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CLOAK <declare choices> RITUAL


Cloak of Darkness


Aspect: Earth/Necromantic      Difficulty: 6      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical and Spirit
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may be cast on a spirit or item. This is an Earth or Necromantic Aspect ritual, at the choice of the caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

A Cloak of Darkness cloaks the target it is cast upon 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 subterranean species such as Dark Elves also covet this ritual.

If cast on a Spirit target, the ritual continues to exist on the possessor’s spirit for the duration of the ritual even after resurrection.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Spirit.

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CLOAK OF DARKNESS RITUAL.


Conjure Artifact


Aspect: General      Difficulty: 8      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: Five Days      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last 5 days and may not be extended. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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 Players 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 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 as per spirit link rules during the duration of this ritual. Should the target of the spirit link permanently die during the course of the duration of this ritual, the item will immediately turn to mist and disappear from 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.


Construct


Aspect: Celestial      Difficulty: 2      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. The Construct created will last for one year only or until killed, whichever comes first. This ritual may be extended by normal means, but extending a Construct ritual is extremely difficult. For the purposes of reagent cost and the number of rituals on the item being extended a Construct is considered a 19 ritual item. No additional ritual placed on a Construct may have its duration extended. This is a Celestial Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual creates a Construct and allows the caster to control it. The caster may not give the Golem a command to obey another individual. Golems may only follow simple commands; these commands may not involve decision-making and may not be longer than 20 words. Examples of acceptable command are: Kill him, defend me, hold him, pick the sword up, attack her, move X to Y, Kill anything that comes thorugh the door. Examples of unacceptable commands are: follow his orders, take this to John, follow him and come back here when he gets to X. Whether a command is acceptable or not is left to the discretion of your local campaign rules committee.

Constructs created by this scroll cannot be the target of a Spirit Store ability, Ritual or power and can never contain a Spirit.

Minor Construct, Base Difficulty, Difficulty 2, 3 Reagents
Gargoyle, Guardian of Portals, Base Difficulty, Difficulty 2, 3 Reagents
Mud Golem, +1 To Difficulty, Difficulty 3, 3 Reagents
Homunculus, +2 To Difficulty, Difficulty 4, 4 Reagents
Scarecrow, +2 To Difficulty, Difficulty 4, 4 Reagents
Gargoyle, Guardian of the Tower, +2 To Difficulty, Difficulty 4, 4 Reagents
Obsidian Man, +4 To Difficulty, Difficulty 6, 4 Reagents
Iron Man, +4 To Difficulty, Difficulty 6, 4 Reagents
Gargoyle, Guardian of the Gates, +4 To Difficulty, Difficulty 6, 4 Reagents
Stone Golem, +5 To Difficulty, Difficulty 7, 5 Reagents

Major Construct, Base Difficulty, Difficulty 5, Catalyst + 4 Reagents
Obsidian Golem, +2 To Difficulty, Difficulty 7, Catalyst + 4 Reagents
Gargoyle, Guardian of Keep, +3 To Difficulty, Difficulty 8, Catalyst + 4 Reagents
Iron Golem, +3 To Difficulty, Difficulty 8, Catalyst + 4 Reagents
Bone Golem, +4 To Difficulty, Difficulty 9, Catalyst + 4 Reagents
Gargoyle, Guardian of Forever, +4 To Difficulty, Difficulty 9, Catalyst + 4 Reagents
Diamond Golem, +5 To Difficulty, Difficulty 10, Catalyst + 5 Reagents
Silver Golem, +5 To Difficulty, Difficulty 10, Catalyst + 5 Reagents
Quicksilver Soldier (Mercury Golem), +6 To Difficulty, Difficulty 11, Catalyst + 6 Reagents

Out Of Game:
Monster Desk must supply a stat card at each event for this construct, if the stats of the Construct change, the new card must be used regardless of the stats when originally created. Your local campaign may also have specific guidelines for this ritual and you must inform them prior to casting to learn them.

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

Spellcrafting: This ritual may NOT be spellcrafted.


Contact Other Plane


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

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last a maximum of 5 minutes for each level of formal magic possessed by the caster. This ritual may not be extended in any way. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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. Valid Planes may include: Elemental Fire, Elemental Air, Elemental Water, Elemental Earth, Elemental Life, Elemental Death, Elemental Order, Elemental Chaos, Time, the Fey Plane, the Graveyard, the Dream Plane. Additional Planes may be available at the discretion of the local Plot Committee.

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.


Out Of Game:
Plot must be notified at least 1 hour in advance of the casting of this ritual. This ritual may not be used to communicate with PC’s 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.


Controlled Spirit Store


Aspect: General      Difficulty: 12      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 10 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 10 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual creates a spirit bottle and stores a person’s spirit in it. The spirit remains linked to the original body, able to control it and interact through it normally. When this ritual is cast, the target spirit may take a total of 12 deaths minus the number of their current deaths. (Current deaths equals the total number of deaths taken minus those deaths that have been bought back through Goblin Stamps.) When the spirit regenerates it always does so at its bottle. When the spirit regenerates it may do so without the need to pull from Death’s Bag. After the total deaths for the Controlled Spirit Store are taken the spirit is too weak to resurrect and dies permanently.

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.

The spirit being stored and the spirit’s body must be within the Circle of Power at the time of ritual casting. If either leaves the Circle of Power once the ritual casting has begun, a Backlash automatically occurs. At the end of the duration of the Controlled Spirit Store ritual or if a Destroy Magic of the appropriate aspect is cast upon the spirit bottle, the stored spirit will return to its original body without the occurrence of a death and the spirit bottle ceases to exist. If the original body has been destroyed, the spirit must proceed to an Earth Circle and attempt resurrection.

If the body that the spirit controls is killed or destroyed anytime before the duration of the Controlled Spirit Store has ended, the spirit must regenerate at the spirit bottle in direct physical contact with the bottle. The spirit will regenerate as the same race it was when the death was taken. The regeneration process occurs on a three count. Note that the spirit is still weakened by the death after the regeneration as if a resurrection took place. Unlike a resurrection though, the regeneration has no chance of failing unless the spirit is already weakened beyond the ability to resurrect. The spirit does not have the option to resurrect.

The spirit in the bottle may be used in a Spirit Store Ritual. The spirit will be able to control the recipient body according to the dictates of Spirit Store Ritual. The body being controlled by the spirit is immune to life and death effects (Life, Death, Death Poison, but NOT Killing Blows) and spirit rituals or effects unless the body is in contact with the bottle. The bottle may be the target of spirit rituals. Note that since the spirit of the person will now reside in a bottle any spirit linked items will be attached to the bottle. The recipient of this ritual may only utilize spirit linked items if the body is in contact with the bottle. If someone else is in possession of the bottle, they may utilize the item. The bottle formed by the ritual may be any item with minimum dimensions of 1" by 1" by 1" and maximum dimensions of 12" by 12" by 12" the object will have no other function.

When a character regenerates, 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 Controlled Spirit Store ritual.

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 Controlled Spirit Store must be entered in the character database.

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

Spellcrafting: This ritual may NOT be spellcrafted.


Copy Formal Scroll


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

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual is permanent. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

This ritual allows the caster to create a copy of a Formal Magic scroll as long as the target scroll can be copied. This scroll cannot also be the scroll being 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. The scroll created by this ritual, regardless of the type of scroll being copied, is Limited to 1 Ritual Casting. The scroll specific flaw and backlash for the newly created Formal Magic scroll is 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. The new scroll produced will be the same aspect as the original scroll. If the scroll being copied is not General Aspect, then it can only be copied by a caster of the appropriate aspect.

If the scroll being copied possesses a catalyst, this ritual will require a catalyst. The catalyst for Copy Formal Scroll is substituted for one of the reagents, chosen by the ritual caster.

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 then 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
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Spirit
Casting Time: 5 Minutes      Duration: Instantaneous      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a spirit. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. Cosmetic Transformation is instantaneous and cannot be the target of Destroy Magic.

Cosmetic Transformation allows a caster to modify the physical appearance of the targetted 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 or Gypsy Curse. If an attempt is made to remove a Racial Requirement or Gypsy Curse the Ritual will appear to work briefly before the Target returns to the appearance they had before. Comsmetic 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 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.

OOG:
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


Create Limited Circle of Power


Aspect: General      Difficulty: 7      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: 5 years      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last 5 years and may not be extended by any means. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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.

Multiple Circle of Power spells cannot be simultaneously cast by the ritual caster and combined to create a circle that is greater than the size of a single Circle of Power battle magic spell. The Limited Circle of Power created by this ritual can be no larger or smaller 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, rituals 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE CREATE LIMITED CIRCLE OF POWER RITUAL.


Curse of Undeath


Aspect: Necromantic      Difficulty: 9      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 10 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 10 minutes in the casting of this ritual. This is a Necromantic Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

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 spirit is a Minion, Overlord, or Master level 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 to undead 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. A Curse of Undeath may never exist without a Transform to undead ritual, in such a case it will expire instantly.

When this ritual is cast, the spirit contained within the bottle is allocated 12 deaths. Any deaths already suffered by the spirit are immediately removed from this total. When the spirit regenerates at the bottle it may do so without pulling from Death's Bag. After the total deaths for the bottle are taken, the spirit is too weak to regenerate and dies permanently. If the ritual is removed, the death count does not change and the deaths are considered as taken during the Curse of Undeath. 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. 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, 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. Note that since the spirit of the undead will now reside in a bottle any spirit linked items will be attached to the bottle. Such items may not be uitilized unless the undead is in contact with their bottle. The bottle formed by the ritual may be any item with minimum dimensions of 1" by 1" by 1" and maximum dimensions of 12" by 12" by 12". The object will have no other function. A Transfer Enchantment may be used to transfer the bottle to another item with another function such as a weapon.

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.

When a character regenerates, 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 the Curse of Undeath ritual. When a resurrection occurs all monster abilities of the undead (such as phase) renew but all learned abilities (such as Slay or Dodge) do not.

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.


Damage Aura


Aspect: General      Difficulty: 5      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical <Weapon>
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual gives a weapon two abilities. The first ability is to swing "Magic" following damage calls with a weapon. The second ability is to enhance the damage call of a weapon itself, which is slightly more difficult. These abilities may be used separately or at the same time. A damage aura can only be placed upon a weapon, and cannot be placed upon claws, a non-weapon item, or a spirit. Damage Aura may be placed upon a bow or a crossbow. Any arrow fired from such a Damage Aura weapon may call magic. However an arrow or bolt is not Magic, and cannot be the target of a Damage Aura ritual. This Damage Aura is usable an unlimited number of times per day by the possessor of the weapon into which it was cast without need of invocation.

Base Difficulty, Difficulty 5, 4 Reagents, No Bonus to Damage Calls, Swings Magic
+6 To Difficulty, Difficulty 11, 7 Reagents, +1 to Damage Calls, Swings Magic
+12 To Difficulty, Difficulty 17, 13 Reagents, +2 to Damage Calls, Swings Magic
+20 To Difficulty, Difficulty 25, 21 Reagents, +3 to Damage Calls, Swings Magic

Out Of Game:
Weapons must meet the safety requirements for their construction type (latex or boffer) and be approved by the Campaign(s) in which they will be used.

Required Components: 4  This ritual requires 5 reagents as listed upon the scroll. Any additional reagents required by the ritual should the same as listed on the scroll.

