Magic on
title

Page 2
Mental Powers / Sorcery
Enchanting Techniques
Enchanters - past and present
List of Rituals
Sample Rituals

Rituals
Of the Wise


The list below is by no means comprehensive but presented here to provide ideas.
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.

 
Ritual of Raising the Dead

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%
The being is one of the fey folk with a soul that returns to the earth,  -50%
The being is fey, but has died within three days, +20%
The ritual is performed at the place of death, +10%
For every point of POW above 15 that the being had, add +2%
The ritualist and the being are the same religion, +5%
The being died through POW drain, -5%
The being defied the Gods / didn’t believe in them,  -5%
The being was “Not of the Northlands”, -20%
The body is not in perfect shape, between -10% to –25%
The body is not the souls original host, -10%
Any artefacts (15th lvl) of life restoration / symbols of life & death are present, +5% each.
The being’s God has blessed it, +15%
The body is surrounded by familiar surroundings and items, +5%
A close relative is nearby, +2%
The ritualist knows a lot about the person, +1% to +5%
Unbroken mantra / chant, +1% each night.

COST
The cost of the ritual is 1 point of the ritualist’s POW. This is returned upon the being’s death or the ritual’s failure. The ritualist’s POW remains at it’s original number for saves.

ACTIONS
The body must be tied down and where possible, staked to the earth or stone. The body is anointed in the Wise’s blood for protection from possession and it’s entire skin, head to foot is then tattooed with the symbols of Wye (symbols that represent the eternal cycle).

TIME TO PERFORM
It takes up to 6 days and 6 nights to perform. During the day, the Wise sleeps. During the night, the Wise stands guard over the body against invading spirits or other desperate souls intent on occupying the body.

WHAT HAPPENS?
The essence of the person is drawn from familiar objects / places / knowledge of the being. It begins reforming. Spirits / souls cannot enter the body without the Wise’s permission, as long as the Wise keeps anointing the body every hour of the night. When the desired soul arrives / is reformed (a reformed soul may not have the complete memories of it’s predecessor), it will “feel” correct / the Wise will recognize it.

CHANT
The ritualist chants every night. It is a mantra about substance and spiritual awareness. It is in an unknown tongue.

SUCCESS?
The ritual may only be used / attempted once on any given soul.
The Wise gains a base 25% to perform this ritual. Skill ranks do not effect this.


 
Ritual of Sky Fall

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.
This can mean discharges of lightning, deafening booms and complete lack of visibility.

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 
The sky will remain at ground level until the Wise leaves the area of effect. It will then return to its proper place.

AREA of EFFECT
This varies in radius, between 5 miles and 1 mile depending on the casting success.

THE RITUAL
Any Wise begins with a 25% of performing this successfully, modified as follows;-

Wise is in a protective circle, +5%
Wise is not in the open air, -30%
Wise has a sky or weather artefact present, +5%
It is a full moon, +10%
It is one day either side of a full moon, +5%
It is a new moon, -10%
Wise has prepared a Sky arrow and sacred bow, +10%
Wise has used T’yaa bird feathers on arrow fletching and rare stone on arrow head, +5%
Wise ties down a rare flying creature so it can’t fly away, +5% to +15%
Wise uses the names of local air elementals in ritual, +5%
Wise is not liked by local air elementals, -5%
Wise does not break contact with the earth at any time, +5%
Wise breaks contact with the earth, -20%

COST
5 POW temporarily. 

ACTIONS
The Wise anchors himself to the ground. The actual ritual takes 2 hours to perform. During this time, the Wise will be pulled upwards and must not leave the ground at any time. 
The last action is to fire a Sky arrow upward, then the sky (hopefully) suddenly falls.

WORDS
A lot of shouting, a lot of “I will not be moved” kind of stuff, throw in a few elemental names, a few more words of power and a lot of bravado. Basically, the Wise is drawing sky and earth together in a certain area, against the natural laws.

FAILURE
Dramatic failure, ie 00, means the Wise is torn apart by the forces of earth and sky.

OTHER POINTS.
If the Wise moves around once the ritual is finished, the center of the skyfall does not move with him. Also, the Wise is immune to any sky damage that may result whilst he is in the radius of effect, ie lightning, thunder or hail. The terror will wear off, but everyone in the area will still perform all actions at –30% from disorientation.


