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Sorcery - Secondary Colors

Purple Sorcery
(Artifacts)

An item with multiple gems is not considered multiple items.

Tenth level Promotional Skills, Lists (Higher or Lower), and Divine or Alignment-based Skills or Prayers cannot be placed into items.

Rank I

Ritual of Binding Alignment

Magic Points: 5 Points
Duration: 1 Year

This ritual is cast on an item and will cause it to radiate an aura of goodness or vileness.  At the time of the casting the sorcerer must decide on the intended aura.  Once an item has an aura of alignment embedded into it, it can never have the opposite alignment cast upon it, even if the current ritual is expelled. For items that are bound with an evil alignment they are cold to the touch and radiate a subtle aura of fear and doubt. For items that are bound with good alignment they give off a subtle feeling of love and righteousness.

Ritual of Lineage

Magic Points: 11 Points
Duration: 1 Year

This ritual is cast on a magic item. It will make the items magic only be envocable by an individual who is part of the targets bloodline. Any attempts to invoke the items power by someone who does not qualify will result in plain and utter failure.

Rank II

Ritual of Draining

Magic Points: 11 Points
Duration: 6 Events

This ritual is cast onto a weapon or an item to allow it to drain up to the wielders level x2 body points from an opponent and heal the wielder for that amount.  This would be represented by you striking your opponent for “(x) Drain”. Draining ability can be performed by touch or by weapon strike. This ability can be invoked from the item only once per period, and only by the person who first touches it at the beginning of that period.  If done by spell packet or touch, the negate series, dodge, displace and resist block it. If done by weapon, it is treated as a weapon cast ability. By no means can this be blocked by resist evil, it is not evil, it’s neutral. When used you do not call Draining touch.

Ritual of Attunement

Magic Points: 11 Points
Duration: 3 Months

This ritual will bind an item to a character so that it must always be within five feet of their body. The item nay not be stolen or removed, even if its voluntary. Should the character die and resurrect the item will appear with them. When the character dies their final death the attunement will be dispelled. The item is not necessarily attuned to your hands, only to be within five feet of your body. If an attuned item is dropped such as a “disarmed” weapon, it must still be picked back up.
This ritual cannot be made permanent; however it can be extended with the extension ritual.

Rank III

Ritual of High Embedding

Magic Points: 13 Points, plus 2 Sorcery Ritual Points per spell embedded
Components Rare: 1 Heart from a Valance Mage
Duration: 6 Events

This ritual allows the caster to embed three low magic spells up to fourth rank into an item. These spell can be invoked once per period. If the spell is embedded into a weapon it will not swing for magic.

Ritual of Bane

Magic Points: 13 Points, plus 1-3 Sorcery Ritual Points
Components Rare: 2 loadstones
Duration: 7-9 Events

This ritual can be used to imbue a weapon or non-weapon item with the properties of Bane.  When casting the ritual the caster must designate a specific race, sub-race, class or sub-class to be the target of the Bane.

When cast on a weapon, the weapon will swing +2 Bane damage against that particular class or race, and for every permanent SRP expended beyond 1 the weapon will do one extra point of Bane damage to the target up to a maximum of +4 Bane Damage.  Bane damage always effects the target regardless of weapon or damage immunities, and bypasses all soaks and thresholds of the target.

When cast on a non-weapon item, the item may be invoked once per period per permanent MP expended.  Invoking the item repels the target race or class a distance of 5 to 10 feet away from the item, and prevent them from coming within that distance of it while it is active.  Distance is dependent on permanent magic points used during creation, with 1 or 2 points repelling 5 feet, and 3 permanent repelling 10 feet.  In order to activate this Bane effect, the user must hold the item in hand above the waste and state, “Invoke Bane Against X,” and can take no other actions while using this Bane, if the invoker of the bane effect takes damage, the bane effect is interrupted.

If at any time the target of the Bane attempts to wield the Bane item they feel such immense pain that they must immediately drop the item.

