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Sorcery - Primary Colors

Red Sorcery
(Runes & Wards)

Runes may be scribed onto any door, window, book, box or chest. It is possible to scribe more than one rune onto an item. While scribing runes of multiple ranks they must be scribed in ascending order. You may scribe a rune on a wall or floor, if you do this than the actual rune must be scribed to the size of 1 foot by 1 foot and the symbol itself must be touched for the effects to go off.

Rank I

Gabriel's Door

Magic Points: 5 Points
Duration: 1 Event

When this ritual is cast it will magically bar a door, so that it can only be opened by the caster or anyone that speaks the "Key" word that is assigned at the end of the ritual casting. The door is immune to all forms of attack, including spells, acids, weapon smashes, pick locks.  Area notes must be filled out to reflect this ritual.

Terrwards Eldrich Rune

Magic Points: 5 Points
Duration: 1 Event

Once scribed it will release a burst of  "30 magical (insert element)" to anyone who touches the item without speaking the Key word.  The type of elemental damage done is determined by the caster at the casting  of the ritual. Once activated the rune will reset itself after 60 seconds.  Valence spells will protect against this rune. This rune can be scribed multiple times on an item so that the total amount of damage done is doubled or tripled. The ritual card must include the key word.

Rank II

Rhoanins Rune of Stone

Magic Points: 8 Points
Duration: 1 Event

Once scribed it will turn to stone anyone who touches the item without speaking the Key word.  The effects will last until dispelled.  Once activated the rune will reset itself after 60 seconds.  Valence spells will protect against this rune. The ritual card must include the key word.

Sleeping Sanctuary

Magic Points: 8 Points
Duration: 1 Event

This ritual will create a ward around the body of the target that is activated when they fall asleep through natural or unnatural means. The ward is undetectable and will protect the sleeping target from the next attack be it an actual attack or a killing blow. The ward will negate the attack; explode upon impact causing the attacker to be pushed back 10 feet. The Target instantly awakens.  After the ritual goes off, the protection is gone and the ritual must be recast.

Rank III

Expel from Lair

Magic Points: 10 Points, plus 1 Sorcery Ritual Point
Components Rare: The incisors of someone who can banish
Duration: 6 events, including the event it is cast.

This ritual may be cast on a single building. The building then becomes the lair of the sorcerer, and the sorcerer may selectively banish targets from it. The caster can banish up to three targets per period from his lair. The caster must point to the target and state “Expel”. The target then disappears and then reappears outside the building and may not under any circumstances re-enter the building or effect anything within it, for the remainder of the current period.  The effects of this Sorcery can only be avoided or countered with Red Sorcery Mastery (i.e. a resist will not stop you from being expelled).

Terrwards Draining Rune

Magic Points: 13 Points
Components Rare: 1 lily pad from a pond that contains glammer.
Duration: 1 Event

Once scribed anyone who touches the item without speaking the key word looses 1/4 of their current power points (magic, druid, faith, psionic etc). These points are then stored into the item as magic points and may be retrieved by any red sorcerer who knows how to cast this ritual.  These drained points will dissipate if not used by the end of the period.  Once activated the rune will reset itself after 1 hour.  Valence spells will protect against this rune.  The ritual card must include the key word.

Rank IV

Rhoanins Rune of Death

Magic Points: 18 Points, plus 3 Sorcery Ritual Points
Components Rare: 1 gargoyle horn, 1 instant death poison.
Duration: 6 events

Once scribed it will kill anyone who touches the item without speaking the Key word.  The effected person will instantly fall into the beginning of their death count (-1 BP).  Once activated the rune will reset itself after 1 Hour.  Only Resist will block this Rune, or the Rogue skill Trap dodge, nothing else will protect you against it. The ritual card must include the key word.

Mythal

Magic Points: 18 Points, plus 3 Sorcery Ritual Points
Components Rare: 1 hand of a witch, 1 handful of banshee dust
Duration: 9 events

This ritual will create an a circle that is as small as 5 feet in diameter or as large 30 feet in diameter. When this ritual is cast the target must choose one race or sub-race and one class or sub-class. The sorcerer can then choose to combine the two or keep them separate. The result will equal the stipulations of the area.