 
Ritual of Enchantment

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%
Object is untouched by any hands other than the enchanter, +5%
Object is of a rare, magical or spiritual material, +10%
Wise sacrifices 1 point of his own POW, +10%
Object is made at a place of power, +5% to +10%
Object is enchanted to do one thing / similar things only, +5%
Dragon spirit is sacrificed during enchantment, +35%
Object is the most well made of its kind, +8%
Object is dedicated to a God & God accepts, +5%
Wise knows the magic going into the object personally, +8%
Wise does not cast any other magic during the enchantment period, +4%

The greater the success, the more permanent and powerful the item.
Other Ritual effects cannot be put into an object *Except by the simultaneous casting of the enchantment & ritual. (Pretty difficult to do being you can only do one at a time.)


 
Ritual of Being

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
A divided Wise has half his original POW. He also only has half the knowledge, so he doesn’t know all his spells or rituals. Furthermore, if a divided Wise dies, there is a 25% chance that everything in that Wise is “lost”  until the Wise dies in entirety and is reborn. The original Wise is aware who he is, likewise the facet Wise is aware who he is.

The good points are;- The Wise can travel any distance apart. They can both cast spells and rituals simultaneously. 

PERFORMING TIME
It takes 1 day to perform. Beginning at dawn and ending at dusk.

ACTION
The main action required is the Wise severing a finger. Any facet then displays 1 less finger. When the finger is burnt, the Wise is restored to wholeness, rejoining wherever the original Wise is at the time. Objects on the faceted Wise are however left behind.

DURATION
Until the finger is burnt, destroyed or until one year elapses.


 
Ritual of the Staff

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%
The staff is made from holy / rare material, +8%
The staff is very well made, ie a lot of time has been put into it, +1% to +5%
The staff is blessed by either a God, greater elemental, or spirit +1% to +10%
The staff is made so that anyone can use it, -20%
The staff is VERY closely linked to the Wise, +10% (3)
The staff is used to kill an animal near the end of the ritual, +5%
The staff is used to kill a human / fey near the end of the ritual, +8%
The staff is used to kill a powerful beast near the end of the ritual, +12%
The staff is burned at the end of the ritual, -20% (2)
The staff is burned by dragon fire at end of the ritual, +25% (2)
The staff is snapped at the end of the ritual, -20% (1)
The staff is plunged into the heart of a Dragon at end of ritual, +50% (4)
The staff is cut using a plain, unused iron knife, +2%
The staff is cut using a bloodied knife, -5%
The staff is set alight and quenched in the spirit lake, -15% (5)
The staff is set alight and quenched in snow, (6)
The staff is set alight and quenched in one of Aldar’s lakes, (7)
The staff is set alight and quenched in tears (a lot of tears), (8)
The staff is anointed in the Blood of a King, (9) 
A Staff-bind is cast prior to final act of the ritual, (10)

(1) If successful, the staff attracts an extra 10 POW storage and reforms.
(2) If the ritual is successful, the staff reforms and can be “recreated” up to 6 times. It also gains immunity to fire 
and +5 POW.
(3) This has a danger – if the staff breaks, the Wise will loose 1d10 POW for up to 6 months.
(4) This imbues the staff with lots of extra abilities.
(5) If successful, this bestows POW equal to the Wise’s. If not successful, a demon appears.
(6) Gives the staff added resistance to fire.
(7) Gives the staff  +2 POW capacity. 
(8) Gives the staff +2 POW and the ability to “return to hand”.
(9) Gives the staff +2 POW and the ability to Increase Intensity. 
(10) This gives a ½ total % chance of the spell becoming a permanent addition. 

Other actions can produce other strange effects.

DURATION
It can take a very long time to finish this ritual. At its heart though, the chants required take approx 3 days to finish. They should be recited periodically during the staff’s manufacture and during any of the above actions.

SUCCESS?
Success creates a staff a varying POW capacity, ranging from 5 POW to ½ the Wise’s max POW.


 
Ritual of the Unseen

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
It takes 6 hours to perform.

ACTIONS
The Rune Unseen is tattooed onto the forehead using a specially prepared ink.
The Wise then removes his senses / the targets, one by one, ie blindfolds etc. For the Wise this is easy, going into a meditative state, but for another target it involves a special potion.
The ink takes approx 3 days to prepare and lasts up to 20 weeks.