Spellcrafting: This ritual may NOT be spellcrafted


Destroy Magic


Aspect: General      Difficulty: 3      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit or Universal
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

The ritual caster must spend 10 minutes in the casting of this ritual. The ritual will last forever, for it is instantaneous and irreversible. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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 the body and the 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. Unlike with 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, destroying the 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:
Base Difficulty, Difficulty 3, 3 Reagents - all Rituals of the Casters Aspect are Destroyed
+5 Difficulty, Difficuly 8, 3 Reagents - the Caster can target 1 Ritual OR FLAW of their Aspect to be destroyed
+10 Difficulty, Difficulty 13, 4 Reagents - the Caster can target 2 Rituals OR FLAWS of their Aspect to be destroyed
+15 Difficulty, Difficulty 18, 4 Reagents - the Caster can target 3 Rituals OR FLAWS of their Aspect to be destroyed
For each additional Ritual or Flaw of the Ritual Casters Aspect add +5 Difficulty. Also, the Base Reagent cost of 3 is increased by +1 for every additional 10 Difficulty over the Base Difficulty of 3. So, DC 13 = 4 reagents, DC 23 = 5 reagents, DC 33 = 6 Reagents and so on.

+20 Difficulty, Difficulty 23, 5 Reagents and Catalyst - all Rituals of the Casters OPPOSITE Aspect are destroyed
+25 Difficulty, Difficulty 28, 5 Reagents and Catalyst - the Caster can target 1 Ritual of the Casters opposite Aspect to be destroyed
+30 Difficulty, Difficulty 33, 6 Reagents and Catalyst - the Caster can target 2 Rituals of the Casters opposite Aspect to be destroyed
+35 Difficulty, Difficulty 38, 6 Reagents and Catalyst - the Caster can target 3 Rituals of the Casters opposite Aspect to be destroyed
For each additional Ritual or Flaw of the Ritual Casters OPPOSITE Aspect add +5 Difficulty. Also, the Base Reagent cost of 3 is increased by +1 for every additional 10 Difficulty over the Base Difficulty of 3. So, DC 23 = 5 reagents, DC 33 = 6 Reagents, DC 43 = 7 Reagents and so on.

Out of Game:
Attempting a Destroy Magic ritual on an item or person whose magic is of an Aspect OTHER than Celestial, Earth, or Necromantic may have strange and unexpected affects. On such items please consult your local Alliance Campaign; you should inform them before trying to attempt this ritual on an item with strange and mysterious origins. Be aware as well that there are strange and powerful artifacts that can resist the power of this ritual, requiring other means for their destruction.

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

Spellcrafting: This ritual may NOT be spellcrafted.


Earth/Chaos Aura


Aspect: Earth/Necromantic      Difficulty: 9      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical <Weapon>
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a weapon. This is an Earth Aspect ritual when creating an Earth Aura. This is a Necromantic Aspect ritual when creating a Chaos Aura. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual causes a weapon to be sheathed with an aura of elements, causing that weapon to swing any one of the following carrier attacks: Earth or Chaos. The Caster must choose which ONE of these Carriers they will enchant into the target weapon at the time of casting. These carrier attacks follow all normal rules for carrier attacks in Alliance. An Earth or Chaos Aura must be cast upon a weapon, they cannot be cast upon Claws, an item, or spirit. Earth/Chaos Aura may be placed upon a bow or a crossbow. Any arrow or bolt fired from an Earth/Chaos Aura weapon may call the Earth/Chaos Aura. However an arrow or bolt does not bear the Earth/Chaos Aura, and cannot be the target of an Earth/Chaos Aura ritual. A second Earth/Chaos Aura Ritual may be used on the same weapon to grant the second carrier. You cannot cast an Earth/Chaos Aura ritual with the Carrier if that Carrier is already present on the weapon (ie you cannot cast an Earth Aura on a weapon which already has an Earth Aura however you could add a Chaos Aura to this weapon as long as no Chaos Aura were already present as well).

The Earth Aura inflicts BODY damage to undead creatures, ignoring armor and protectives that do not grant Body excepting Magic Armor. Please note that Natural armor is NOT considered body, as it follows the armor rule. Earth is the scourge of undead creatures, but inflicts no damage on creatures with a metabolism such as player races or monsters like Orcs or Dragons.

The Chaos Aura inflicts BODY damage on living creatures, ignoring armor and protectives that do not grant Body excepting Magic Armor. Chaos is the scourge of living creatures, but inflicts no damage on creatures without a metabolism such as Undead, or Constructs.

The Earth/Chaos Aura is usable an unlimited number of times per day by the possessor of the weapon into which it was cast without need of invocation.

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

Spellcrafting: This ritual may NOT be spellcrafted


Elemental Aura


Aspect: Celestial      Difficulty: 3      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical <Weapon>
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a weapon. This is a Celestial Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual causes a weapon to be sheathed with an aura of the elements causing that weapon to swing any one of the following carrier attacks: Stone, Flame, Lightning, or Ice. The type of carrier created by this Ritual must be chosen, by the caster, from those listed at the time of the Ritual Casting. These carrier attacks follow all normal rules for carrier attacks in Alliance. An Elemental Aura ritual must be cast upon a weapon; it cannot be cast upon Claws, an item, or a spirit. Elemental Aura may be placed upon a bow or a crossbow. Any arrow or bolt fired from an Elemental Aura weapon may call the Elemental Aura. However an arrow or bolt does not bear the Elemental Aura, and cannot be the target of an Elemental Aura ritual.

Multiple Elemental Auras of the same Element (Flame, Stone, Lightning or Ice) on one weapon will not work. You may, however, have Multiple Auras as long as each is of a different Element (ie you may have a Flame Aura as well as an Ice Aura on the same weapon. As with all carrier attacks you may use only one carrier on each attack but may choose from all carriers available to the weapon with each attack).

The Elemental Aura is usable an unlimited number of times per day by the possessor of the weapon into which it was cast without need for invocation.

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 NOT be spellcrafted


Elemental Burst


Aspect: Celestial      Difficulty: 3      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a Celestial Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

The Elemental Burst ritual allows raw Elemental Energy to be stored within an item. The user of the item may summon powerful bursts of elemental energy to hurl at opponents. The number and strength of the bursts is determined by the difficulty and reagents put into the ritual. The caster does not choose an element when casting this Ritual. It is chosen by the Activator at each use (and can be changed with each Activation) as long as it is from the approved list. The types of elemental damage available to choose from are Flame, Ice, Lightning, or Stone.

To utilize an Elemental Burst the user must incant "Activate <damage number> Elemental <element>" For example: Activate 30 Elemental Ice

Elemental Burst can be negated by an Elemental Shield spell, but not a Spell Shield or Reflect Magic.

Base Difficulty, Difficulty 1, 1 Reagents, Elemental Burst Value: 30 1/Day (30)
+3 Difficulty, Difficulty 4, 4 Reagents, Elemental Burst Value: 50 1/Day (50)
+7 Difficulty, Difficulty 8, 8 Reagents, Elemental Burst Value: 30 2/Day (60)
+11 Difficulty, Difficulty 12, 12 Reagents, Elemental Burst Value: 70 1/Day (70)
+15 Difficulty, Difficulty 16, 16 Reagents, Elemental Burst Value: 30 3/Day (90)
+19 Difficulty, Difficulty 20, 20 Reagents, Elemental Burst Value: 50 2/Day (100)
+23 Difficulty, Difficulty 24, 24 Reagents, Elemental Burst Value: 90 1/Day (90)
+27 Difficulty, Difficulty 28, 28 Reagents, Elemental Burst Value: 70 2/Day (140)
+31 Difficulty, Difficulty 32, 32 Reagents, Elemental Burst Value: 50 3/Day (150)
+35 Difficulty, Difficulty 36, 36 Reagents, Elemental Burst Value: 90 2/Day (180)

Each Charge takes up a Ritual Slot on an item (such as 3 charges will take up 3 slots of an items 20 available Ritual Slots).

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2 (this Spellcrafting is for the Base Difficulty listed on the Difficulty Chart).
Cost of spellcrafting ritual in any reagents listed on the scroll: 2
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special Notes: This allows one 20 point elemental Burst.

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE ELEMENTAL BURST <declare choices> RITUAL.


Enchant


Aspect: General      Difficulty: 1      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last until used. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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 (and will not cause backlash) from any valid mechanism to activate the spell by the ritual caster; for example (but not limited to) Spellstruck into the target, cast from memory, activated from another item, used via High Magic abilities, used via a natural monster ability, etc. The Enchant 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 Enchant will vanish. The spell chosen must be cast into the item or person at the time of ritual casting. Once cast 1-3 charges of that spell will be created based on the number of reagents used.

Base Difficulty, Difficulty 1, 1 Reagents, 1 Charge of a single Spell level 1-3
Base Difficulty, Difficulty 1, 2 Reagents, 2 Charges of a single Spell level 1-3
Base Difficulty, Difficulty 1, 3 Reagents, 3 Charges of a single Spell level 1-3
Base Difficulty, Difficulty 1, 2 Reagents, 1 Charge of a single Spell level 4-6
Base Difficulty, Difficulty 1, 3 Reagents, 2 Charges of a single Spell level 4-6
Base Difficulty, Difficulty 1, 4 Reagents, 3 Charges of a single Spell level 4-6
Base Difficulty, Difficulty 1, 3 Reagents, 1 Charge of a single Spell level 7-9
Base Difficulty, Difficulty 1, 4 Reagents, 2 Charges of a single Spell level 7-9
Base Difficulty, Difficulty 1, 5 Reagents, 3 Charges of a single Spell level 7-9

Each Charge takes up a Ritual Slot on an item (such as 3 charges will take up 3 slots of an items 20 available Ritual Slots).

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> <modifier>" must be spoken. This cannot be done while under the effects of a Silence spell. If the user has the ability to cast the spell stored in the Enchant from memory the item incant is "Activate <spell name><modifier>."

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
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Body
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may be extended by normal means. This is a General Aspect ritual and will always be the same Aspect as the Formal Caster who casts it.. This Ritual may be extended. The base duration of this Ritual is 1 year.

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 Flamebolt. Tainted air would not provide any protection against any "X Gas Poison" attack.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical.

I CALL UPON THE POWER OF (ASPECT) MAGIC TO CRAFT THE ENDURE ELEMENTS <condition> RITUAL.


Enhance Wand


Aspect: Celestial      Difficulty: 3      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The Ritual Caster must spend 5 minutes in casting of this Ritual. The Ritual may only be cast on an approved Wand Rep as described under the Wands section of the Alliance LARP Rule Book, the Read Magic skill description and in accordance with any listed Addendums. This is a Celestial Aspect Ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual enhances a previously created Wand (which must be present in the circle for the entire Ritual and is the Target of the Ritual) created under the Read Magic skill by allowing it to be used for multiple types of damage at the caster's choice. A normal Wand may only be used to produce Elemental damage of the type on its tag. Once this ritual has been cast on the Wand, the Wand may be used to produce additional Elemental damage of type(s) specified by the ritual caster.

Example:
A Caster could cast this ritual at Base Difficulty to change a Wand which could normally only be used for Stone damage into a Wand which could be used for either Stone or Lightning damage.

Note that Wands may normally only be created to produce one of the four Foundation Elements (e.g. Stone, Flame, Ice, or Lightning).

Base Difficulty, Difficulty 3, 3 Reagents, Adds 1 type of Elemental damage
+4 to Difficulty, Difficulty 7, 4 Reagents, Adds 2 types of Elemental damage
+10 to Difficulty, Difficulty 13, 5 Reagents, Adds 3 types of Elemental damage

Required Components: 3  This ritual requires a base of 3 reagents to cast. Any additional reagents required for casting this scroll at a greater difficulty should be of the type 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagent
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special Notes: Only 1 additional element can be added to a single wand via spellcrafting at a time.

