© 1994 by Scott Gray and Sharon Tripp. These pages may not be reproduced for profit. They may be copied, provided they are not altered and the authors' names remain attached.
Previous section | Next section | ContentsThe GM will determine which rituals are available in the campaign. Many magic powers may also have ritual versions, which are component-driven and generally do not require as high a level of magery to cast. An example of this would be a ritual version of dispel; it might require x item, but no permanent health point expenditure and only level one magery.
When a character gains access to a ritual (either through starting the game knowing the formula, or finding the formula later) the player will be given a "formula sheet" that details what the character believes the mechanisms for the ritual are.
The player's formula is not necessarily accurate. The GM will have the true formula written, and will consult his/her copy when determining the effects of a ritual. Even when the player's formula is accurate, the GM's copy of the formula will contain information not present in the player's copy; having to do with out-of-game rules and mechanics, and the probabilities of success/failure/other when the ritual is attempted.
In certain instances, a magical ritual's formula will be an ingame item. The formula will be (and represent) the dusty tome or scroll. Unless the formula states differently, it is not necessary to spend skill points on a magical ritual in order to cast it directly from a grimoire or scroll; though the character must have all of the prerequisite skills and the required level of magery.
Alter perception of reality. This spell changes the
memories of
the target, and his/her perceptions of any written or other
records which existed at the time of casting that would
contradict the new "reality". It does not affect the target's
perception of records created after the ritual took effect. This
spell may not be used to alter physical objects -- it does not
actually change written records, only the target's perception of
them. For each set of components used, the number of people who
may be targeted is doubled.
Duration: Permanent
School: Illusion
Magery to cast: 6
Prerequisite: Mass illusion
Skill points: 18 (132)
Rarity: 8
Frequency: 5
Anonymity to other planar creature. Works like the wall of aversion ritual, but for a person rather than a place, and only affecting the particular other planar creature defined during the casting of the ritual. The creature so affected will not notice the anonymous person's presence, even if staring directly at him/her. Note that the anonymity will cease if the anonymous character does something to draw the creature's attention to him/her -- such as attacking it, addressing it directly, pickpocketing it, or otherwise interacting with it. Once the anonymity is compromised, the spell is voided, and does not return unless the spell is cast again.
Someone else may draw the other planar creature's attention to the anonymous person ("He's standing right in front of you, you idiot!!"). In such an instance, it would be as though someone had just informed the other planar creature that what it was sensing was an illusion. Depending upon level of trust the other planar creature has in the person telling it, it may or may not believe him/her. Whether it has any understanding of this type of magic existing, or if it is already aware that the person has that particular spell upon him/her is also a factor. Although the creature will still be unable to actually sense the presence of the anonymous person if the person does nothing to void the spell, the creature may be directed where to attack.
Duration: Permanent (until voided or negated/dispelled)
School: Conjuring
Magery to cast: 3
Prerequisite: 24 points in divination or conjuration
Skill points: 12 (36)
Rarity: 7
Frequency: 5
Anonymity to all other planar creatures. This ritual works like anonymity to other planar creature, but against all other planar creatures (or, in some campaigns, only a certain class: demons, fey, etc.). When a particular other planar creature is made aware of the mage's presence, that creature will remain unaffected by the anonymity spell for ten minutes; different other planar creatures will still be under the effect of the spell.
Duration: Permanent (until negated/dispelled)
School: Conjuring
Magery to cast: 5
Prerequisite: 24 points in divination, 24 points in
conjuration
Skill points: 18 (66)
Rarity: 10
Frequency: 8
Bind other planar creature. This protects the mage (and sometimes others) from attack by the bound creature. This may be a compulsion upon the creature to not attack the mage, a physical barrier the creature cannot cross (such as markings drawn on the floor) or a symbol that the creature will not go near. There are numerous binding rituals, each of which is learned separately. Binding a creature only keeps it from attacking; it does not make it cooperate.
Duration: Varies depending upon the power and resistance of
the
other planar creature, as well as the particular type of binding
ritual.
School: Conjuring
Magery to cast: 3
Prerequisite: None
Skill points: 9
Rarity: 3 to 6, depending upon particular creature
Frequency: 1 to 3, depending upon type of binding
Call other planar creature. Enables an other planar creature to travel to the site of the ritual if it chooses to do so. Often it will not, depending upon the personality of the creature the mage attempts to call.
