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| Ritual of Doom | Places a Doom upon someone. Takes 1 year to perform. 18th level. |
| Ritual of The Elemental Lord | Transform's ritualist into a Grand Elemental. 16th level. |
| Ritual of Elemental Transformation | Transform's ritualist+up to 5 others into a pure element. 14th. |
| Ritual of the Dark Moon | Effects an area. The Dark moon influences magic. 12th. |
| Ritual of Elemental Summoning | Used to summon elementals. 5th level to 15th. |
| Ritual of Rings of Dragon's Might | Conjures 3 rings of Phasing Fire around the Wise at varying distances. 12th. |
| Ritual of Elemental Binding | Used to bind elementals. 5th to 15th. |
| Ritual of Spirit Summoning | Used to summon other misc spirits. 10th. |
| Ritual of Spirit Summoning II | Used to summon rare spirits of Cairis. 10th. |
| Ritual of Star Fall | Illuminates a zonal area with Loren's light. 12th. |
| Ritual of Fire Absorption | Ritualist ingests unlimited amount of fire to expel. 12th. |
| Ritual of Resurrection | Spirits from Spirit lake only. Temporary effect - lasts year and a day. 14th. |
| Ritual of Raise Dead | Restores soul to body (souls earthbound up to 1 year only), 12th. |
| Ritual of Kalin's Arena | Obscure. Banishes target to magical arena plane. 8th. |
| Ritual of Banishment | Obscure. Banishes target * Usually from one continental zone to another. 17th. |
| Ritual of Infectious Fire | A supplemental fire ritual that causes to fire to spread like a disease. 13th. |
| Ritual of Dragon Breath | What it says. 14th. |
| Ritual of Restoration | Restores soul / spirit and body to full POW / HEA. 10th. |
| Ritual of Sky Fall | Brings down the sky. 13th. |
| Ritual of Shema's Veil | Smothers everything in mist. 11th. |
| Ritual of The Sun | Calls down a shaft of the Midnight Sun to destroy any undead. 12th. |
| Ritual of Ancestry | Reveals a person's entire ancestry, back to 00AA. 12th. |
| Ritual of God Hand | Invokes a God. 18th. |
| Ritual of Transformation | Turn into anything alive. 14th. |
| Ritual of Firmament | Imbeds the strength of Elondil into any object. 14th. |
| Ritual of The Firstborn | Slaughters all the Firstborn children. 17th. |
| Ritual of Stilling | Destroy's someone's ability to use magic. 12th. |
| Ritual of Flood | Swell's any river creating a terrible wave of water. 12th. |
| Ritual of Maladies | Bestows a curse / disease upon 1 target. 10th. |
| Ritual of Plague | Creates an area effect plague. 12th. |
| Ritual of Landscape | Grants knowledge of local landscape. 8th. |
| Ritual of Pain | Inflicts magical pain on target. 8th. |
| Ritual of Warding | Used to create more powerful wards. 12th |
| Ritual of Safeguard | Protection ritual. 15th. |
| Ritual of Asylum | Protection ritual. Creates an other planal space. 17th. |
| Ritual of True Soul | Reveals ritualist's or targets soul. 15th. |
| Ritual of Enchantment | Allows objects to be stamped by the ritualist's will. 15th. |
| Ritual of Being | Ritualist is in more than one place, simultaneously. 13th. |
| Ritual of the Unseen | Obscure. Allows ritualist to pass unseen. 12th. |
| Ritual of Blood letting | Area effect. Causes everything to bleed. 10th. |
| Ritual of the Wolf Lord | Links to wolves. 12th. |
| Ritual of the Bird Lord | Links to birds. 12th. |
| Ritual of the Bear Lord | Links to bears. 12th. |
| Ritual of the Cat Lord | Links to cats. 12th. |
| Ritual of Ash | Reconstructs ash back into its original form. 7th. |
| Ritual of Obscurity | Masks target's / ritualist's soul. 12th. |
| Ritual of the Warlord | Bestows various powers upon target. 12th. |
| Ritual of the Overlord | Bestows various powers upon target. 12th. |
| Ritual of Fate's Hand | Focus' fate on an individual. 18th. |
| Ritual of Living Ice | Brings ice to life. 13th. |
| Ritual of Living Stone | Bring stone to life. 13th. Metal 14th. |
| Ritual of Sacrifice | Allows any number of sacrifices to empower Ritualist. 13th. |
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12th level complexity. This ritual is a potent way to restore any undesignated soul back to the body. By undesignated, we mean any soul not yet in Daig or Elondil that awaits Rising day and wanders the material plane. A lot of factors apply in making this ritual successful, as essentially it involves regenerating the astral cord (a remarkable feat). The body the being is being raised into must be in the best possible condition. It may have to be healed first or as in many cases, another body may have to be chosen. The following list increases or decreases the chance of success;- Rising
day has occurred after the being’s death and before the ritual is completed,
-100%
COST
ACTIONS
TIME
TO PERFORM
WHAT
HAPPENS?