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE ENHANCE WAND <declare choices> RITUAL.


Eternal Forest/Blighted Forest


Aspect: Earth/Necromantic      Difficulty: 7      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Location
Casting Time: 10 Minutes      Duration: One Year      May Be Extended: No

The ritual caster must spend 10 minutes in the casting of this ritual. This is an Earth Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended. The base duration of this Ritual is 1 year.

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 1 mile radius for every 5 Formal 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 destroying the tree physically, using a Blighted Forest Ritual on it, or Destroy Magic will remove the Runes and cause the effect to fade. Growth already achieved when the Ritual ends either naturally or due to being destroyed 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 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 in large areas of the forest trees will die and rot as if years had passed. Destroying the Center Tree, casting an Eternal Forest on it, or Destroy Magic 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.

Eternal Forest will remove the effects of a Blighted Forest if cast on the same Center Tree. Multiple areas of Eternal Forest (or Blighted Forest) do not stack in how fast the forest is promoted to grow. Areas under the effects of 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


Expanded Enchantment


Aspect: General      Difficulty: 2      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

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 cast into the item at the time of ritual casting. The spell cast for Expanded Enchantment will become available again for casting at the turn of each spell day until the duration of the ritual is complete. The Expanded Enchantment 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 Expanded Enchantment will vanish. This Expanded Enchantment spell can be cast once per day at the choice of the possessor of the item into which it was cast or the person on which it was cast.

Base Difficulty, Difficulty 2, 3 Reagents, 1-3 Level of Spell for Expanded Enchantment
+1 To Difficulty, Difficulty 3, 3 Reagents, 4-6 Level of Spell for Expanded Enchantment
+2 To Difficulty, Difficulty 4, 4 Reagents, 7-9 Level of Spell for Expanded Enchantment

Out Of Game:
A Battle Magic Spell is defined as any Celestial or Earth spell listed in the current Alliance rules book or rules addendum used by Alliance LARP. To use this item's enchanted spell the incant "Activate <full spell incant> <modifier>" must be spoken. This cannot be done while under the effects of a Silence spell. If the user has the ability to cast the spell stored in the Expanded Enchantment from memory the item incant is "Activate <spell name><modifier>."

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 NOT be spellcrafted.


Extend Battle Magic Duration


Aspect: General      Difficulty: 2      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal and Spirit
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This ritual will last 1 year and may not be extended by any means.

This ritual increases the duration of any Battle magic spell that normally would be limited to ten minutes, one hour, five days, or line of sight to one year. The ritual caster must be of the same Aspect as the spell.

The battle magic spell 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.

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

Spellcrafting: This ritual may NOT be spellcrafted.


Foresee the Weather


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

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended.

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 the next few days. It is not 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

OOG:
The 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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

The ritual caster must spend 10 minutes in the casting of this ritual. The ritual will last forever, for it is instantaneous and irreversible. This is an Earth Aspect ritual. The Catalyst is optional for the casting of this Ritual for a greater effect (see below).

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 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 the need to resurrect. When cast upon a Spirit Bottle created by a Curse of Undeath, 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 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 Wand


Aspect: Celestial      Difficulty: 5      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: No

The Ritual Caster must spend 5 minutes in casting of this Ritual. The Ritual may only be cast on an approved Wand Rep as described under the Wands section of the Alliance LARP Rule Book, the Read Magic skill description and in accordance with any listed Addendum. This is a Celestial Aspect Ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual enchants one wand created under the Read Magic skill providing a celestial caster a damage bonus to his/her elemental packet attacks when using the ritually enchanted wand. Wand Damage Bonus is usable only when the enchanted wand is currently in your hands and is being used to throw a casters elemental packets as outlined under the Wand usage in the Alliance Larp rulebook. The Wand rep must be present in the Circle for the entire Ritual and is the target of the Ritual.

Base Difficulty, Difficulty 5, 5 Reagents, +1Damage to Elemental Packet Attacks
+5 To Difficulty, Difficulty 10, 10 Reagents, +2 Damage to Elemental Packet Attacks
+15 To Difficulty, Difficulty 20, 20 Reagents, +3 Damage to Elemental Packet Attacks

For Example:
A 4 column celestial caster can throw 5 Elemental (Stone, Flame, Ice, Lightning) 36 times per logistics with his wand. After successfully casting the Greater Wand ritual at its base difficulty the same celestial caster can now throw 6 Elemental (Stone, Flame, Ice, Lightning) 36 times per logistics period with his new Greater Wand.

Required Components: 4  This ritual requires at least 4 reagents to cast. Additional reagents required to cast the ritual at a higher difficulty level should be of the type on the scroll.

Spellcrafting: This ritual may NOT be spellcrafted.


Haven of the Living/Domain of the Defiled


Aspect: Earth/Necromantic      Difficulty: 7      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical (Location)
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. 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 not be extended. The base duration of this Ritual is 1 year.

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’ by 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.

A spirit which is stored into a golem may enter either a Haven or a 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 it is also destroyable by Destroy Magic Earth.

OOG:
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.


Heal Golem


Aspect: Celestial      Difficulty: 2      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This is a Celestial Aspect ritual. This Ritual may not be extended.

Heal Golem allows the Caster to enchant an Item with the ability to repair damage and remove detrimental effects from Constructs of any type. To use this ability the user must possess the item and incant "Heal Golem". This is a packet delivered attack and may be touch cast or thrown as a magic item or spell. This Ability will have no effect on non-Construct creatures in any way however it will trigger "dumb" protective such as Spell Shield or Reflect Magic. This is an Eldritch Force effect.

Heal Golem restores 50 Body to the Target Golem (as the Cure Mortal Wounds spell) and removes all negative status effects from the Construct as the Purify Spell removes effects from living creatures. Heal Golem will remove negative status effects on the Body and the Spirit but will not remove Protective/Enhancements, High Magic abilities or similar effects. The following effect groups will always be removed if they have a duration: Command, Greater Command, Alteration, Binding, Curse, Necromancy, Summoned Force, Coating, and Damage. Only effects which are on the Constructs Body or Spirit will be removed -- items in their possession or creatures other than the Construct are never affected. Heal Golem is usable a number of times based on the difficulty and cost chosen (see chart below). Once all Charges in the object are used they are not replenished. Heal Golem items are not considered Rendered as they are Times Ever items.

Base Difficulty, Difficulty 2, 3 Reagents, 1 Charge
+1 To Difficulty, Difficulty 3, 4 Reagents, 2 Charge
+2 To Difficulty, Difficulty 4, 5 Reagents, 3 Charge

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

Spellcrafting: This ritual may NOT be spellcrafted.


Illumination/Darkening


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

The ritual caster must spend 5 minutes in the casting of this ritual. This is a Celestial Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

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 wether 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 (ie 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 1 year 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.

OOG:
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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Location

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE (ILLUMINATION/DARKENING) RITUAL.


Investiture/Divestiture


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

The ritual caster must spend 5 minutes in the casting of this ritual. The Investiture lasts for the entire existence of the Circle of Power or until Divestiture. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster and must also be the same aspect as the Circle of Power. This ritual does not count against the 20 ritual limits upon a spirit. The target may refuse an Investiture ritual, however a target cannot refuse a Divestiture ritual.

This ritual forms or destroys 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. Divestiture removes the link between the Circle and the spirit.

The ritual must be cast in the Circle where the link is being created or destroyed. The ritual caster must be invested in the Circle where the link is to be created or destroyed. The spirit that is to be Invested or Divested 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Spirit

A divest ritual cannot be spellcrafted.

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE INVESTITURE RITUAL.


Item Recall


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

The ritual caster must spend 5 minutes in the casting of this ritual. This is an Earth Aspect ritual. Both the item and spirit targeted must be within the circle of power for the duration of the ritual casting. This Ritual may be extended. The base duration of this Ritual is 1 year.

Item Recall creates a connection between a person, if that person has a spirit, and an item that 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 can 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.

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.

OOG:
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.


Lore


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

The ritual caster must spend 5 minutes in the casting of this ritual. The ritual will last forever, for it is instantaneous and irreversible. This is a Celestial Aspect ritual.

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, however 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.

OOG:
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.


March of the Untiring


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

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect Ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended.

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 effected 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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. 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. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. The Unmark ritual is not required to be of the same Aspect as the Mark to be destroyed.

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 the 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 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)).

Unmark will destroy a Mark.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Universal

An Unmark ritual cannot be spellcrafted.

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE MARK RITUAL.


Master Construct


Aspect: Celestial      Difficulty: 4      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. The Master Construct created will last for one year or until killed, whichever comes first. This ritual may be extended by normal means, but extending a Master Construct ritual is extremely difficult. For the purposes of reagent cost and the number of rituals on the item being extended a Master Construct's difficulty is determined from the chart below. Regardless of the Difficulty to Extend the Master Construct Ritual NO additional ritual placed on a Master Construct may have its duration extended. All Master Constructs, once completed, are considered 20 Ritual Effect Items. This is a Celestial Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

The following are the guildlines for calculating the cost of EXTENDERS and each Construct is still considered a 20 Ritual Item when created:
15 point Golems are counted as 5-8 Rituals for purpose of calculating Preserve or Permanence difficulty
30 point Golems are counted as 9-12 Rituals for purpose of calculating Preserve or Permanence difficulty
45 point Golems are counted as 13-16 Rituals for purpose of calculating Preserve or Permanence difficulty
55-60 point Golems are counted as 17-20 Rituals for purpose of calculating Preserve or Permanence difficulty

This ritual creates a Construct and allows the caster to control it. The caster may not give the Golem a command to obey another individual. Golems may only follow simple commands; 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, attack her, move X to Y, Kill anything that comes through the door. Examples of unacceptable commands are: follow his orders, take this to John, follow him and come back here when he gets to X. Whether a command is acceptable or not is left to the discretion of your local campaign rules committee.

All Golems created will have a base of 50 Body, claws (one handed; IE. Long/Short, Short/Short), the following construct immunities (necromancy, healing, gift, poison, paralysis, alteration, command, waylay), and vulnerabilities (15 Damage from Shatter effects, 30 Damage from Destroy effects, Destroyed at 0 Body, may only be healed by ritual). Master Constructs are able to be the target of Spirit Store Rituals and effects and if the Construct is destroyed while a Spirit is stored into it the Spirit will Resurrect or Regenerate as per normal rules, unless having purchased the "Body Store" ability below. Master Construct abilities are determined by the Caster at the time of casting. The abilities that can be chosen are based on the available Points as determined by the Difficulty/Reagent Cost on the chart below.

Base Difficulty, Difficulty 4, 5 Reagents, 15 pts to spend
+6 Difficulty, Difficulty 10, 10 Reagents, 30 pts to spend
+12 Difficulty, Difficulty 16, 15 Reagents, 45 pts to spend
+18 Difficulty, Difficulty 22, 20 Reagents + Catalyst, 55 pts to spend
+24 Difficulty, Difficulty 28, 30 Reagents + Catalyst, 60 pts to Spend

-----------------Abilities------------------------------------------------------
For all <element> abilities you may choose one - Flame, Ice, Lightning, Stone.
Spell Channel is limited to Celestial aspect spells only.