In order to successfully call a demon, it must be on its home plane at the time the ritual is cast. Banished creatures cannot be successfully called.
Duration: Creature may respond anytime within 48 hours
School: Conjuring
Magery to cast: None
Prerequisite: None
Skill points: 3
Rarity: 0 to 5, depending upon creature
Frequency: 0 to 7, depending upon creature
Cause animosity. This will increase dislike between the two characters on which it is cast. Dislike only, not outright hatred (unless the two were very close to hating each other before the spell was cast); they do not automatically try to kill each other, or ruin the other's life. They will try to avoid dealings with each other, except so far as they can gain the upper hand. This does not mean that characters on whom the ritual is cast cannot deal with each others presence on a day to day basis if they have to (same army unit, etc.), but they won't like it.
For each additional set of components used, an additional person can be included in the mutual animosity. For example, Kevin casts cause animosity on Martin and Jake; as a result, they dislike each other. If at the time of casting Kevin had thrown in an additional set of components, he could have cast it on Martin, Jake and Dale. Martin would dislike both Jake and Dale, Jake would dislike Dale and Martin, and Dale would dislike Martin and Jake.
Duration: One month
School: Enchantment
Magery to cast: 1
Prerequisite: None
Skill points: 6
Component rarity: 3
Frequency: 4
Cause fear. Different versions of this ritual might cause fear of a general type of thing (dogs, heights, blood, butterflies, etc.) or an overwhelming fear of one particular thing or person. The fear is on par with a phobia; the affected person might freeze up or flee, but will not be able to simply put on a brave front and deal with it.
Duration: One month
School: Enchantment
Magery to cast: 2
Prerequisite: None
Skill points: 6
Rarity: 3
Frequency: 4
Cause insanity. A creature so affected by this spell will develop a psychosis or neurosis of some sort. This may be determined by the particular variant of the ritual, or randomly (left up to the GM or the player of the target).
Duration: One month
School: Enchantment
Magery to cast: 5
Prerequisite: None
Skill points: 12
Rarity: 2
Frequency: 5
Cause love. This ritual causes desire of one particular person or thing. Which lower level cause ritual(s) the mage's knowledge of this ritual is based upon may have some affect on the type of emotion felt.
Duration: One month
School: Enchantment
Magery to cast: 4
Prerequisite: Cause animosity, cause fear or cloud judgement
Skill points: 6 (12)
Rarity: 6
Frequency: 5
Cause passivity. A creature so affected by this spell will lose all will, making him/her unable to defend him/herself against attack, argue a case, or anything else which requires forcefulness, whether mental, verbal or physical.
Duration: One week
School: Enchantment
Magery to cast: 5
Prerequisite: Pacify
Skill points: 6 (72)
Rarity: 7
Frequency: 3
Cloud judgement. This ritual, as the name suggests, temporarily interferes with a creature's judgement, leaving him/her extremely open to suggestion, particularly by the caster, but by others as well.
Duration: One day
School: Enchantment
Magery to cast: 3
Prerequisite: None
Skill points: 6
Rarity: 5
Frequency: 3
Commune with other planar creature. The mage may talk with an other planar creature without being in the same place as it, thus free from any immediate physical danger. The creature need not cooperate, but communing generally yields better results than forcibly summoning a creature.
The demon must be on its home plane at the time the ritual is cast, or the ritual will fail. It is sometimes possible to commune with banished creatures.
Duration: Varies from five minutes to an hour (GM's judgement,
based upon how well the ritual succeeds and the demon's
temperament)
School: Divination
Magery to cast: 4
Prerequisite: None
Skill points: 18
Rarity: 7
Frequency: 2
Conjuration. The player tells the GM where to look for the item being conjured; if the GM finds it where (s)he was directed to look, the mage successfully conjures it. The caster must name the precise location of the object, not merely who possesses it. In other words, "You'll find it in the left pocket of the blue coat in the army barracks", not "You'll find it in Martin's coat pocket, where ever Martin is".
Conjuration works only for inanimate objects, not for creatures. The conjurer must conjure the whole object, not part of an object, not something which is attached to something else (not a gear from a machine, not a cat, not a pegleg). The item is conjured directly into the conjurer's hand; nothing may be conjured which the conjurer could not lift.