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%
If the ink is prepared from a fey, +8%
If the ink is prepared from a White dwarf, +12% 
If the ink is prepared from a very rare beast, ie one of Loren’s blessed, +20% 
If the ink is prepared from a cyclops, +24%

DURATION
The rune lasts until the ink fades (a month) or until the target kills another creature.

COST
2 POW, temporary.


 
Ritual of the Midnight Sun

18th level complexity.

AREA of EFFECT
The entire Northland.

EFFECT
This ritual begins at the beginning of the night and ends at dawn. During the ritual, the Midnight Sun descends, allowing any other Wise or Spirit’s of Cairis to work their powers at their fullest. 

Examples;-

All Wise in the area have unlimited POW for Spell casting purposes.
All rituals and spells in the area are performed at +25%
All rituals and spells in the area are performed at 1/10th of the casting time.
All Spirits of Cairis in the area are at full power, as if during a New Moon. 
Anyone marked by the Midnight Sun, or blessed by Cairis, gains +10% to all actions.
The dream world vanishes from existence / is made inaccessible,  meaning no one can sleep a wink or pass unconscious.
The side effect of this ritual is that no one can die, even those beheaded, as no one can pass out as long as the ritual is running. When dawn comes, everyone mortally wounded suddenly keels over dead - their souls finally allowed to depart.

DURATION
Lasts as long as the Wise lives, or until the night is over.

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.
During the Midnight War, certain other things were combined to lengthen the single night to 36 hours in length. This included the Spirit Midnight being present and the casting of a very rare ritual called “The Ritual of Dark days”, as known only to Ischandi the Wise.

ACTIONS
To cast this ritual requires complete concentration. The ritualist must be in a 3 tiered protective circle, out in the open. He must make 1 sacrifice of at least 5 POW every 30 minutes (ie no chickens, but humans etc). He must mouth the Midnight Mass.

Modifiers;-

The base chance of casting Midnight Sun successfully is 15%
The ritual takes 15 minutes to begin, but the whole night to complete.
A special sacrificial dagger is used, +5%
The Wise has the Spirit Midnight alongside, +25%
The Wise has created the three circles from the following ground bones;-
     Bones of a thief   +2%
     Bones of a Spirit of Cairis  +2%
     Bones of a mass murderer  +2%
The sacrificial beings / creatures are all staked upright around the circles and conscious, +8%

If the ritual is interrupted before dawn comes, the ritualist dies.


 
Ritual of The Rainbow Falls

BASE% TO CAST  10%
BASE COST   All POW bar 1d4 points

TIME TO PERFORM  3 Days
First day, names of power, chants and inscribing symbols
Second day, entering dream state, repeating first days activities
Third day, linking real and dream state – melting river to create portal.

DURATION   A 10 minute portal, once per 10 years.
LOCATION   The Rainbow cliffs of mnt Morcraft in Evermore. (ie Mordark) The ice of these cliffs has been tainted by unnatural magics. Though no longer of Chaos, the cliffs are still a place of power.

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
Once the ice-cliffs melt and the water flows, the Rainbow Falls begin. At midday, when the light is at it’s brightest, and only when something bright shines on the water, a portal appears. The person enters the portal with a chain anchoring them to the present. They are then, with luck, able to wander through the possible futures that could occur within their own lifetime. If the chain is broken, the person cannot find their way back and becomes lost in the dream realm forever. Even though the portal only exists for ten minutes, for the spirit of the person travelling, anything up to a year could pass “in the future.” Their physical body remains in the falls and still requires nourishment. It can quite easily drown too, if precautions are not taken.

Base %     10%
Knowledge of Chaos symbology +5%
Way of melting the ice instantly +10%
V.Bright light to reveal portal  +15%
Ability to dream   +10%
Magical chain or rope   +5%


 
Ritual of Pastures New
(Created by Ragnek Stormcrow)

Effect
To turn barren waste into rich ripe soil suitable for forest plantation, and to cause the planted tree to bloom and fertilize the area with seedlings. 
Casting Time:  1 Hour / 100 Square Yards 