+25 Body - 2pts (Max plus +100)
Resist Magic - 3pts (1/day per purchase)
Dodge - 10pts (1/day per purchase)
+1 Monster Strength - 2pts (Max +8)

Healed by <Element> - 12pts
Healed to Full by Prison - 18pts
Body Store: When the Master Construct is destroyed the stored body appears in its place and begins its death count. - 20pts

Immune to Evocation - 8pts
Immune to <Element> - 6pts
Immune to Binding- 12pts
Immune to Curse - 8pts

Half Damage from Weapons - 18pts
Immune to Silver Weapons - 4pts

Claw Weaponry (Shield) - 10pts
Claw Weaponry (Two Handed) - 6pts
Claw Weaponry (Bow) - 6pts
Claw Weaponry (Staff) - 4pts
Claw Weaponry (Spear) - 6pts

Innate Reflect Magic (Except Shatter and Destroy) - 12pts (construct may not have additional Spell Shield or Reflect magic effects on)
Natural Armor 10 - 4pts

Sliver Carrier - 1pts
<Element> Carrier - 3pts
Magic Carrier - 5pts

Spell Channel Level 1 to 3 <Spell> - 4pts (1/day per purchase)
Spell Channel Level 4 to 6 <spell> - 5pts (1/day per purchace)
Spell Channel level 7 to 9 <spell> - 6pts (1/day per purchase)


Rip Free- Constructs with Monster Strength can Rip Free of some binding effects on a 3 count.
+1 - Pin, Entangle
+2 - Pin, Entangle, Bind
+3 - Pin, Entangle, Bind, Web
2 +4 or greater - Pin, Entangle, Bind, Web, Confine


Out Of Game:
Your Alliance Chapter will create a Monster Stat card and attach it to a Magic Item tag specifying this Construct. You may customize the look of your construct but it cannot be made in a way that would allow it to be mistaken for any PC race. The specific make-up and/or prosthetic requirements for the created Construct must be approved by your local plot team and listed on the Monster Stat card. A copy of this Card must be kept with the campaign(s) you are playing in with Monster Desk for reference. Your local campaign may also have specific guidelines for this ritual and you must inform them prior to casting to learn them.

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

Spellcrafting: This ritual may NOT be spellcrafted.


Mist Sense


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

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended.

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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical (Weapon Only)
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual may only be cast on a weapon with a valid weapon tag. The Aspect of this ritual will always be Celestial. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual gives a +2 or more Damage Aura to a weapon against a monster type as determined by the ritual caster. If a second Monster Slayer is desired upon the same weapon, then a new ritual must be performed, for only one monster type may be selected per ritual. If a second Monster Slayer is cast upon the same weapon then a new monster type MUST be selected. You may not add further pluses to the completed Monster Slayer for the same monster type. For example, a weapon with a +2 vs. Griffins could have a ritual of +6 vs. Goblinoids added to it. It may not have a +6 vs Griffins added to it.

Base Difficulty, Difficulty 5, 4 Reagents, +2 to Damage Calls, Swings Magic
+3 To Difficulty, Difficulty 8, 5 Reagents, +4 to Damage Calls, Swings Magic
+6 To Difficulty, Difficulty 11, 9 Reagents, +6 to Damage Calls, Swings Magic
+12 To Difficulty, Difficulty 17, 14 Reagents, +8 to Damage Calls, Swings Magic

When constructing a Monster Slayer, the ritual caster must select one race from the following list of Monster types:
Animal Construct Cursed Dragon Extraplanar Creature Fey Goblinoid Humanoid Insect
Griffin, Hunter, Rider Magical Creature Lupoid Ogroid Plant Reptoid Trolloid Undead

In addition, the ritual caster may further attune the ritual to a more specific monster type. This may be desirable, for example, if a vampire clan wishes to defeat a liche but they do not wish the weapon to be turned against them, they might create a liche slayer or a skeletal undead slayer.

Some examples:
Animals: Rats, Snakes, etc. Constructs: Iron Golems, Gargoyles, Stone Golems. Elementals: Flame, Death, or Life
Humanoids: Medusa, Hags Undead: Skeletal, Spectral, Corporeal, Vampires, Charnel Juggernaut

Monster Slayer is usable an unlimited number of times a day by the possessor of the weapon into which it was cast. The wielder of the Monster Slayer weapon must be sure that the target monster is truly of the race the weapon is targeted against in order to invoke the extra damage. The benefits from the Monster Slayer can not be used in conjunction with the benefits from Damage Aura (example: a sword with +2 Undead Slayer and +1 Damage Aura does only +2 damage to Undead, not +3.) As per the damage aura ritual, the wielder may choose to utilize the extra damage while choosing not to utilize the "magic" carrier. This will allow the creation of weapons that may do extra damage to a race normally unaffected by "magic" carrier attacks.

Required Components: 4  This ritual requires a minimum of 4 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:
Levels of formals required to spellcraft this ritual: 1 (+1 for every level attempted above 1)
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagent (+1 for every Level attempted above 1)
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? Yes (This ritual can be spellcrafted to a maximum of a +6 Monster Slayer)
Valid target: Physical
Special notes: This ritual may only be spellcrafted upon a weapon.

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE MONSTER SLAYER <declare choices> RITUAL.


Obfuscate


Aspect: General      Difficulty: 8      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit and Universal
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. The Obfuscate created is permanent. This is a General Aspect ritual and will always be the same Aspect as the Formal Caster who casts it.

This ritual makes the target, be it item, spirit, or body unidentifiable via the ritual Lore or a Greater Celestial Circle. Casting a second Obfuscate upon an item that possesses an Obfuscate removes the Obfuscate. In addition and Obfuscate Ritual may be removed by casting Destroy Magic on the Item.

When an Obfuscated item is identified, the item identifies as possessing one or more unidentifiable rituals. No other information is given including Aspect.

OOG:
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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 30 Minutes      Duration: Instantaneous      May Be Extended: No

The ritual caster must spend 30 minutes in the casting of this ritual. The ritual will last forever, for it is instantaneous and irreversible. This is an Earth Aspect ritual and will always be the same as the aspect of the ritual caster and must also be the same aspect as the Circle of Power.

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.

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 12 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.

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.


Permanent Duration


Aspect: General      Difficulty: 7      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal and Spirit
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. The Permanence will last forever unless it is otherwise destroyed. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

This ritual increases the duration of any Formal magic on an item or a person, if that person has a spirit, to a permanent duration. If the Permanent Duration is cast upon a body, the ritual will always be on the body part containing the spirit if parts of the body are separated. When the body is reformed through resurrection, the Permanence and all the associated rituals will vanish.

Permanent items are indestructible by normal means, including battle magic spells and massive mechanical actions.

This ritual will only Permanence a ritual if cast within the same batch as the ritual(s) to receive a Permanent Duration ritual as the last ritual in the batch. The ritual will also grant a permanent duration ritual to a batch of rituals that have received a Boost Duration ritual. The Boost Duration is a ritual for the purposes of the chart below, but it is replaced by the Permanent Duration for the purposes of number of rituals upon an item.

Base Difficulty, Difficulty 7, Catalyst + 4 Reagents, 1-4 Rituals Being Augmented
+4 To Difficulty, Difficulty 11, Catalyst + 6 Reagents, 5-8 Rituals Being Augmented
+8 To Difficulty, Difficulty 16, Catalyst + 11 Reagents, 9-12 Rituals Being Augmented
+16 To Difficulty, Difficulty 23, Catalyst + 18 Reagents, 13-16 Rituals Being Augmented
+24 To Difficulty, Difficulty 31, Catalyst + 25 Reagents, 17-19 Rituals Being Augmented

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.


Planar Asylum


Aspect: Celestial      Difficulty: 7      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Body
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. If a target of a Planar Asylum resurrects they lose all effects of the Asylum. This is a Celestial Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

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.

This ritual will allow the targets to survive on the plane of <insert 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).

Valid Planes include: Elemental Fire, Elemental Air, Elemental Water, Elemental Earth, Elemental Life, Elemental Death, Elemental Order, 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical. This ritual can only be spell crafted on a target’s body and then only on one target.

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE Planar Asylum <plane> RITUAL.


Planar Gate


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

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last for 10 minutes per level of celestial formal magic possessed by the primary caster of the ritual. This is a Celestial Aspect ritual.

Base Difficulty, Difficulty 10, 5 Reagents
This ritual will cause a 10’ x 10’ gate to open between the area cast upon 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.

Base Difficulty, Difficulty 10, 5 Reagents + Catalyst
In addition to the standard effect listed above, the ritual allows the caster to impose ONE of the following effects on the Planar Gate:
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 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- IE 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.

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 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.

Valid Planes include but may not be limited to: Elemental Fire, Elemental Air, Elemental Water, Elemental Earth, Elemental Life, Elemental Death, Elemental Order, 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.


Preserve Duration


Aspect: General      Difficulty: 5      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal and Spirit
Casting Time: 5 Minutes      Duration: 5 Years      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last 5 years and may not be extended by any means. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

This ritual increases the duration of any Formal magic within the same batch on an item or a person, if that person has a spirit, to 5 years. This ritual can only be cast following the ritual(s) to be extended. The ritual will also extend a batch of rituals that have received a Boost Duration. The Boost ritual counts for the purposes of the chart below, but the Preserve Duration replaces it for the purposes of number of rituals upon an item.

If Preserve Duration is cast upon a body, the ritual 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 Preserve Duration will vanish. Preserve Duration items are indestructible by normal means, including battle magic spells and massive mechanical actions, during the 5-year duration.

Base Difficulty, Difficulty 5, 4 Reagents, 1-4 Rituals Being Augmented
+2 To Difficulty, Difficulty 7, 5 Reagents, 5-8 Rituals Being Augmented
+4 To Difficulty, Difficulty 9, 5 Reagents, 9-12 Rituals Being Augmented
+6 To Difficulty, Difficulty 11, 7 Reagents, 13-16 Rituals Being Augmented
+8 To Difficulty, Difficulty 13, 9 Reagents, 17-20 Rituals Being Augmented

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.


Proscribe


Aspect: General      Difficulty: 15      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical/Location
Casting Time: 30 Minutes      Duration: One Year      May Be Extended: No

The ritual caster must spend 30 minutes in the casting of this ritual. The Proscribe lasts for 1 year. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

This ritual will create a circle of protection against certain creature types based on their spirit. The resulting Proscribe Circle is twice the diameter 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.

Base Difficulty, Difficulty 15, Catalyst + 11 Reagents, 1 Proscribed Creature
+5 To Difficulty, Difficulty 20, Catalyst + 16 Reagents, 2 Proscribed Creatures
+10 To Difficulty, Difficulty 25, Catalyst + 21 Reagents, 3 Proscribed Creatures
+15 To Difficulty, Difficulty 30, Catalyst + 26 Reagents, 4 Proscribed Creatures
+20 To Difficulty, Difficulty 35, Catalyst + 31 Reagents, 5 Proscribed Creatures

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.

OOG:
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 by seeing the circle.

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.

Spellcrafting: This ritual may NOT be spellcrafted.


Protection Aura


Aspect: General      Difficulty: 5      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same Aspect as the Ritual Caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual provides a threshold. The Protection Aura can only be cast upon an item but will protect whoever possesses the item. Unlike the threshold monster ability, Protection Aura falls outside all armor and protectives except Magic Armor.