Rank IV

Ritual of Binding Knowledge

Magic Points: 16 Points, plus (*) Sorcery Ritual Points
Components Rare: 1 tentacle from an Illithid, The Brain of a Lore Master  
Duration: 6 Events

This ritual may be cast on an item to embed it with the ability to grant the user the appropriate knowledge needed to use a skill. The person who first touches the item at the beginning of the period may call upon its magic to attain the knowledge within, when needed.  The item must be either worn or carried by the person attempting to use it.  For every three build the skill costs, 1 permanent SRP must be expended. This number is always rounded up. For example: to imbed the skill + 1 strength would cost 5 Sorcery Ritual points. NOTE: You may not bind higher list skills, promotional skills, racial skills, empathic skills, spiritual or divine skills, or any spells or any abilities that cost career points, using this ritual.

Ritual of Permanency

Magic Points: 16 Points, plus 4 Sorcery Ritual Points
Components Rare: Handful of greater vampire ash, the Jaw of an greater Lycanthrope,
Duration: Permanent

When cast on one person, place or item having multiple rituals cast upon itself or themselves this ritual will attempt to make all of their duration’s permanent. This ritual can only make rituals permanent that are cast on one thing at a time, for example it will work on a building but it will not work on the sword with a greater enchantment that is placed in the building.
At the end of the permanency ritual the magic activates and begins the permanency procedure. The ritual role must be made once for each ritual being made permanent. Each ritual beyond the first will exponentially reduce the ritual success cap by 5% and will cost an additional 3 permanent points per ritual.

For example: You cast Ritual of Permanency on a sword with four rituals on it. After the permanency ritual you roll to determine success with a cap of 80%. Then you roll for the next ritual with a cap of 75% +3 Perm MP, the next for 70% +3 Perm MP, 65% +3Perm MP etc.

If one roll fails it does not mean that the rest of the rolls fail because the ritual effects all simultaneously go off.   You must declare the order in which you roll for each ritual.  Your result is that any of the rolls that past were successful and any rolls that did not pass failed and at the end you would roll on the failure chart if any of your rolls failed.

There is one flaw with this ritual one should be aware of. When cast on an item or a person the casting location of the ritual should be kept secret.  When cast on an item or a person the casting location (Determined at a Rules Marshal's discretion) of the ritual should be kept secret. Should the item ever be brought back to that location, it may easily be destroyed by taking a mere ten minutes unraveling the strands of Sorcery around it which must be supervised by a Rules Marshal.  Should the recipient of this ritual ever return to that location and be slain and resurrected all of their rituals will be dispelled. Any lesser substitution of any component or if one component is missing will cause the ritual to automatically fail and no roll will be allowed.

A sorcerer can only cast this ritual upon items or rituals that they themselves have created or cast.

Before Being Cast you must inform the director, so that he may review the components and cards, and even possibly marshal the ritual himself.  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.

Malkurin's Lost Ark

Components Rare: Earth, Wind, Fire, Air, Lesser Weave, Greater Weave
Duration: 1 year, or until invoked.

This ritual will imbue a small box with a very powerful defense against a ritual failure, creating what is known as an Ark. For the Ark to function, it must be declared to be in use, and in an open position, at the beginning of the ritual, and the creator must be either casting or assisting with the ritual.  Should the ritual fail with a negative effect, the creator simply closes the lid on the Ark within 5 seconds of determining the outcome of the failure roll. The Ark will then burst into flames, destroying itself and taking the ill effect with it.  The ritual that was attempted fails and that ritual, along with the ritual Malkurin's Lost Ark, may not be attempted again for another 12 months by the sorcerer casting the ritual or any assistants.  A sorcerer may only have one Ark in existence at a time.

Orange Sorcery
(Time, Space and Travel)

Rituals revolving around time manipulation can never be made permanent due to their already unstable temporal energies.

Rank I

Arianna’s Secret Door

Magic Points: 5 Points
Duration: 1 event or 1 use

After casting this ritual the recipient of this ritual may invoke the secret door any time that event by drawing with their fingers an outline of a door starting at the top and working down to the ground.  Then they may open the door and step through allowing them to appear on either side of any other unlocked and physical door that is within their range of eyesight. Do not call a hold. Simply role-play opening the secret door and put on a white headband and go directly to the door of your choice and take your headband off after you go through the door and close it behind you. Only the recipient of the ritual may pass through the door. This ritual will not get you into or out of a warded area.

Ritual of the Chrono Step

Magic Points: 6 Points
Duration: 1 event, invokable once per period.