CHANT
SUCCESS?
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13th level complexity. An impressive ritual that literally brings the sky down to ground level. Hence the following effects can be achieved;- If
it’s stormy, ie thunder, lightning etc, the storm (including clouds), drops
down to Wise level.
If it’s plain cloudy, then this ritual will smother the area effect with cloud’s of mist. On top of these effects, everyone in the area (except the Wise) must make x1 WIS checks or be struck down by terror and disorientation. “If the sky is actually falling, surely everyone will be crushed?” Etc etc DURATION
AREA
of EFFECT
THE
RITUAL
Wise
is in a protective circle, +5%
COST
ACTIONS
WORDS
FAILURE
OTHER
POINTS.
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15th level complexity. The minimum time taken on this is 1 month. It always requires a permanent sacrifice of POW, either from the Wise or from other spirits. This ritual, like many of the others, changes dramatically depending on what the Wise is going to enchant. As a basic guideline, the following bonus’s and penalties apply;- The Wise has a basic 10% chance of performing this ritual. Object
is forged / made especially for the ritual, + 5%
The
greater the success, the more permanent and powerful the item.
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13th level complexity. Peculiar ritual that involves the Wise splitting himself into 2 or more facets of himself. This has its obvious benefits but a few downfalls too. Each time the ritual is performed, the Wise divides into two. Thus, it could be performed indefinitely until a hundred of the Wise existed. This would of course never happen, as the Wise would quickly run out of fingers *See Action*. DIVIDED
WISE
The good points are;- The Wise can travel any distance apart. They can both cast spells and rituals simultaneously. PERFORMING
TIME
ACTION
DURATION
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10th level complexity. Creates a staff capable of storing POW. The greater the success, the greater the storage capacity of the staff. Wise have a base 25% of performing this ritual, modified as follows; The
staff is carved by the Wise’s hand, +5%
(1)
If successful, the staff attracts an extra 10 POW storage and reforms.
Other actions can produce other strange effects. DURATION
SUCCESS?
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12th level complexity. This removes either the Wise or another target from the minds and perceptions of anyone / anything, thus allowing the target to “pass unseen”. Essentially, the target is not invisible, merely ignored. To “see” the target, a save has to be made vs 15th level. Once a person has failed the save, they ignore the person from then on, or until another save is triggered by (and only by) direct and annoying interference of the Wise etc. The Wise have a base 25% of performing this ritual. PERFORMING
TIME
ACTIONS
The potion’s main ingredients are Ground horn of wild stag and a fey breathing over the concoction. If
the ink is prepared from a wild stag, +5%
DURATION
COST
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18th level complexity. AREA
of EFFECT
EFFECT
Examples;- All
Wise in the area have unlimited POW for Spell casting purposes.
DURATION
During
the Midnight War, which essentially lasted 1 night, this ritual caused
the death of 20,000 Orn raiders. You can imagine the sheer number of mutilated
bodies and squirming, pain wracked people waiting for dawn to arrive and
death to come. Hence the saying “This dawn
we take our final breath, time enough for a noble death.”
ACTIONS
Modifiers;- The
base chance of casting Midnight Sun successfully is 15%
If the ritual is interrupted before dawn comes, the ritualist dies. |
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BASE%
TO CAST 10%
TIME
TO PERFORM 3 Days
DURATION
A 10 minute portal, once per 10 years.