Base Difficulty, Difficulty 5, 4 Reagents, Protection Aura 1
+6 To Difficulty, Difficulty 11, 7 Reagents, Protection Aura 2
+12 To Difficulty, Difficulty 17, 13 Reagents, Protection Aura 3
+20 To Difficulty, Difficulty 25, 21 Reagents, Protection Aura 4

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 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1 (+1 per level of protection aura beyond the first)
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagents (+1 per level of protection aura beyond the first)
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? Yes (to a maximum to Protection Aura 3)
Valid target: Physical

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE PROTECTION AURA <size> RITUAL.


Race Reaver


Aspect: Earth      Difficulty: 5      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical (Weapon Only)
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is an Earth Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual gives a +2 or more Damage Aura to a weapon against a player race as determined by the ritual caster. If a second Race Reaver is desired upon the same weapon, then a new ritual must be performed, for only one race may be selected per ritual. If a second Race Reaver is cast upon the same weapon then a new race MUST be selected. You may not add further pluses to the completed Race Reaver for the same race. For example, a weapon with a +2 vs. Humans could have a ritual of +6 vs. Gypsies added to it. It may not have a +6 vs. Humans added to it.

Base Difficulty, Difficulty 5, 4 Reagents, +2 to Damage Calls, Swings Magic
+3 To Difficulty, Difficulty 8, 5 Reagents, +4 to Damage Calls, Swings Magic
+6 To Difficulty, Difficulty 14, 9 Reagents, +6 to Damage Calls, Swings Magic
+12 To Difficulty, Difficulty 19, 14 Reagents, +8 to Damage Calls, Swings Magic

The ritual caster when constructing a Race Reaver may select one race from the following list of Player Races:
Biata Barbarian Dark Elf Dwarf Elf Gypsy High Ogre High Orc Hobling Human
Mystic Wood Elf Sarr Wylderkin Stone Elf Dryad

Race Reaver is usable an unlimited number of times a day by the possessor of the weapon into which it was cast. The wielder of the Race Reaver weapon must be sure that the target is truly of the race the weapon is targeted against in order to invoke the extra damage. The benefits from the Race Reaver can not be used in conjunction with the benefits from Damage Aura (example: a sword with +2 Human Reaver and +1 Damage Aura does only +2 damage vs. Humans, not +3.) As per the Damage Aura ritual, the wielder may choose to utilize the extra damage while choosing not to utilize the "magic" carrier.

This ritual does not grant additional damage or a magic carrier against targets that are no longer of that race because of other rituals/plot effects/etc. For example, a Mummy is undead, if it was an elf before becoming undead, it is still only undead and an Elf Reaver will not work against it.

Required Components: 4  This ritual requires a minimum of 4 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1 (+1 for every level attempted above 1)
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagent (+1 for every Level attempted above 1)
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? Yes (This ritual can be spellcrafted to a maximum of a +6 Race Reaver)
Valid target: Physical
Special notes: This ritual may only be spellcrafted upon a weapon.

I CALL UPON THE POWER OF EARTH MAGIC TO CRAFT THE Race Reaver <options> RITUAL..


Racial Transformation


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

The ritual caster must spend 10 minutes in the casting of this ritual. This ritual will last forever as it is instantaneous and irrevocable. This is an Earth Aspect ritual.

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 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 be the class of the target, or cannot have any skills they possess the Racial Transformation immediately fails. The following are valid races that can be chosen when the Racial Transformation ritual is cast:
Biata Barbarian Dark Elf Dwarf Elf
Gypsy High Ogre High Orc Hobling Human
Mystic Wood Elf Sarr Wylderkin Stone Elf Dryad

The Racial Transformation ritual will cause the person to resurrect as the Transformed race for the rest of the target’s life. A separate Transform ritual can 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 two following examples will indicate why this ritual could fail:

Example One: Target is a Barbarian wishing to change to a Dwarf. The Barbarian possesses the skill two handed sword, and wishes to change to Dwarf. Dwarves cannot purchase the skills two-handed sword, so the Racial Transformation ritual would fail. The target would need to undergo a Spirit Forge before attempting this ritual, removing the skill Two-Handed Sword.

Example Two: Target is an Elven Fighter wishing to change to a Hobling Rogue. Hoblings cannot be warriors so the Racial Transformation ritual immediately fails. The target would have to undergo a Spirit Forge changing to rogue before the Racial Transformation occurs.

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.


Regeneration


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

The ritual caster must spend 10 minutes in the casting of this ritual. This is a General Aspect ritual that is always the same aspect as the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual allows a spirit to generate a new body after the old one has been destroyed. The new body generated is the same 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 slow 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. (Current deaths equals the total number of deaths taken minus those deaths that have been bought back through Goblin Stamps.) 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 the death after the regeneration 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 not ever buy back any deaths taken while under the effects of a Regenerate 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 the Goblin Stamps.

The ritual marshal must enter the character 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.


Render Indestructible


Aspect: General      Difficulty: 2      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended. The duration of this Ritual is 1 year.

The target of this ritual is limited to an item no larger than 10’ by 10’ by 1’.

This ritual prevents an item from being affected by normal destructive means, such as Shatter and Destroy spells 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.

Out of Game:
If cast on a suit of armor it will cause that armor to be unable to be Shattered or Destroyed, but the armor’s protection may still be reduced to 0 as normal.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagent
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE RENDER INDESTRUCTIBLE RITUAL.


Render Indestructible Improved


Aspect: General      Difficulty: 7      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last forever unless it is otherwise destroyed. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

This target of this ritual is limited to an item no larger than 10’ by 10’ by 1’.

This ritual prevents an item from being affected by normal destructive means, such as Shatter and Destroy spells 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.

Out of Game:
If cast on a suit of armor it will cause that armor to be unable to be Shattered or Destroyed, but the armor’s protection may still be reduced to 0 as normal.

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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal and Spirit
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual lasts until the single charge has been used.This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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.

OOG:

The ritual marshall should state "Resist" when this ritual is used and the tag should immediately be given to the ritual marshall. A target may have more than one Resist Destroy Magic ritual cast upon it, but it counts towards the twenty ritual maximum.

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
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Spirit
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This is an Earth Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended.

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 Astrology or 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.


Reverse Life Force


Aspect: Earth/Necromantic      Difficulty: 6      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is an Earth or Necromantic Aspect ritual and will always be the same as the aspect of the ritual caster. If the target is living, this is a Necromantic Aspect ritual. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual alters the metabolic state of a creature. Living beings are left with no metabolism and gain all immunities and abilities which stem from having no metabolism. Creatures with no metabolism gain a metabolism and are considered to have a living being's metabolism, losing all immunities and abilities which stem from having no metabolism.

Curing spells have the reversed effect on the recipient of the Ritual. Reversed creatures that are normally healed by Curing and Harmed by Necromancy are now healed by Necromancy and harmed by Curing. Beings with a Reverse Metabolism that are normally healed by Necromancy and Harmed by Healing are now harmed by Necromancy and healed by Curing. The amount of curing is equivalent to the amount that it is normally healed; therefore if a creature normally was harmed double by healing and healed by necromancy, it would now be healed double by Curing and harmed by Necromancy.

Undead affecting spells have no additional effects on Living beings and normal effect on Undead under the effect of this ritual.

OOG:
No Metabolism gives immunity to sleep, poison, waylay, wither, disease, and drain. A reversed creature that normally has a metabolism becomes immune to life and death. A reversed creature that is normally immune to life and death remains immune to life and death - unless life or death is a specific weakness of the Reversed Being. 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 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Spirit

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE REVERSE LIVE FORCE RITUAL.


Ritual of WOE


Aspect: Earth      Difficulty: 5      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last until the next dawn. This is an Earth Aspect ritual and will always be the same as the aspect of the ritual caster. This ritual may only be cast after sunset.

This ritual allows up to six participants, one of which may be the caster. 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.

Base Difficulty, Difficulty 5, 4 Reagents, Level A: Immune to Fear, Temporary Stake of WOE
+3 To Difficulty, Difficulty 8, 5 Reagents, Level B: Immune to Vampire Charm, Immune to Fear, Temporary Stake of Woe
+6 To Difficulty, Difficulty 14, 9 Reagents, Level C: Arcane Solidify 2/Day, Immune to Vampire Charm, Immune to Fear, Temporary Stake of Woe
+12 To Difficulty, Difficulty 19, 14 Reagents, Level D: Immune to Necromantic effects, Arcane Solidify 2/Day, Immune to Vampire Charm, Immune to Fear, Temporary Stake of Woe

This ritual creates a temporary Stake of Woe for each individual targeted, which allows a Vampire to be killing blowed and take a death from the killing blow. 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 or Destroyable.

This ritual is unaffected by ANY other ritual or ritual effect (i.e. Permanence, Destroy Magic, etc.).

OOG:
Dawn is 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. If struck with Fear, the target replies "No effect".
- Immunity to Vampire Charm. If caught in a Vampire Charm, the target replies, "No effect".
- Arcane Solidify: as per the spell.
- 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.


Ritual of WOE (Woven)


Aspect: Earth      Difficulty: 8      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: Special      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last until the next dawn. This is an Earth Aspect ritual and will always be the same as the aspect of the ritual caster.

This ritual allows up to six participants, one of which may be the caster. 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 Woven. Individuals are granted a Woven Slayer level based upon the difficulty level the ritual caster is willing to attempt.

Base Difficulty, Difficulty 8, 6 Reagents, Level A: Immune to Fear, Temporary Shroud of WOE (Woven)
+3 To Difficulty, Difficulty 11, 8 Reagents, Level B: Immune to Sleep, Immune to Fear, Temporary Shroud of Woe (Woven)
+6 To Difficulty, Difficulty 14, 14 Reagents, Level C: Arcane Awaken 2/Day, Immune to Sleep, Immune to Fear, Temporary Shroud of Woe (Woven)
+12 To Difficulty, Difficulty 20, 20 Reagents, Level D: Immune to Command effects, Arcane Awaken 2/Day, Cloak Greater Command 2/day, Temporary Shroud of Woe (Woven)

This ritual creates a temporary Shroud of Woe for each individual targeted, which may be laid over a Woven and allows a Woven to be killing blowed and take a death from the killing blow. Be forewarned that while a single shrouded killing permanently kills most Woven, some very powerful woven are rumored to be able to survive multiple attempts or require special conditions to be met. The Shroud of Woe formed is Shatterable or Destroyable.

This ritual is unaffected by ANY other ritual or ritual effect (i.e. Permanence, Destroy Magic, etc.).

OOG:
Dawn is 6 AM.

WOE stands for Weapon of Eradication.

Benefits conveyed by the Ritual of WOE include:
- Immunity to all Fear effects. If struck with Fear, the target replies "No effect".
- Immunity to sleep. If caught by a sleep effect, the target replies, "No effect".
- Arcane awaken: as per the spell.
- Immunity to command effects. Negated effects include carrier attacks, battle magic, and monster abilities. The target replies "No effect" to attacks. This does not protect against Greater Command effects

Required Components: 6  This ritual requires 6 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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical or Spirit
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual lasts until the single charge has been used. This is an Earth Aspect ritual.

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 (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 a bag of Chance) 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 the Bag of Chance 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 counter-act 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.

OOG:
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 in 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.


Seek the Whole


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

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended. The base duration of this Ritual is 5 days.

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 his 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Spirit (Caster Only)

I CALL UPON THE POWER OF <ASPECT> MAGIC TO CRAFT THE SEEK THE WHOLE RITUAL.


Shatter Spirit


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

The ritual caster must spend 5 minutes in the casting of this ritual. The ritual will last forever, for it is instantaneous and irreversible. This is an Earth Aspect ritual and will always be the same as the aspect of the ritual caster and must also be the same aspect as the Circle of Power.