This ritual takes up to 24 hours for results. Note that when the GM or GM-appointed LC retrieves the item is entirely dependent upon when the GM gets around to it. Therefore, it is advisable to attempt conjuration only if you're relatively certain that the item will not be moving.
Duration: Takes up to 24 hours for results
School: Conjuring
Magery to cast: 5
Prerequisite: Call item
Skill points: 12 (30)
Rarity: 9
Frequency: 5
Contingency. This ritual is cast in conjunction with another ritual or power. Contingency activates the effects of the other spell when and if the requirements of the contingency are met. The mage names the trigger, but the GM rules on the actual interaction of contingency with the spell.
Example: Kevin casts a contingency sleep upon his quarters. He sets the trigger so that when anyone other than he enters the room, the sleep spell is cast upon the person. The GM rules that if a group of people enter, the contingency would be triggered by the first person, and the spell would be spent, not affecting any of the others.
Another example would be the equivalent of hypnotism or brainwashing, using a combination of puppetmaster and contingency.
Duration: Variable; when conditions of contingency are met,
the
spell is triggered.
School: Sorcery
Magery to cast: 5
Prerequisite: None
Skill points: 9
Rarity: 5
Frequency: 0
Control other planar creature. Effects other planar creatures in a way similar to how the enchanter power puppetmaster affects normal creatures. However, the other planar creature retains its own consciousness; it is aware that it is being controlled. An other planar creature need only obey the exact wording of any commands given, not the intent, and may continue to do other things which do not conflict with its instructions unless specifically forbade. Duration of control depends upon the particular ritual used, any special resistance by the targeted creature and the number and type of commands given. Once the duration has ended, the other planar creature remembers all that happened during the time in which it was controlled, and will act accordingly.
One version of this ritual must be combined with "bind other planar creature". The combined version will not actually directly control the creature, but will allow the creature to be freed from the binding if (and only if) certain conditions are met.
Duration: Varies based upon ritual and creature.
School: Conjuring
Magery to cast: 5
Prerequisite: None
Skill points: 18
Rarity: 1-7, depending upon power of creature
Frequency: 3-7, depending upon duration
Corpse candle. With this ritual, the caster may prepare a peculiar magical item which prevents the sleeping from awakening. The item takes the form of a corpse's hand used as a candleholder. All who are asleep within line of sight of the candle when it is first lit will remain asleep, and will not awaken until the candle is removed from the area or goes out. Any player who wakes up out of game after the candle has been lit, should be made aware that his/her character does not awaken. This effect may only be used once, draining all magical potential from the corpse's hand and the candle, so neither may be used again for spells.
The candle must still be held by the corpse hand in order to be effective.
Duration: Until the candle goes out or is removed from the
area
School: Necromancy
Magery to cast: 2
Prerequisite: None
Skill points: 6
Rarity: 4 (including the hand of a corpse, and a candle)
Frequency: 1
Damnation. This ritual damns the victim, causing bad luck to that person and those close to him/her. The misfortune will continue to friends and relatives even after person's death. It may be possible for friends or relatives of the victim to lessen the effect of the damnation upon themselves by repudiating the damned person (though less so for relatives).
In order to cast this ritual, the mage must know of at least one action which the victim performed which went against the victim's own ethics. Those who have lived blameless lives cannot be damned.
Duration: Eternity (may not be negated or dispelled)
School: Necromancy
Magery to cast: 3
Prerequisite: None
Skill points: 6
Rarity: 4
Frequency: 4 (including knowing of the victim's wrongdoing)
Detect presence within area. This ritual allows the diviner to name one item or creature, and to name the area which the ritual will search. The caster may be as specific or general as (s)he pleases in defining either the target or the area. The GM will answer, to the best of his/her knowledge, whether or not the item named exists anywhere within the area named -- but will give no further information.
Duration: Takes up to 24 hours for results
School: Divination
Magery to cast: 3
Prerequisite: None
Skill points: 9
Rarity: 4
Frequency: 5
Disguise. This spell lets the transmuter change the target's features to look like a different person or creature. It cannot, except under special circumstances, make the mage look like a specific other person (only if the other player agrees to play the target character for the duration of the transformation). The disguise need not be of a human; the mage might choose to make the target look like a lycanthrope, demon or anything else of equivalent size to the player (i.e., anything which could be played by a player). The act of putting on make-up/costume is part of the ritual (the components give the basis for the magic to disguise). This ritual may be cast on the transmuter or one to whom (s)he is attuned, but the transmuter must put the makeup on whoever is being disguised.