For example: you choose Dark Elf, Necromancer. A Dark Elf is a sub race of elf and the necromancer is a sub-class of mage. You then decide if you want the ritual to refer to only Dark Elven necromancers or all dark elves and all necromancers. Then you must decide whether or not they are the only people allowed in the Mythal area or they are the only people not allowed within the Mythal area.

For the purposes of this ritual: undead, demons, elementals, fairies, angelic beings, etc. also count as races.

Only one Mythal can be cast on a particular area at any given time. This ritual cannot be made permanent.

Blue Sorcery
(Enchantments)

Rank I

Lesser Ritual of the Elemental Weapon +0

Magic Points: 5 Points
Duration: 1 Event

This ritual will charge a weapon with the power of any one of the four elements (fire, air-lightning, water-ice, earth). This will give the wielder of the weapon all benefits associated with one specific element. This weapon is not magical. For example is a one handed edged weapon is charged with fire the wielder would call “2 fire”. A weapon with this ritual will be unbreakable. Shatter, Blast, and Disintegrate would have no effect on this item.

Ritual of Storing

Magic Points: 5 Points
Duration: 1 Event

This ritual enhances a gem or crystal so that specific Power Points may be stored within it.  The gem or crystal may be attached to an item such as a necklace or a ring.  The gem may only hold points from one class that will be determined by the sorcerer at the time of casting of the ritual.  These points may be used any time that event by any caster that can use the specific points stored. The sorcerer may enhance the gem/crystal to hold up to one point for every two gold pieces value of the gem (with a maximum of 50 points) and up to two points maximum for every level of the caster of the ritual. The gem starts off with the maximum amount of points it can hold.

The points may be stored in the gem at any time, including multiple times throughout the event, with a maximum of only one storing per tag cycle.  A donor only has to volunteer transfer their power into the gem by touching it and stating the number of points to be transferred. Any attempt to take the points from an unconscious or dominated character will fail. A character may only have one of these items on their person at a time. While the enchantment exists on this item it is defined as magical and is immune to being shattered, blaster or otherwise destroyed.

Rank II

Ritual of Lesser Enchantment

Magic Points: 8 Points
Duration: 1 Event

This ritual will enchant a weapon to +0 Magic. This weapon is immune to shatter, blast, and disintegrate. When striking with this weapon, one must call “X Magic”. X is the damage normally being called.

Ritual of the Elemental Weapon +1

Magic Points: 10 Points
Duration: 1 Event

This ritual will charge a weapon with +1 power of any one of the four elements (fire, air-lightning, water-ice, earth). This will give the wielder of the weapon all benefits associated with one specific element. This weapon is not magical. For example is a one handed edged weapon is charged with fire the wielder would call “3 fire”. A weapon with this ritual will be unbreakable. Shatter, Blast, and Disintegrate would have no effect on this item.

Lesser Ritual of Embedding

Magic Points: 11 Points
Duration: 3 Events

This ritual allows the caster to embed up to two low magic spell of 1st or 2nd rank into an item. The spells can be invoked once per period. If the spell is embedded into a weapon it will not swing for magic.

Rank III

Ritual of the Amulet

Magic Points: 10 Points, and 1 Sorcery Ritual Point
Components Rare: 1 Meteoric chain
Duration: 6 Events

This ritual enhances a gem or crystal so that specific Power Points may be stored within it.  The gem may only hold points from one class that will be determined by the sorcerer at the time of casting of the ritual.  For every two points that are expended one will be stored into the amulet.  The points used from the amulet will regenerate at the beginning of the period, and may be used by any caster that can use the specific points stored. The amulet starts off empty and without any points stored within.

The sorcerer may enchant the amulet to hold up to one point for every two gold pieces value of the item (with a maximum of 50 points) and can embed up to one point maximum for every level of the caster of the ritual.  Should the points that are to be embedded not be of the sphere of the sorcerer, a donor will be needed. These points may only be given voluntarily. Any attempt to take the points from an unconscious or dominated character will fail. A character may only have one of these items on their person at a time. While the enchantment exists on this item it is defined as magical and is immune to being shattered, blaster or otherwise destroyed.  If this ritual is made permanent the power points will not be drained by the source.