NEED - A knowledge of dreaming and Chaos symbology. A way to temporarily melt the ice-cliffs. Something very bright (ie light producing or sun-like). A strong cord, rope or metal chain EFFECT
Base %
10%
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(Created by Ragnek Stormcrow) Effect
Method of Casting;
Requirements;
Sample modifiers
to success;
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(Created by Ragnek Stormcrow) Base% of success; 5% + Wise's ritual bonus. Purpose;
Facts and Reasoning;
Actions;
2. The Wise prepares 2 concentric circles. The outer Circle, which the Wise does not leave, and the inner circle which the Target is place in. The two unbroken circles that are consecrated each with a prayer to Cairis. This prevents any unwanted external influences other than those, which are intended to be called upon during the ritual. The Circle also represents unity and the unbroken cycle of existence. The Outer Circle, which the Wise walks around acts as channel for the powers, that he is manifesting. 3. The Wise recites his intentions and enforces his will throughout the ritual. With such incantations as “I Ragnek, Son of Cairis will it so” and “I whom was born from the Eternal Flame do call forth and Bind to my will and by the grace of Cairis, who is the True essence of Spirit and Magic” and other similar statements. 4. During the Ritual the Wise regularly speaks a mantra containing a litany to Gaea whilst walking clockwise around the Inner Ritual Circle, but not crossing it. 5. Every hour the Wise offers a prayer to Cairis in the Actions that he therefore makes – spoken as a strengthening to his cause. 6. During the Finale, the wise makes a sacrifice to bind his will and thus casts his ritual. Possible contributing
factors;
Specifics;
Finale of Ritual;
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17th level complexity. Description.
To
begin with, the Wise performs the pre-ritual of WARDEN (10th level.)
STORM
CALL 14th
Finally, the post-ritual conclusion segment called WRATH of the WISE. 11th Wrath of the Wise 11th level complexity BASE
TO CAST 20%
LOCATION Anywhere. AREA
EFFECT
NEED
A genuine
grievance.
Essentially, this doosy of a ritual amplifies any other primed ritual, foregoing any ranges, radius’s and durations so that all the rituals last *as long as the Wise is pissed off* The Wise literally vents his anger directly into the World. Sample
effects are;-
Diamond
is 1st class +5%
The main part of this ritual is the Wise surveying the land that will receive his Wrath and pouring curses and damnations down upon it. By personally naming individuals or targets during this outrage, the Wise increases the chance of them being struck, hit or effected, and the frequency too. |
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Level of Complexity
- 16th
Need
Duration
Effect
Note - If the Wise has returned to life in order to arrive, the Wise will remain alive for exactly three days before dying again. This ritual does not effect the number of times a Wise can return to life. (Second Note - There may also be restrictions placed upon the number of times a Wise can return to life through this ritual as essentially the POW for the resurrection is drained from the surrounding land. Elementals and other such powerful beings may resent having to give up so much energy.) Sample modifiers
to success;
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All Witch Charm's
/ Rituals / Talisman's etc are dedicated to the Witch God - Arûn.
Arûn is
a neutral God and as such, the magic of his Witches can be either Good,
Neutral or Evil in intent.
As Arûn
is also Ashar - Overlord of Daig (Hell), in 2616 his witches have an undeserved
reputation for being totally evil.
This area is under development... check back often.
Quick
rituals - emotions or elements, very few ingredients.
More
complex rituals.
Hex's,
Curses, Eyebites etc.
full of fury, revenge is just I scatter these bones, these bones of rage take thine enemy, bring him pain I see thine enemy before me now I bind him, crush him, bring him down With these bones I now do crush Make thine enemy turn to dust torment, fire, out of control With this hex I curse your soul" So mote it be! "As I do this candle spell
“Smitten, battered, beaten, torn
“(Persons name) whom I now see
"Fire come from below,
Fire, fire burning bright
"Rumours, slander standing stout,
Corporeal, Ethereal, Celestial.. |
![]() Several different types of Fire exist within Eldahar's Sphere of Creation. These are all detailed below.
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