This spell may be negated or dispelled by either the power or ritual version of dispel.
Duration: 24 hours
School: Transmuting
Magery to cast: 3
Prerequisite: 24 points worth of transmuting
Skill points: 12 (36)
Rarity: 6 (including makeup and costuming necessary)
Frequency: 1 (including putting on makeup and costuming
ingame)
Dispel. This is similar to the dispel power, but without the health point expenditure; this is instead component-driven. It is also slightly more powerful than the dispel power, and may be able to negate some spells which the power version cannot.
Duration: Instantaneous
School: Sorcery
Magery to cast: 1
Prerequisite: None
Skill points: 18
Rarity: 5
Frequency: 0
Drain mana. Makes a small area devoid of magic (so none can be cast there -- does not negate magic brought into the area after the casting, though it will temporarily suppress it.) Zombies, golems, and other magical constructs will be stopped dead by such an area, although once moved from the area will function as before. Other planar creatures and certain other creatures will find themselves unable to enter the area, as though stopped by an invisible wall.
Duration: [up to GM]
School: Sorcery
Magery to cast: 6
Prerequisite: 96 points of magical skills
Skill points: 18 (114)
Rarity: 8
Frequency: 4
Enchant item. This ritual may be used to place certain magical powers or rituals within an item. Less rare components are necessary if the item is bound to the caster, such that only (s)he -- or an other-planar creature -- can use the item. However, another mage could use an enchanted item which is bound to the caster as a means of attuning to the caster.
The components and conditions necessary are mutable, depending upon the particular spell that the item is to be enchanted with (and sometimes dependent upon the particular item being enchanted). In order to actually cast it, the mage must know what the components and conditions are. If the caster does not know what the components are, (s)he may spend 6 skill points (3 if (s)he has research (magery)) to discover the proper components and conditions. This may only be done if the mage has learned the enchant item ritual; not if (s)he is merely reading it from a grimoire.
Duration: variable; one shots and multi-use, depending upon
the number of prime component used -- requires quickening to
permanent
School: Sorcery
Magery to cast: 3
Prerequisite: 42 points of sorcery, call magic
Skill points: 36 (78)
Rarity: 0-10 (often the mage must have a hand in the crafting of
the item)
Frequency: 0-10
Feign death. This spell makes the target appear dead, even under close examination by chirurgeons, and in some versions even to other necromancers with the sense death power. (If determine cause of death is done in such an instance, the cause will appear to be the result of magic.) This ritual can be cast on anyone, even an unwilling target, to make him/her appear dead (or undead); however, the target must be present during the ritual.
Duration: Until negated or dispelled (power or ritual
version)
School: Necromancy
Magery to cast: 1
Prerequisite: Sense death
Skill points: 3
Rarity: 5
Frequency: 2
Find demonic formula. In order to call, summon or commune with an other planar creature, a mage must know its name, temperament, or some other significant quality it possesses. This is necessary to focus on to find it. Of course, the mage can try to guess.... Find demonic formula is important only if the mage intends to reach a particular creature; without it, a random other planar creature will be contacted. Most call, summon or commune rituals have the formula already calculated for a specific being.
Duration: Instantaneous
School: Divination
Magery to cast: None
Prerequisite: 12 points worth of demon-oriented skills (need not
be a magical skill -- a skill in the rite of banishment, or
folklore about the occult would also meet the requirement)
Skill points: 12 points to learn, plus an additional 2 points for
each demon researched
Rarity: 2
Frequency: 0
Golem. This ritual will animate a statue to do the caster's bidding. The golem's abilities will differ depending upon the materials of which it is made. A separate version of the ritual is required for each golem type.
Duration: 24 hours of activity
School: Sorcery
Magery to cast: 5
Prerequisite: 54 pts of sorcery and transmuting
Skill points: 15 per type of golem (69)
Rarity: 5-9 (including statue to be animated)
Straw: 5 Wood: 6
Flesh, Clay: 7 Stone, Armor: 8
Iron, Bejeweled (sentient magic-using golem): 9
Frequency: 4-9
Armor: 4 Bejeweled: 9
Other: 6
Great power. By casting this ritual, the adept will keep a great power trapped in his or her body for up to one full day. At any point during that day, the adept may release this power and gain incredible combat abilities for one hour. The level and type of power will depend both on the caster's magery, and on the particular ritual.