Ritual of Enchantment

Magic Points: 13 Points, plus 1 Sorcery Ritual Point
Components: 3 Sets of Ritual Components, Sorcery Dust
Components Rare: Hand of a True Warlock
Duration: 6 Events

This ritual will enchant a weapon to +1 Magic. This enchantment will last up to six events. This weapon is immune to shatter, blast, and disintegrate. When striking with this weapon, one must call “X Magic”. X is the damage normally called +1.

Ritual of Embedding

Magic Points: 10 Points, plus 1 Sorcery Ritual Point per spell embedded
Components: 3 Sets of Ritual Components, Sorcery Dust
Components Rare: Leprechaun’s Pipe
Duration: 6 Events

This ritual allows the caster to embed up to two low magic spells of up to 4th rank, into an item. The spells can be invoked once per period. If the spell is embedded into a weapon it will not swing for magic.

Rank IV

Greater Ritual of Enchantment

Magic Points: 13 Points, plus 3 Sorcery Ritual Point
Components Rare: Live Snake from a Gorgon head, 1 icicle from a snow toped mountain
Duration: 9 Events

This ritual will enchant a weapon to +2 Magic. This enchantment will last up to nine events. This weapon is immune to shatter, blast, and disintegrate. When striking with this weapon, one must call “X Magic”. X is the damage normally called +2.

Ritual of Extension

Magic Points: 13 Points, plus 1 Sorcery Ritual Point
Components Rare: Jawbone of a Lycanthrope, Handfull of Ash from a Vampire
Duration: Extends ritual to add twelve months to the duration.

This ritual is cast upon a single already existing ritual. It will add 1 Year to the duration of the ritual. It cannot be cast upon rituals with the natural duration of less than 1 event. It cannot be cast on a ritual with a natural duration of 1 year or more.

Multiple extensions cannot be cast on a single ritual, however you may recast the extension at the end of the previous extension.

Yellow Sorcery
(Divination, Illusion  & Transmutation)

Yellow Sorcery rituals cannot be made permanent.

Rank I

Sillendral’s Cloak

Magic Points: 6 Points
Duration: Up to one tag change. The caster may cancel this ritual at any time.

With this ritual, the caster creates an illusionary veil that will alter their appearance, including age, sex, race and any deformities. This ability includes the masking of the character’s voice but does not guarantee the suppression of personal habits such as nervous fidgeting. It will not allow them to take the form of someone who already exists. The use of true sight will not reveal the targets true form. Note: the ritual will have no effect on undead.

Ritual of Divination

Magic Points: 6 Points
Duration: 10 Minutes

This ritual is used in conjunction with a reflective surface such as a crystal ball, a mirror or a pool of water. It allows the sorcerer to attempt communicate with mysteries magical and unknown forces. Those forces will be role-played out through either the current plot marshal if appropriate or the director.

Rank II

Mythrien’s Transmutation

Magic Points: 11 Points
Duration: 1 Event. The caster may cancel this ritual at anytime.

This ritual taps into the natural abilities of the races of Arawyn. When the sorcerer casts this ritual they grant the target access to any one lesser ability of any playable race. The caster may select any racial ability with a build cost of up to four build, including any ability that a race gains for free. This ritual cannot be made permanent, however it can be extended with the extension ritual.

As long as the duration of the ritual has not yet expired you may revert back and forth between your form and your creature's form.

Sillendral’s Mantel

Magic Points: 8 Points
Duration: 1 Event. The caster may cancel this ritual at any time.

With this ritual, the caster creates an illusionary veil that will alter the appearance of themselves or another.  This may alter their age, sex, race and any deformities. This ability includes the masking of the character’s voice but does not guarantee the suppression of personal habits such as nervous fidgeting. It will not allow them to take the form of someone who already exists. The use of true sight will not reveal the targets true form. Note: This ritual cannot be successfully performed on undead.