The target may not refuse this ritual; it is considered "unavoidable" for the purposes of effects such as Sacrifice. Once this ritual has begun, the spirit is unable to leave the Circle of Power until the ritual is complete.

This ritual forces the target to immediately dissipate and resurrect as if it had suffered a single death. The target selects a place of resurrection normally. 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 this death. If a Spirit Bottle is affected by a Shatter Spirit, the spirit will suffer a single death. 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 a single death. If this death places them beyond the 12 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. Undead not under a Curse of Undeath will resurrect as stated in the Transform to Greater Undead ritual.

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

Spellcrafting: This ritual may NOT be spellcrafted.


Spell Parry


Aspect: General      Difficulty: 7      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical (Weapon)
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. The ritual may only be cast on a weapon. This Ritual may be extended. The base duration of this Ritual is 1 year.

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 Cloak any one magical effect that would normally affect them. A Spell Parry may be used against any battle magic spell, activate, "magic" monster ability, or spellstrike. It may also be used against Dragon Magic or Shadow Magic spells. It may not be used against a regularly cast ritual.

The attack must hit the wielder of the weapon. 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 if the wielder of the weapon so chooses.

The Spell Parry is usable once per day 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical (weapon).
Special Notes: This ritual can only be Spellcrafted on a weapon.

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SPELL PARRY RITUAL.


Spell Store


Aspect: General      Difficulty: 1      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual will create a rechargeable Battle Magic spell slot in an item or on a person, if that person has a spirit. If Spell Store is cast upon such a person the ritual remains on the body. The Spell Store 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 Spell Store will vanish.

To charge the item, a spell must be touch-cast into it. The possessor of the item must then incant "Absorb." Once charged, anyone in possession of the item may activate the spells stored within as if they were activating a magic item. The spells stored can be of any combination of levels up to the maximum spell levels allowed by the ritual performed. Thus a fifth level Spell Store item or person could hold one fifth level spell or five first level spells. Note that the spells stored in the item must be of the same aspect as the Spell Store itself. Thus you cannot store earth battle magic spells in a celestial Spell Store item or vice versa.

The difficulty attempted in this ritual determines the level of spell(s) being stored into the item.
Base Difficulty, Difficulty 1, 3 Reagents, Spell Store
1
+1 To Difficulty, Difficulty 2, 3 Reagents, Spell Store 2
+2 To Difficulty, Difficulty 3, 3 Reagents, Spell Store 3
+3 To Difficulty, Difficulty 4, 3 Reagents, Spell Store 4
+5 To Difficulty, Difficulty 6, 4 Reagents, Spell Store 5
+7 To Difficulty, Difficulty 8, 5 Reagents, Spell Store 6
+8 To Difficulty, Difficulty 9, 5 Reagents, Spell Store 7
+9 To Difficulty, Difficulty 10, 5 Reagents, Spell Store 8
+10 To Difficulty, Difficulty 11, 6 Reagents, Spell Store 9
+15 to Difficulty, Difficulty 16, 12 Reagents, Spell Store 10
+20 to Difficulty, Difficulty 21, 17 Reagents, Spell Store 11
+ 25 to Difficulty, Difficulty 26, 22 Reagents, Spell Store 12
For each Spell Store above this add +5 Difficulty and +5 Reagents. For example Spell Store 20 would be Difficulty 66 and require 62 Reagents.

A Spell Store item or person may not intercept a thrown spell and absorb it in any circumstances.

Out of Game:

A Battle Magic Spell is defined as any spell listed in the current version of the Alliance rules and rules addendum used by Alliance LARP.
If a spell that allows multiple packets (Magic Storm, Earth Storm, Chaos Storm) is to be placed in a Spell Store, it must be the first packet of that spell and the spell immediately ends. You cannot charge multiple Spell Stores off one spell.

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 NOT be spellcrafted.


Spirit Farewell


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

The ritual caster must spend 5 minutes in the 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. This is an Earth Aspect ritual.

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.

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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 10 Minutes      Duration: Instantaneous      May Be Extended: No

The ritual caster must spend 10 minutes in the casting of this ritual. This ritual is instantaneous and irrevocable and the changes made last forever or until the target receives another Spirit Forge. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. .

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.

OOG:
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. The ritual marshal must enter Spirit Forged 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.


Spirit Link


Aspect: General      Difficulty: 6      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal and Spirit
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

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 movable by that spirit when in their normal body. This ritual creates a link between an item and a person with a spirit. 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 the 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Universal and Spirit

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SPIRIT LINK RITUAL.


Spirit Lock


Aspect: General      Difficulty: 6      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal and Spirit
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may be extended. The base duration of this Ritual is 1 year.

The ritual must be cast on the item and person simultaneously, though only one ritual casting is required. The 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 movable by that spirit when in their normal body. This ritual creates a link between an item and a person with a spirit.

Once cast 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. While the spirit is separated from the 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, any attempt to do so will automatically fail. A Destroy Magic <Aspect> cast on a person will affect any items of that school that are Spirit Locked to them.

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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This Ritual will last one year. This is an Earth Aspect ritual. The Circle of Power used for the casting of this ritual must be Permanent or Limited, not created through battle magic.

This will allow one person, if that person has a spirit, to later travel from any place to the Circle of Power where the ritual was cast, in spirit form 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.

To activate a Spirit Recall, the player recites, "I recall one. I recall two. I recall three." The player then leaves all possessions at the point 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.

OOG:
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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Spirit

I CALL UPON THE POWER OF EARTH MAGIC TO CRAFT THE SPIRIT RECALL RITUAL.


Spirit Store


Aspect: Celestial      Difficulty: 5      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This Ritual will last 1 year or until the Stored Spirit chooses to end the Effect by spending five minutes within a celestial Circle of Power. This is a Celestial Aspect ritual and will always be the same as the aspect of the ritual caster.

The target spirit and the golem body into which the spirit is being stored must be within the Circle of Power at the time of ritual casting. If either leaves the Circle of Power once the ritual casting has begun, a Backlash automatically occurs. This ritual allows the ritual caster to place a spirit into a golem body if there is no spirit already present. A spirit stored within a golem body would have that body's full abilities in addition to their own. Memories, skills and knowledge are transferred with the spirit. When a spirit is stored within a golem body it will impose its features upon it, so a spirit within a golem will be recognizable as the spirit within.

At the end of the duration of the Spirit Store Ritual, if the Spirit chooses to end the effect, or if the Spirit Store Ritual receives a Destroy Magic
the Stored Spirit will return to its original body without the occurrence of a death. If the original body has been destroyed, the spirit must proceed to an Earth Circle and attempt resurrection.

If the Construct is destroyed you will Resurrect or Regenerate as per normal unless the Master Construct has the "Body Store" ability. Only MASTER Constructs are viable targets for Spirit Store effects. Major and Minor Constructs cannot be the target of Spirit Store.

OOG:
Plot committee should be contacted prior to spirit storing into any golem that was not ritually created by the PC. Some golems have limitations or effects that are not indicated on the scroll or monster card.

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

Spellcrafting: This ritual may NOT be spellcrafted.


Spirit Walk


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

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual is instantaneous. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

This 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 himself or herself, 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 the three count, "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 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 does 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
NPC Only Ritual: No      Role Play Only: Yes      Scroll Type: Location
Casting Time: 5 Minutes      Duration: Permanent      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This is a Celestial Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended. This Ritual is Permanent unless destroyed (see below).

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 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual:1
Cost of spellcrafting ritual in any reagents listed on the scroll: 1 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Location

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE STABLE FOUNDATION RITUAL.


Store Ability


Aspect: General      Difficulty: 3      Catalyst Required: No
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal
Casting Time: 5 Minutes      Duration: Until Used      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual will last until used and cannot be extended. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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 Skill Store 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 Skill Store will vanish. 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. A stored Disarm, Slay, Assassinate, Stun Limb, Shatter, Terminate or Eviscerate must be called exactly as it is put in the item, including damage type, if such damage type exists. 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 slay, even if used with a normal or magic weapon or if the wielder has multiple slays of his own. However a Character who has a 30 Slay item may use the properties of his weapon (such as Normal, Silver or Magic) with the 30 Slay call.

Base Difficulty, Base Reagents, Difficulty 3, 2 Reagents-
You can store 1 Charge of a Skill chosen from the list below:
Critical Attack, Back Attack, Evade, Disarm, Parry, Shatter, Slay, Stun Limb, Assassinate, Dodge, Riposte, Eviscerate, or Terminate

Required Components: 2  This ritual requires a minimum of 2 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 NOT be spellcrafted.


Summon Elemental (Foundation)


Aspect: Celestial      Difficulty: 2      Catalyst Required: Yes
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Universal
Casting Time: 10 Minutes      Duration: Special      May Be Extended: No

The ritual caster must spend 10 minutes in the casting of this ritual. This ritual will last an indefinite duration depending on the task desired. This is a Celestial Aspect ritual.

This ritual allows the user to summon one Foundation Elemental from its plane. This ritual 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 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. 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’s 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.

If the ritual caster expends more reagents and takes additional difficulty, more powerful and intelligent elementals will be summoned.
Base Difficulty, Difficulty 2, Catalyst + 2 Reagents, Foundation Shard
+2 To Difficulty, Difficulty 4, Catalyst + 2 Reagents, Foundation Imp
+4 To Difficulty, Difficulty 6, Catalyst + 3 Reagents, Foundation Adept
+6 To Difficulty, Difficulty 8, Catalyst + 4 Reagents, Foundation Lord
+12 To Difficulty, Difficulty 14, Catalyst + 9 Reagents, Foundation Knight
+40 To Difficulty, Difficulty 42, Catalyst + 35 Reagents, Foundation Overlord

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

OOG:
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 -- basically giving an NPC to the shack 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. A third 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics. Once this ritual is spellcrafted the scroll is consumed and should be immediately torn in half and given to a ritual marshal.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 1 hour.
May ritual be cast at higher level for greater effect? No.
Valid target: Physical
Special Notes: Compensation is still required.

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE SUMMON ELEMENTAL (FOUNDATION) <elemental type> RITUAL.


Summon Elemental (Magistarium)


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

The ritual caster must spend 10 minutes in the casting of this ritual. This ritual will last an indefinite duration depending on the task desired. This is an Earth Aspect ritual. If used to summons a Chaos Elemental this is a Necromantic Aspect Ritual.

This ritual allows the user to summon one Magistarium Elemental from its plane. This ritual 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 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. 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’s 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.

If the ritual caster expends more reagents and takes additional difficulty, more powerful and intelligent elementals will be summoned.
Base Difficulty, Difficulty 5, Catalyst + 3 Reagents, Magistarium Shard
+2 To Difficulty, Difficulty 7, Catalyst + 4 Reagents, Magistarium Imp
+4 To Difficulty, Difficulty 9, Catalyst + 4 Reagents, Magistarium Adept
+6 To Difficulty, Difficulty 14, Catalyst + 10 Reagents, Magistarium Lord
+12 To Difficulty, Difficulty 17, Catalyst + 12 Reagents, Magistarium Knight
+40 To Difficulty, Difficulty 45, Catalyst + 40 Reagents, Magistarium Overlord

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 chose 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 Wands
Order Truesilver

OOG:
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 -- basically giving an NPC to the shack 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. A third 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics. Once this ritual is spellcrafted the scroll is consumed and should be immediately torn in half and given to a ritual marshal.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 1 Hour
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special notes: Compensation is still required.