Each of the particular variants will offer a different subset of abilities which the character may choose from. The character may spend up to (10 ability points * level of magery) on those abilities in addition to retaining his or her usual abilities. Examples of possible subsets might include dexterity (dodge, breakfall, etc.), training (weapon ability, mastery, disarm, etc.), strength (strength, shatter, break limb, etc.) or stealth (escape, hide, waylay, etc.).
At the end of the hour the character will lose all temporary health points and be left at 0 health, unconscious.
Duration: 24 hours/1 hour
School: Adept
Magery to cast: 1
Prerequisite: None
Skill points: 12
Rarity: 6
Frequency: 4
Illusory creature. Like illusory trap, this spell is dependent upon the belief of those encountering it. The illusory creature will do real physical damage unless the player encountering it announces his/her disbelief, and allows him/herself to be struck by the creature (making no effort to block it, nor using parries, dodges or other defensive maneuvers). If the player was correct in the belief that the creature was an illusion, then (s)he takes no damage. (If the player was incorrect, (s)he of course takes the damage as normal.) An illusory creature thus revealed will be visible to all about as an illusion, and may thereafter do no further damage. Depending upon the particular ritual, the illusion might disappear after having been discovered, continue to be visible, but as a transparent, flickering image, or even have some detrimental backlash upon the caster.
Duration: One month
School: Illusion
Magery to cast: 4
Prerequisite: Greater hallucination
Skill points: 18 (69)
Rarity: 6
Frequency: 3 (including being done by the light of a full
moon)
Illusory trap. Creates a trap which will only effect those who it believe it to be real. If an illusory trap is sprung, or if someone tries to disarm it, regardless of the outcome of his/her efforts, the trap will knock the character(s) unconscious until revived, either through one minute of effort trying to wake the character, or if the character receives damage to health.
Duration: Permanent until sprung (can be negated or
dispelled)
School: Illusion
Magery to cast: 2
Prerequisite: Hallucination
Skill points: 6 (33)
Rarity: 3
Frequency: 0
Increase mana. For every two permanent health points sacrificed by the adept in the ritual, (s)he gains one or two mana points (this appears to be entirely random). Mana points may be used for spellcasting, like health points; however, they are not health points, and therefore do not add to the amount of damage the caster can take before going unconscious, the effective wound level, etc. Mana points regenerate after 10 minutes in a non- combat setting, like fatigue points.
The maximum mana a human can possess is three points; any more than that will "overload" the mage, killing him/her. This is not a universal maximum, however. Many other planar creatures can have more mana, and the same is true of certain types of undead and other creatures. Certain creatures also have a lower tolerance for mana, and are only able to have one or two points worth, or none at all.
Duration: Permanent
School: Adept
Magery to cast: 5
Prerequisite: Gain fatigue
Skill points: 6 (18)
Rarity: 6
Frequency: 8
Know demonic price. By successfully casting this ritual, the caster may know what is the absolute minimum (s)he must offer a particular demon to have a deal be accepted; the demon need not be present for the spell to be cast, though if circumstances have changed significantly since the spell was cast, the information gained might no longer be accurate and up to date.
Duration: Instantaneous
School: Divination
Magery to cast: 3
Prerequisite: 24 points worth of demon-oriented skills (need not
be magical skill -- a skill in folklore and the occult would also
meet the requirement)
Skill points: 18
Rarity: 4
Frequency: 7
Know truth. This spell allows the mage to gain insight into one question. The GM will provide, as best (s)he can, the answer to one question. The answer might be vague or misleading, however. Generally, the more specific the question, the better the chance of getting a clear answer.
Duration: Instantaneous to 10,001 years, GM's discretion,
depending upon the complexity of the question asked.
School: Divination
Magery to cast: 5
Prerequisite: None
Skill points: 18
Rarity: 3
Frequency: 7 (including having the ritual in memory)
Life beyond death. Upon death, the caster will become a skeleton, with the base package skeleton, plus whatever benefits or disadvantages were bought at the time of the casting of the spell. (Note that any ability points spent on buying benefits or disadvantages for the skeleton form are spent, and may not be used for buying other abilities, regardless of the fact that they may not be used whilst still alive.)