This ritual will allow the caster to take one step backward in time effectively going back in time 2-3 seconds. The result is that the sorcerer has just enough time to dodge an attack that he now knows is coming for him. The sorcerer must say “Invoke, Chrono step” and effectively the results are a “Dodge.”

Rank II

Fiona’s Moon Gate

Magic Points: 10 Points
Duration: 3 Uses

When invoked this ritual will create gateway back to the location where the ritual was cast. The gateways magic is triggered by the power of the moon and it must be present and visible for the rituals power to be invoked.  To invoke the portal one must point to the moon and then draw with their fingers an outline of the gate starting at the top and working down to the ground. The caster may bring along one character for every 5 levels of experience. Once the recipient goes through the gate it closes. Players should put on a white headband and go directly to the place of the casting of the ritual. If this ritual is made permanent you may only invoke it once per weekend.

Halloran’s Time Stream

Magic Points: 10 Points
Duration: 1 Period

When this ritual is cast you may take an object and remove it from this time stream and place it another. The caster can at anytime remove the item from that time stream and return it to the present. Items placed in the Time stream cannot be scryed or seen through true sight.

Rank III

Ritual of the Elder / Klarington’s Reversed Ritual of the Elder

Magic Points: 10 Points, plus 2 Sorcery Ritual Points
Components Rare: An ancient tome over 100 years old.
Duration: This ritual is inherently permanent

This ritual may be cast on either a willing or non-willing target. It will cause the target to instantly age at an incredible rate. Every race has an average life span. For every permanent magic point spent up to two the caster can age the target by 25% of their races average life span. The affects of said aging are as follows. 25% aging = no adverse skill or ability loss. Physical appearance may show some gray in hair. 50% aging = - 1 strength and minor memory loss (- 2 levels worth of skills, that can be relearned) Obvious physical signs of aging, such as gray hair and slower movements.  Any lost skills are chosen randomly.  Note: this ritual may also be used to reverse the aging process.

Ritual of the Hunt

Magic Points: 10 Points, plus 2 Sorcery Ritual Points
Components Rare: The eyes of a lycanthrope
Duration: 1 Use

When invoked this ritual will search for orange sorcery strands that have been left behind from a portal that was recently invoked within the last ten minutes. As long as no more than ten minutes have transpired this ritual will reopen that portal allowing the caster to travel to the destination that the portal lead to. The caster may bring along one character for every 5 levels of experience. Once the recipient goes through the portal it closes. Players should put on a white headband and go directly to the place of the casting of the ritual. If this ritual is made permanent you may only invoke it once per weekend.

Fiona's Ring of Time

Components Rare: Earth, Earth, Air, Air, Lesser Weave, Lesser Weave
Duration: 6 Events

This lost ritual comes to us from the people of Seven Lore. When cast on a room, it will alter time within the weave causing it to move faster. Any Ritual 2nd rank or above maybe cast with a reduction of 5 minutes from the casting time without any penalties.

Rank IV

Arianna’s Portal

Magic Points: 13 Points, plus 3 Sorcery Ritual Points
Components Rare: 1 chaos mage heart (10th level or above wild mage), Thimble of Pixie dust
Duration: 3 Uses

When invoked this ritual will create a portal back to the location where the ritual was cast. To invoke the portal one must draw with their fingers an outline of an archway of the portal starting at the top and working down to the ground. The caster may bring along one character for every 5 levels of experience. Once the recipient goes through the portal it closes. Players should put on a white headband and go directly to the place of the casting of the ritual. If this ritual is made permanent you may only invoke it once per weekend.

Ritual of Time Stop (Worthington’s Sojourn)

Magic Points: 13 Points, plus 4 Sorcery Ritual Points
Components Rare: Tarot cards from a revered fortune teller, 1 hourglass from an oracle
Duration: 3 Uses, lasts until used

When this ritual is cast, the sorcerer gains the ability to invoke a “time stop”.  Time then stops in the immediate area as far as the caster can see. During this lack of time the caster can move about freely and perform any action including attacks, however the targets cannot be physically harmed until time resumes, which means that all targets may still use any and all available defenses once the time stop is over.  All attacks made during a Time Stop are resolved simultaneously, and the defender may choose which attacks she wishes to defend against individually when time resumes.  This ritual lasts for 10 seconds once invoked. A hold needs to be called and a third party must state count out-loud (1 Mississipi, 2 Mississippi, etc., to 10). This ritual cannot be invoked more than once in a period. This ritual can be cast self only.  This ritual can never be made permanent.