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE SUMMON ELEMENTAL (MAGISTARIUM) <elemental type> RITUAL.


Summon Extra planar Creature


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

The ritual caster must spend 10 minutes in the casting of this ritual. This ritual will last 5 days or until the summoned creature is killed or banished, whichever comes first. This is a Celestial Aspect ritual.

This ritual allows the caster to summon one Magical 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 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 Extra Planar Creature may attack the ritual caster or return to their plane of origin.

If the ritual caster expends more reagents and takes additional difficulty, more powerful extra planar creatures will be summoned.
Base Difficulty, Difficulty 5, Catalyst + 3 Reagents, Creature of Fortannis
+2 To Difficulty, Difficulty 7, Catalyst + 4 Reagents, Creature of the Void between Planes
+4 To Difficulty, Difficulty 9, Catalyst + 4 Reagents, Creature of the Foundation Planes
+6 To Difficulty, Difficulty 14, Catalyst + 10 Reagents, Creature of the Magistarium Planes
+12 To Difficulty, Difficulty 17, Catalyst + 12 Reagents, Creature of Faerie
+20 To Difficulty, Difficulty 25, Catalyst + 16 Reagents, Creature of The Graveyard
+40 To Difficulty, Difficulty 45, Catalyst + 40 Reagents, Creature of the Mists

The extra planar creature summoned is completely random, though if the true name of a specific creature of the <insert creature> type 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 -- basically giving an NPC to the shack 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. A third 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 Summoned Creature in order to perform the task. If the task is "Guard me and protect me from harm", the Summoned 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 Summoned Creature. Whether or not the Summoned 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics. Once this ritual is spellcrafted the scroll is consumed and should be immediately torn in half and given to a ritual marshal.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 1 hour
May ritual be cast at higher level for greater effect? No.
Valid target: Physical
Special: Compensation may still be required.

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE SUMMON EXTRAPLANAR CREATURE <creature> RITUAL.


Summon Extra planar Creature


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

The ritual caster must spend 10 minutes in the casting of this ritual. This ritual will last 5 days or until the Pantherghast is killed or banished, whichever comes first. This is a Celestial Aspect ritual.

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.
Base Difficulty, Difficulty 5, Catalyst + 3 Reagents, Pantherghast
+2 To Difficulty, Difficulty 7, Catalyst + 4 Reagents, Pantherghast Hunter
+4 To Difficulty, Difficulty 9, Catalyst + 4 Reagents, Pantherghast Terminator
+6 To Difficulty, Difficulty 14, Catalyst + 10 Reagents, Pantherghast Exterminator
+12 To Difficulty, Difficulty 17, Catalyst + 12 Reagents, Pantherghast Reaver
+40 To Difficulty, Difficulty 45, Catalyst + 40 Reagents, Panthergaunt

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.

OOG:
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. In some cases the Caster must take the place of the Summoned Creature for the duration of the Summoning- or offer up someone else to do so -- basically giving an NPC to the shack 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 Pantherghast 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. Any additional reagents required by the ritual should be the same as listed on the scroll.

Spellcrafting: This ritual may NOT be spellcrafted.


Summon Magical Creature


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

The ritual caster must spend 10 minutes in the casting of this ritual. This ritual will last 5 days only or until the creature is kill or banished, whichever comes first. This is an Earth Aspect ritual.

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.

If the ritual caster expends more reagents and takes additional difficulty, more powerful magical creatures will be summoned.
Base Difficulty, Difficulty 5, Catalyst + 3 Reagents, Magic Eater or Quickling
+2 To Difficulty, Difficulty 7, Catalyst + 4 Reagents, Fey Commoner or Redcap Bloodletter
+4 To Difficulty, Difficulty 9, Catalyst + 4 Reagents, Fey Merchant or Satyr Commoner
+6 To Difficulty, Difficulty 14, Catalyst + 10 Reagents, Fey Gentry or Satyr Knight
+12 To Difficulty, Difficulty 17, Catalyst + 12 Reagents, Fey Noble or Satyr Lord
+20 To Difficulty, Difficulty 25, Catalyst + 16 Reagents, Satyr Prince
+40 To Difficulty, Difficulty 45, Catalyst + 40 Reagents, Unicorn/Dark Unicorn, Satyr King

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.

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 -- basically giving an NPC to the shack 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. A third 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 Summoned Creature in order to perform the task. If the task is "Guard me and protect me from harm", the Summoned 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 Summoned Creature. Whether or not the Summoned 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics. Once this ritual is spellcrafted the scroll is consumed and should be immediately torn in half and given to a ritual marshal.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 1 hour
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special Notes: Compensation may still be required.

I CALL UPON THE POWER OF EARTH MAGIC TO CRAFT THE SUMMON MAGICAL CREATURE (Creature) RITUAL.


Summon Undead (Corporeal)


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

The ritual caster must spend 10 minutes in the casting of this ritual. The undead summoned by this ritual will last until destroyed but the caster’s control lasts only 5 days. This is a Necromantic Aspect ritual.

This ritual summons one or more Corporeal Undead. This ritual also allows the caster to control the Corporeal undead summoned. The number of undead summoned varies by levels of Formal Casting skill according to the undead being summoned. The Corporeal Undead created will last until killed, however, the casters control will only last 5 days. 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." The ritual caster must spend 1 hour in casting this ritual. 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 command 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 type summoned is equal to the difficulty the ritual caster is willing to undertake:

Zombie, Base Difficulty, Difficulty 3, 3 Reagents, 1 Creature Summoned Per Level of Formal Magic
Rot Worm, Base Difficulty, Difficulty 3, 3 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Cackling Corpse, +1 To Difficulty, Difficulty 4, 4 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Ghoul, +2 To Difficulty, Difficulty 5, 4 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Death Master, +2 To Difficulty, Difficulty 5, 4 Reagents, 1 Creature Summoned Per 3 Levels of Formal Magic
Mummy, +3 To Difficulty, Difficulty 6, 4 Reagents, 1 Creature Summoned Per 3 Levels of Formal Magic
Ghast, +4 To Difficulty, Difficulty 7, 5 Reagents, 1 Creature Summoned Per 3 Levels of Formal Magic
Wight, +4 To Difficulty, Difficulty 7, 5 Reagents, 1 Creature Summoned Per 3 Levels of Formal Magic
Charnel Juggernaut, +5 To Difficulty, Difficulty 8, 5 Reagents, 1 Creature Summoned Per 4 Levels of Formal Magic
Clinging Corpse, +7 To Difficulty, Difficulty 10, 6 Reagents, 1 Creature Summoned Per 5 Levels of Formal Magic
Barrow Wight, +8 To Difficulty, Difficulty 11, 7 Reagents, 1 Creature Summoned Per 5 Levels of Formal Magic
Lord of the Graveyard, +8 To Difficulty, Difficulty 11, 7 Reagents, 1 Creature Summoned Per 5 Levels of Formal Magic
Charnel Colossus, +10 To Difficulty, Difficulty 13, 9 Reagents, 1 Creature Summoned Per 5 Levels of Formal Magic
Barghast, +18 To Difficulty, Difficulty 21, 17 Reagents, 1 Creature Summoned Per 6 Levels of Formal Magic

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 --basically giving an NPC to the shack 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics. Once this ritual is spellcrafted the scroll is consumed and should be immediately torn in half and given to a ritual marshal.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 1 hour
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special Notes: This ritual cannot be Spellcrafted to Summon undead with an Additional Difficulty Rating higher then 7.

I CALL UPON THE POWER OF NECROMANTIC MAGIC TO CRAFT THE SUMMON UNDEAD CORPOREAL <type> RITUAL.


Summon Undead (Skeletal)


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

The ritual caster must spend 10 minutes in the casting of this ritual. The undead summoned by this ritual will last until destroyed but the caster’s control lasts only 5 days. This is a Necromantic Aspect ritual.

This ritual summons one or more Skeletal Undead. This ritual also allows the caster to control the Skeletal undead summoned. The number of undead summoned varies by levels of Formal Casting skill according to the undead being summoned. The skeletal Undead created will last until killed, however, the casters control will only last 5 days. 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." The ritual caster must spend 1 hour in casting this ritual. 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 command 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 type summoned is equal to the difficulty the ritual caster is willing to undertake:

Skeleton, Base Difficulty, Difficulty 3, 3 Reagents, 1 Creature Summoned Per Level of Formal Magic
Grave Dancer, Base Difficulty, Difficulty 3, 3 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Skeletal Warrior, +1 To Difficulty, Difficulty 4, 4 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Jade Skeleton, +2 To Difficulty, Difficulty 5, 4 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Skeleton, Giant, +2 To Difficulty, Difficulty 5, 4 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Hound of the Dead, +4 To Difficulty, Difficulty 7, 5 Reagents, 1 Creature Summoned Per 3 Levels of Formal Magic
Death's Head, +5 To Difficulty, Difficulty 8, 5 Reagents, 1 Creature Summoned Per 4 Levels of Formal Magic

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 --basically giving an NPC to the shack 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics. Once this ritual is spellcrafted the scroll is consumed and should be immediately torn in half and given to a ritual marshal.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 1 hour
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special Notes: This ritual cannot be Spellcrafted to Summon undead with an Additional Difficulty Rating higher then 7.

I CALL UPON THE POWER OF NECROMANTIC MAGIC TO CRAFT THE SUMMON UNDEAD SKELETAL <type> RITUAL.


Summon Undead (Spectral)


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

The ritual caster must spend 10 minutes in the casting of this ritual. The undead summoned by this ritual will last until destroyed but the caster’s control lasts only 5 days. This is a Necromantic Aspect ritual.

This ritual summons one or more Spectral Undead. This ritual also allows the caster to control the Skeletal undead summoned. The number of undead summoned varies by levels of Formal Casting skill according to the undead being summoned. The Spectral Undead created will last until killed, however, the casters control will only last 5 days. 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." The ritual caster must spend 1 hour in casting this ritual. 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 command 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 type summoned is equal to the difficulty the ritual caster is willing to undertake:

Will O' Wisp, Base Difficulty, Difficulty 3, 3 Reagents, 1 Creature Summoned Per Level of Formal Magic
Bone Shade, Base Difficulty, Difficulty 3, 3 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Spectre, +2 To Difficulty, Difficulty 5, 4 Reagents, 1 Creature Summoned Per 2 Levels of Formal Magic
Ghost, +3 To Difficulty, Difficulty 6, 4 Reagents, 1 Creature Summoned Per 3 Levels of Formal Magic
Phantom, +4 To Difficulty, Difficulty 7, 5 Reagents, 1 Creature Summoned Per 3 Levels of Formal Magic
Corpse Light, +8 To Difficulty, Difficulty 11, 7 Reagents, 1 Creature Summoned Per 4 Levels of Formal Magic
Night Shade, +12 To Difficulty, Difficulty 15, 11 Reagents, 1 Creature Summoned Per 5 Levels of Formal Magic

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 --basically giving an NPC to the shack 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics. Once this ritual is spellcrafted the scroll is consumed and should be immediately torn in half and given to a ritual marshal.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 1 hour
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special Notes: This ritual cannot be Spellcrafted to Summon undead with an Additional Difficulty Rating higher then 7.

I CALL UPON THE POWER OF NECROMANTIC MAGIC TO CRAFT THE SUMMON UNDEAD SPECTRAL <type> RITUAL.