There are two different versions of this ritual. One requires the mage to ritually kill him/herself as completion of ritual. With the other version, the caster does not become undead until (s)he dies of natural (or unnatural) causes.
Duration: Permanent
School: Necromancy
Magery to cast: 4
Prerequisite: Skeleton band
Skill points: 9
Rarity: 7
Frequency: 4
Paranoia. A victim of this ritual will distrust and fear everyone or particular people; and will try to "get them before they get me".
Duration: One month
School: Enchantment
Magery to cast: 3
Prerequisite: Cause fear or cause animosity
Skill points: 6 (12)
Rarity: 4
Frequency: 4
Possession. Allows the mage, upon his/her death, to take over another body. Out of game, the player whose character is being possessed plays the mage possessing his/her character's body.
The new physiology can create subtle changes in the personality of the mage (to account for the differences in how the new player portrays the character). Some memories are lost (to account for any information that the new player of the mage isn't told). Sometimes major driving forces in the victim can affect the mage. For example, the mage might, because of the physical reactions of his/her new body, also grow to love the spouse of his/her host, though a twisted, evil, possessive kind of love.
The GM will decide which of the mage's former abilities carry over to the possessed form, and which of the victim's abilities remain. Generally, the body will keep its old health, fatigue, strength and strong blows; but will have the other abilities, magery and empathy of the mage. The GM may rule that some of the mage's physical abilities or skills (such as breakfall, etc.) will take a period of time to re-establish themselves. Certain benefits, such as revenue, may be kept at the mage's level, the body's level, or lost altogether -- depending upon the rationale for the benefit.
Duration: Permanent cast out
School: Necromancy
Magery to cast: 6
Prerequisite: 36 points worth of necromancy
Skill points: 12
Rarity: 6
Frequency: 6
Quickening. Quickening makes a spell permanent, and not negatable or dispellable by the dispel power. Certain quickened spells may be dispelled by the dispel ritual. In such instances, one dispel is required to dispel the quickening, and another to dispel the spell which the quickening was cast upon (though once the quickening is gone, the mage may choose to wait for the spell to fade after its normal duration).
Quickening varies in what is necessary for each different
type of ritual or power to be quickened.
Duration: Permanent (sometimes dispellable)
School: Sorcery
Magery to cast: 4
Prerequisite: 72 points of magical skills
Skill points: 18 points for base knowledge, plus a variable
amount for each spell it is crafted for use with
Rarity: varies
Frequency: varies
Reincarnate. Allows the mage, upon death, to come back to life in a different body created by magic. All skills are retained in this new form, although physical things such as strength may be altered (either randomly or based on factors of the ritual). The ritual requires a large amount of power, however -- casting it will drain the caster of one level of magery, permanently. Depending upon the particular version of the ritual, the magery drain might take place when the ritual is begun, upon being reincarnated, or at some random point in between.
When the mage reincarnates, (s)he loses one skill point from each skill. Until an additional point is spent, a given skill cannot be used.
Duration: Permanent
School: Necromancy
Magery to cast: 5
Prerequisite: 72 points of magical skills
Skill points: 18 (90)
Rarity: 9
Frequency: 4
Skeleton band. Create up to x number of skeletons from existing corpses. The number and power of the creatures able to be made is dependent upon the particular ritual, but the caster must have corpses from which to make each creature.
Duration: Permanent
School: Necromancy
Magery to cast: 3
Prerequisite: Create zombie
Skill points: 12 (48)
Rarity: 4 (including corpses)
Frequency: 2
Summon other planar creature. As with call other planar creature, this ritual opens up a gateway through which the targeted creature can pass (it may or may not be a visible/tangible/literal "gateway"). Unlike the call ritual, the creature is compelled to come. This does not mean it need be happy about it or its summoner.
In order to successfully summon a demon, it must be on its home plane at the time the ritual is cast. Banished creatures cannot be successfully summoned.
Duration: Instantaneous
School: Conjuring
Magery to cast: 2
Prerequisite: Call other planar creature
Skill points: 6 (9)
Rarity: 0-5, depending upon the particular other planar creature
summoned. The components are usually the same as those for
calling the creature.