Green Sorcery
(Summoning & Bindings)

All summoned creatures have an unknown duration. The duration depends on a number of in and out of game factors, such as if the summoned creature is destroyed, voluntarily banished, or can no longer be played by the same player. Note: you cannot change players of the NPC, nor can you play your own summoned creature.

You can permanency bindings, but you cannot permanency a summoning.

Rank I

Bind Sprite (Glammer Sword)

Magic Points: 8 Points
Duration: 1 Event

This ritual will summon a sprite and bind it to a silver weapon for 1 event.  While within the weapon it will be defined as magic and will swing for +0 Magic. The weapon will also be charged with a Fairy Glammer that will cause the weapon to glow, thus preventing or dispelling any darkness spell or ability that this weapon comes in contact with. An example would be coming across a darkness spell. Touch the weapon to the darkness and call “Dispel Darkness” This ability may be used once per day. This ability may be used once per day if in a weapon, 3 times per period of put into a crystal for it can do nothing else. Caster may also RP speaking to the Sprite as well. This ritual cannot be made permanent unless the sprite agrees to the permanency. Only the director can dictate whether or not the sprite agrees.

Conjure Item

Magic Points: 5 Points
Duration: 1 Hour

This ritual will summon any one mundane item including a normal weapon.

Rank II

Bind Imp (Gremlin Blade)

Magic Points: 8 Points
Duration: 1 Event

This ritual will summon an imp and bind in into a silver dagger. While within this weapon it will be defined as magic and it will swing for +0 magic. The dagger will also gain a “piercing weapon” spell once a day.  Dodge displacement and resist will block this.  If coupled with a rogue skill quick reflexes will block it inherently.

Summon an Elder Elemental

Magic Points: 11 Points
Duration: Unknown

This ritual summons a powerful elder elemental. The caster may specify either earth, fire, water or air. (see stats below).

Essence points are the elementals body points. They can burn their essence points to surge-cast spells they know from the appropriate elemental spheres of magic. Once their essence points is drained or depleted to 0, either from casting spells or from damage taken, they dissipate. The stats for the summoned creature can be found in the Minions section of the rulebook.

Rank III

Summon Abyssal Creature

Magic Points: 13 Points, plus 1 Sorcery Ritual Point
Components Rare: 1 heart of a demon
Duration: Unknown

This ritual will summon creature from the abyss.  A gateway opens and closes as soon as the first creatures passes through.  Just gazing through the portal may thrust insanity upon the onlooker.  Note: What creature comes through the gate as well as its stats are determined by the marshal.

Summon Astral Juggernaut

Magic Points: 13 Points, plus 1 Sorcery Ritual Point
Components Rare: 1 brain from a psi-lord
Duration: Unknown

This ritual will summon an Astral Juggernaut from the astral plane. An astral Juggernaut is a hulking creature with psionic abilities. In the astral realm, it is known as the guardian that prevents unwanted visitors.  The stats for the summoned creature can be found in the Minions section of the rulebook.

Rank IV

Summon an Esper

Magic Points: 16 Points, plus 4 Sorcery Ritual Points
Components Rare: The heart of a being long-frozen in ice, Urn of ashes from a lore master
Duration: Unknown

It is rumored that in the far reaches of the world exist emotional entities trapped into long lost items. These entities are referred to as Espers, and it is said that once one of these lost items are recovered the powers from within it can be unlocked or summoned forth to aid you in your times of need. This ritual does not reveal the location of these objects, but it does temporarily summon forth the essence of the closest Esper to the place were this ritual is cast. How this essence appears, is communicated with or even its core usefulness is unknown and subject to the individuality of the Esper summoned.

Summon a Fey Noble

Magic Points: 16 Points, plus 4 Sorcery Ritual Points
Components Rare: 1 fairy ring, 1 eyelash from a unicorn
Duration: Unknown

This ritual will send a calling out to a Fey Noble. It may be a specific noble if the name is known. It is believed that this ritual will bind the fey into one service, although there is no record of this ritual ever being cast.

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