Rank III

Sillendral’s Transformation

Magic Points: 11 Points and 2 Sorcery Ritual Point
Components Rare: Index finger of a doppelganger
Duration: 3 Events. The caster may cancel the ritual at any time.

This ritual will transform one target into any one of the standard races found in the rulebook. The ritual will allow the caster to choose the race, sex, age, appearance, including scars and any deformities. However this ritual may not be used to transform the individual into someone that already exists. This ability includes the masking of the character’s voice but does not guarantee the suppression of personal habits such as nervous fidgeting. Should the target have any build invested into racials, they may respond them to buy any racials off of the new list. They may not use any racials from their previous form while under the effects of the transformation. The ritual will not grant any associated knowledge’s of the new list such as culture, languages or lore. If the target is human and had no previous racials then they will be allowed to choose 3 build per character level worth of racial skills. The use of true sight will not reveal the targets true form, however they will see lacework of yellow web like strands all about the character. Note: the effects this ritual will have on undead is it will change the skeleton to that of one of the chosen race. This ritual cannot be made permanent.

Ritual of Farspeaking

Magic Points: 11 Points and 1 Sorcery Ritual Point
Components Rare: 1 Perfect Crystal Ball
Duration: 3 Events. The caster may cancel the ritual at any time.

This ritual is cast upon a crystal ball. The ball then becomes a device that will allow communication between this device and devices that are similar. The face of the communicator can be seen on either end and the voice heard by all who are in the same room as the ball. The sorcerer has dominion over the device and can turn it on and off at his will. In order to use it the sorcerer must concentrate sending out a signal in the general direction of your intended target. Once a link has been established a vision of the target will appear in the globe and can be seen and heard by all in the room.  This ritual requires a crystal ball valued at least 50 Gold.

Rank IV

Ritual of Scrying

Magic Points: 16 Points and 1 Sorcery Ritual Point
Components Rare: 1 Perfect Crystal Ball, 1 significant object from the target
Duration: 20 minutes

This ritual will allow the sorcery to scry a person place or item, creating a visual and audible image of the person, place or item and its current surroundings. This image will remain for no longer than 20 minutes from when it first appears. This ritual can reach to anywhere that is considered to be both on this world and in this dimension.

Person: The sorcerer must have both the name of the person and something of great significance from that person, like a lock of their hair or a swath of fabric torn from their favorite cloak.  It will allow the sorcerer to create a visual picture of the person and everything that is within a 20-foot radius of that person.

Place: The sorcerer must know the name of the location and have something from it such as earth, an item or a person who has been their for more than a year.  It will allow the sorcerer to create a visual picture of the place and what is happening inside.

Item: The sorcerer must know the name of the item and have something from it, such as something that has been in frequent physical contact with it during the last year. It will allow the sorcerer to create a visual picture of the item and everything within a 20-foot radius of that item. This ritual requires a crystal ball valued at least 50 Gold.

Mythrien’s Greater Mystical Transmutation

Magic Points: 16 Points and 3 Sorcery Ritual Points
Components Rare: 1 tooth of a Displacer beast, 1 Elder elemental that is appropriate for the type of Genasi
Duration: 6 Events

This ritual transforms you into a mystical creature known as the Genasi. There are four different types of Genasi, one representing each of the four elements. A Genasi is the child of a human and an elemental bring who gained the power to take human form. Each one has traits that grant them an appearance based upon their element. This ritual cannot be made permanent, however it can be extended.

You must apply make up and or prosthetics to your face or body to reasonably represent that you are a Genasi of the appropriate element. Your make-up/costuming must be approved by the director.

See stats below:

Air Genasi
Water Genasi Earth Genasi Fire Genasi
Swing +2 Lightning
Resist 3 Air spells
+20 Magic Points
Swing +2 Ice
Resist 3 Water spells
+20 Magic Points
Swing +2 Earth
Resist 3 Earth spells
+20 Magic Points
Swing +2 Fire
Resist 3 Fire spells
+20 Magic Points
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