Frequency: 2-9, depending upon the particular other planar
creature summoned. The requirements are usually the same as
those for calling the creature, but there may be additional
aspects or some parts may be more difficult.
Suppress magic. No powers or rituals of one particular school may be cast for an entire day in the area of play. This does not affect spells which are currently active when the ritual is cast, however.
Duration: One day
School: Sorcery
Magery to cast: 6
Prerequisite: 36 points of sorcery
Skill points: 12 (48)
Rarity: 3
Frequency: 6
Talk to dead. There are two very different sorts of rituals for speaking with the dead. The necromancer one requires the corpse, and the deceased may lie. The divination version does not require the corpse, and although the deceased may refuse to answer, (s)he may not lie (though may tell only the literal truth, or omit things which are not explicitly asked about, etc.).
Note that it is the memory of the deceased contacted, not its spirit; the deceased can answer about events up until its death, not what happened in the area afterwards, not whether there really is an afterlife, etc.
Duration: Five minutes or longer, GM's discretion
School: Necromancy/Divination
Magery to cast: 2
Prerequisite: None
Skill points: 9
Rarity: 5
Frequency: 3
Transform self. Completely rewrite all abilities for the course of one day. The points may not be applied to benefits or skills.
Duration: 24 hours
School: Adept
Magery to cast: 5
Prerequisite: Gain ability
Skill points: 12 (44)
Rarity: 4
Frequency: 5
Transform to beast. Turns the target into an animal defined by the particular ritual. This transformation is permanent until dispelled/negated.
Duration: Permanent
School: Transmuting
Magery to cast: 4
Prerequisite: 60 points of transmuting
Skill points: 15
Rarity: 7
Frequency: 3
Wall of aversion. Creates a barrier which prevents characters from even getting near the wall (causing people to not notice it or what is beyond it). The ritual is prepared in advance and then treated as a power, laying down a physical representation for the wall at the time of use. The GM will determine the size of the wall, based upon available representations and convenient markers for the wall.
Duration: One hour
School: Enchantment
Magery to cast: 6
Prerequisite: Forget
Skill points: 18 (54)
Rarity: 7
Frequency: 4
Wall of thorns. Creates a barrier of thorns. The thorns do damage to all who pass through them. Some versions of this ritual allow a poison to be added to the list of components, poisoning any character who receives body damage from the wall of thorns with the same type of poison. The ritual is prepared in advance and then treated as a power, laying down a physical representation for the wall at the time of use. The GM will determine the size of the wall, based upon available representations and convenient markers for the wall.
Duration: One week
School: Sorcery
Magery to cast: 6
Prerequisite: 54 points of sorcery
Skill points: 15
Rarity: 5
Frequency: 5
Warding. Allows the caster to be imbued with a ward of 1 to 4 levels against a particular type of magic. Warding is described in depth in the Magery section of this rulebook (p. 46). There are many versions of this ritual.
Duration: (variable)
School: Sorcery
Magery to cast: 4
Prerequisite: A ward may be made against any one particular spell
which the mage knows, or against any one school which the mage
has over 36 skill points in.
Skill points: 12
Rarity (suggested): 2 for a 1x/ever ward against one spell, 3 for
a 1x/ever ward against one school; +1 for each level of warding;
x1 to make the ward usable 1x/day, x2 to make the ward usable
1x/battle; if the ward requires 1 health point per level
activated, the rarity is reduced by 25%.
Frequency (suggested): Proportional to how long the enchantment
will last; 1-2 used same day, 3-4 used within the week, 5-6 used
within the month, 7-9 used within the year, 10 permanent; -1 or
more if particular conditions are placed on when the warding may
be used (during a rainfall, when the moon is full, etc).
Waste. Creates a minor magical disease, which drains the victim of two fatigue points while the spell is in effect. The disease gives the victim a deathly pallor and slightly unpleasant smell, giving the vague impression of a walking corpse. While under the effect of this spell, the victim is likelier to become infected or affected by parasites -- double all probabilities rolled at logistics for parasites or infection.
Duration: Three months, negatable or dispellable
School: Necromancy
Magery to cast: 1
Prerequisite: None
Skill points: 3
Rarity: 4
Frequency: 4