Transfer Enchantment


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

The ritual caster must spend 10 minutes in the casting of this ritual. The Transfer Enchantment ritual lasts forever as it is instantaneous and irreversible. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

This ritual will transfer all Formal magic of the same Aspect as the ritual caster from one item or person, if that person has a spirit, 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 Damage Aura may only be cast on a weapon, transferring it to a ring would cause that 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, 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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 30 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 30 minutes in the casting of this ritual. If cast without a Curse of Undeath, this ritual will last one year or until the target is killed, whichever comes first. If cast with a Curse of Undeath, this ritual will last until the target’s Curse of Undeath expires or is destroyed or until they permanently die, whichever comes first. This is a Necromantic Aspect ritual. This Ritual may be extended.

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 one year 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>.

The following are valid undead types for the Transform to <Greater Undead Corporeal>:

Death Lord Mage, Base Difficulty, Difficulty 7, Catalyst + 4 Reagents, Prerequisite Undead: None
Death Lord Thief, Base Difficulty, Difficulty 7, Catalyst + 4 Reagents, Prerequisite Undead: None
Death Lord Warrior, Base Difficulty, Difficulty 7, Catalyst + 4 Reagents, Prerequisite Undead: None
Death Lord, Wizard*, +3 To Difficulty, Difficulty 10, Catalyst + 5 Reagents, Prerequisite Undead: Death Lord Mage
Death Lord, Rogue*, +3 To Difficulty, Difficulty 10, Catalyst + 5 Reagents, Prerequisite Undead: Death Lord Thief
Death Lord, Knight*, +3 To Difficulty, Difficulty 10, Catalyst + 5 Reagents, Prerequisite Undead: Death Lord Warrior
Mummy King, +4 To Difficulty, Difficulty 11, Catalyst + 6 Reagents, Prerequisite Undead: None
Ghoul Lord, +5 To Difficulty, Difficulty 12, Catalyst + 7 Reagents, Prerequisite Undead: None
Kennel Creep, +6 To Difficulty, Difficulty 13, Catalyst + 8 Reagents, Prerequisite Undead: None
Dread Lord, Sorcerer*, +7 To Difficulty, Difficulty 14, Catalyst + 9 Reagents, Prerequisite Undead: Death Lord, Wizard
Dread Lord, Preceptor*, +7 To Difficulty, Difficulty 14, Catalyst + 9 Reagents, Prerequisite Undead: Death Lord, Rogue
Dread Lord, Highwayman*, +7 To Difficulty, Difficulty 14, Catalyst + 9 Reagents, Prerequisite Undead: Death Lord, Knight
Eternal Emperor*, +10 To Difficulty, Difficulty 17, Catalyst + 12 Reagents, Prerequisite Undead: Mummy King
Barrow Lord*, +10 To Difficulty, Difficulty 17, Catalyst + 12 Reagents, Prerequisite Undead: Ghoul Lord
Huntsman*, +10 To Difficulty, Difficulty 17, Catalyst + 12 Reagents, Prerequisite Undead: Kennel Creep

Note: Certain undead types require the prerequisite ritual to be cast before a greater form of undead is attempted. For example one must transform to Ghoul Lord before they transform to Barrow Lord. 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. Undead with a prerequisite undead form is marked with an Asterisk (*) in the table above.

OOG:
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 Alliance 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. Race prior to transform to <Greater Undead Corporeal> means the race if no rituals that are not irrevocable are considered. In other words the race indicated in the Alliance character database for that character.

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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 30 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 30 minutes in the casting of this ritual. If cast without a Curse of Undeath, this ritual will last one year or until the target is killed, whichever comes first. If cast with a Curse of Undeath, this ritual will last until the target’s Curse of Undeath expires or is destroyed or until they permanently die, whichever comes first. This is a Necromantic Aspect ritual. This Ritual may be extended.

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 one year 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>.

The following are valid undead types for the Transform to <Greater Undead Skeletal>:

Skeletal Champion, Base Difficulty, Difficulty 7, Catalyst + 4 Reagents, Prerequisite Undead: None
Skeletal Warlord*, +4 To Difficulty, Difficulty 11, Catalyst + 6 Reagents, Prerequisite Undead: Skeletal Champion
Genhoarde , +6 To Difficulty, Difficulty 13, Catalyst + 8 Reagents, Prerequisite Undead: None
Liche, Lesser, +12 To Difficulty, Difficulty 19, Catalyst + 14 Reagents, Prerequisite Undead: None
Liche, Greater*, +17 To Difficulty, Difficulty 24, Catalyst + 19 Reagents, Prerequisite Undead: Liche, Lesser

Note: Certain undead types require the prerequisite ritual to be cast before a greater form of undead is attempted. For example one must Transform to Skeletal Champion before they Transform to Skeletal Warlord. 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. Undead with a prerequisite undead form is marked with an Asterisk (*) in the table above.

OOG:
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 Alliance LARP 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. Race prior to transform to <Greater Undead Skeletal> means the race if no rituals that are not irrevocable are considered. In other words the race indicated in the Alliance character database for that character.

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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 30 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 30 minutes in the casting of this ritual. If cast without a Curse of Undeath, this ritual will last one year or until the target is killed, whichever comes first. If cast with a Curse of Undeath, this ritual will last until the target’s Curse of Undeath expires or is destroyed or until they permanently die, whichever comes first. This is a Necromantic Aspect ritual. This Ritual may be extended.

This ritual transforms a person, if that person has a spirit, into a <insert type> one of the variety of <Greater Undead Sprectal> 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 one year 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>.

The following are valid undead types for the Transform to <Greater Undead Spectral>:

Wraith, Base Difficulty, Difficulty 7, Catalyst + 4 Reagents, Prerequisite Undead: None
Ghost Lord, +2 To Difficulty, Difficulty 9, Catalyst + 4 Reagents, Prerequisite Undead: None
Wraith Lord*, +3 To Difficulty, Difficulty 10, Catalyst + 5 Reagents, Prerequisite Undead: Wraith
Haunt, +4 To Difficulty, Difficulty 11, Catalyst + 6 Reagents, Prerequisite Undead: None
Spectral Warlord*, +6 To Difficulty, Difficulty 13, Catalyst + 8 Reagents, Prerequisite Undead: Wraith Lord

Note: Certain undead types require the prerequisite ritual to be cast before a greater form of undead is attempted. For example one must Transform to Wraith before they Transform to Wraithlord. 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. Undead with a prerequisite undead form are marked with an Asterisk (*) in the table above.

OOG:
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 Alliance LARP 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. Race prior to transform to <Greater Undead Spectral> means the race if no rituals that are not irrevocable are considered. In other words the race indicated in the Alliance character database for that character.

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.


Universal Speech


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

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. This Ritual may not be extended. The base duration of this Ritual is 1 hour.

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 1 hour 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 or 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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Spirit
Casting Time: 5 Minutes      Duration: Until Used/or 3 years      May Be Extended: No

The ritual caster must spend 5 minutes in the casting of this ritual. This ritual lasts 3 years or until all the charges have been used, whichever comes first. This is a Celestial Aspect ritual.

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 killing blowed.

This ritual has a number of charges equal to half the number of levels of ritual magic possessed by the caster rounded down.

OOG:

Game effects that duplicate a killing blow (Death 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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Spirit

I CALL UPON THE POWER OF CELESTIAL MAGIC TO CRAFT THE VENGEANCE RITUAL.


Vision


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

The ritual caster must spend 5 minutes in the casting of this ritual. The duration of the Vision is variable depending on how much is revealed on the given topic. This is a Celestial Aspect Ritual.

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 IG 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
NPC Only Ritual: No      Role Play Only: No      Scroll Type: Physical
Casting Time: 5 Minutes      Duration: One Year      May Be Extended: Yes

The ritual caster must spend 5 minutes in the casting of this ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster. A ritual caster may not cast a Warder Glyph of a type that is not of their aspect. This Ritual may be extended. The base duration of this Ritual is 1 year.

This ritual creates a visibly marked Warder Glyph <Specific Name> 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 (with enough spirit to be affected by spells) 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. Otherwise the Glyph will attack the person with a spell or game effect determined by the caster at the time of creation. Some creatures may be immune to specific Warder Glyphs. Reflect Magic, Spell Shield, Racial Resists, Resist Magic, Cloak, and Bane can negate the effect of any Warder Glyph except Vengeance. Racial Resists only negate those effects that are appropriate. The effect of a Warder Glyph may not be evaded, 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 as their formal levels being used to cast the Warder Glyph ritual. Spells of the following effect groups can be stored in a Warder Glyph: Command, Curse, Necromancy, Evocation as well as the following spells from the Healing effect group: Destroy Undead, Turn Undead. 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 a spell at the 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.

Base Difficulty, Difficulty 2, 3 Reagents -- Spell level 1-3 Magic Delivery
+3 Difficulty, Difficulty 5, 4 Reagents -- Spell level 4-6 Magic Delivery
+6 Difficulty, Difficulty 8,5 Reagents -- Spell level 7-9 Magic Delivery
+10 Difficulty, Difficulty 12, 5 Reagents, Caster is Earth Aspect -- Earth/Chaos type Vengeance (10 pts per Earth Formal Level of the Caster)
+10 Difficulty, Difficulty 12, 5 Reagents, Caster is Celestial Aspect -- Vengeance (10 pts per Celestial Formal Level of the Caster)
+12 Difficulty, Difficulty 14, 6 Reagents -- Spell level 1-3 Arcane or Elemental Delivery
+18 Difficulty, Difficulty 16, 7 Reagents -- Spell level 4-6 Arcane or Elemental Delivery
+24 Difficulty, Difficulty 18, 8 Reagents -- Spell level 7-9 Arcane or Elemental Delivery

Earth Vengeance or Chaos Vengeance is unavoidable damage of the specific carrier type. If a creature is not affected by Earth or Chaos then this effect will cause them no damage. This damage is similar to Earth/Chaos storm in that it is not doubled by creatures which take double damage from either Earth or Chaos.

OOG:
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 6"x6". 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. A warder glyph may never be used as healing of any type.

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. Spellcrafting is a High Magic ability and the number of Spellcrafted Rituals you can memorize is determined by how many points you allocate to this from your available High Magic points. You must use any spellcrafted rituals you have memorized before the end of the event or they immediately expire (you cannot save tags between events). The time of casting must be written on the spell crafting ticket you received at logistics.

The specific information for this ritual is the following:

Levels of formals required to spellcraft this ritual: 2
Cost of spellcrafting ritual in any reagents listed on the scroll: 2 Reagents
Duration of spellcrafted ritual: 5 days
May ritual be cast at higher level for greater effect? No
Valid target: Physical
Special Notes: The following Warder Glyphs cannot be Spellcrafted: Confine, Dragon’s .Breath, Death, and Vengeance.

I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE WARDER GLYPH <Specific Name> RITUAL.


Whispering Wind


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

The ritual caster must spend 5 minutes in the casting of this ritual. The time for the message to be delivered varies, although it is immediately sent upon completion of the ritual. This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.

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 presently on this plane of existence. The wind will carry the message to the recipient where only he will be able to hear it. The recipient may choose to ignore any Whispering Wind that comes to him. 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 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 in accordance with the chart below.

Base DC, DC 2, 3 reagents, As described above
+2 to DC, DC 4, 4 reagents, Caster has not met subject but subject is well known to them.
+4 to DC, DC 6, 5 reagents, Caster has not met subject but caster has heard of the subject
+6 to DC, DC 8, 6 reagents, Caster only knows subjects name

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.


Published:
Feb 2, 2015
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