Method of Casting; 
Firstly the Wizard (and Druid) must mark out the area of effect – this must be done exactly. The total area must then be calculated. Markers/Totems made of set ingredients must be placed in the ground to mark the boundary of the spell. From the time that the final marker is placed in the ground the Wizard (and Druid) may not leave the area of effect. Nobody outside the ritual must enter. If this happens the ritual will fail. This is because when the markers are placed the ritual is already starting to take effect. Cross contamination occurs if anybody crosses the set boundary. 
The ritual container must be placed in the very center of the area.
The Wizard from inside the area of effect must gather soil and placed in the ritual container approximately 12lbs/100 Square Yards. Then the Wizard Drains ½ pint (2 POW) of his own blood and 1 pint of fresh water, and about 5onzes of ground bone dust /100 Square Yards of effect and pours this onto the gathered soil. This must be mixed well. 
The Wizard does this so that all the nutrients and water that a plants require will be infused in to the land. 
The Wizard must then commence sowing the Ritual Mix across the area of effect. He must call for a benediction from the 4 Elements to consecrate the area. This sowing must be done slowly and in a way so that neither the Wizard or the Druid walk across sowed ground. Again for fear of causing the ritual to fail. 
At the end of the sowing the Wizard will finish from where he started the ritual at the Ritual Container. The final part of the ritual involves the Wizard breaking the ritual container. And planting a tree from within it’s center. 

Requirements;
A druid or a being closely linked with Forests or Nature,
A ritual container – Preferably crafted out of pieces of stone found within the area of effect, failing that stone or wood from the nearby area.
Fresh water.
Markers made of still living shrubs, grass, bushes, trees, leaves etc. – Planted into the Area.
Bone dust from any animal/creature.

Sample modifiers to success;
Wise gains +3% per level per level of Druid.
Container is magical / blessed +5%
Wise possesses an artifact of Nature +10%
Bone dust is from a highly fertile creature +5%
Bone dust is from a young creature (one that had a lot of growing to do) +3%


 
Ritual of Gaea’s Hand
(Created by Ragnek Stormcrow)

Base% of success; 5% + Wise's ritual bonus.

Purpose;
To undo a curse, disease or dispersion of Fate.

Facts and Reasoning;
This involves the Wise invoking the Universal Power of the Goddess Gaea the World Mother and Mistress of Fate. Ragnek figures that if Gaea who to his knowledge is the Goddess of Fate and Destiny can be incorporated into the ritual it stands therefore to reason that invoking her name can only strengthen his belief that ritual WILL succeed! 
The Ritual Begins at Dawn with the setting of the Midnight Sunand ends at Dusk just prior to Rising of the Midnight Sun. This is so that there is minimalist influence from the Midnight sun. 

Actions;
1. The target baths in a pure spring or pool (If such a place cannot be found then the target must enter a pool and be purged with Hyssop which represents purity.) to cleanse oneself and wash impurities away.

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;
A Magical or Holy Pool, +10%
An unused Iron Knife, +5%
Objects dedicated to Fate or Destiny, +5% to +15%
A good Sacrifice, +5% to +10%
Objects used in the original curse, +5% per object.
Sacrifice of a pair of eyes, ?
Knowledge of original curse and how it was achieved, +5% to +10%
Complete lack of knowledge of curse, -5%
Use of opposing elements / forces to curse's original ingredients, ?

Specifics;
? Sperm – Burnt in a ritual Fire – Breaking the link in the curse.
? White Robes  - Symbolising Purity.
? Salt – Symbolising the purification of the Earth – Eaten to Purify the Body.
? Specific Stones – Rose Quartz – Whose power is over Gentle Love, Balances Male and Female Energies and Hormones. Rock Crystal – Deep Soul Cleanser to be grasped during the ritual.
? New Born Sacrifice – Representing Virginity and Innocence.

Finale of Ritual;
I am Ragnek, born of the Eternal Flame, form the very spirit of this world. Son of Cairis, God of Magic. My Will is the Will of the World, the Will of Fate and the Will of Magic. The weight of my Will exceeds that of this power. Therefore I Sunder It, Unravel It and Dissolute It in it’s entirety. By my Will, Cairis, so mote it be.


 
Ritual of Wrath

17th level complexity.

Description.
One of the most devastating of all the Wise’s arsenal, this really pulls out all the stops. It is essentially 6 smaller rituals combined, each of the six able to be performed separately or as part of the whole.

To begin with, the Wise performs the pre-ritual of WARDEN (10th level.)
Then in any order, prepares and performs the following;-

STORM CALL 14th
EARTH HAND 13th
WIND CALL  12th
DARK SKIES 11th

Finally, the post-ritual conclusion segment called WRATH of the WISE. 11th 

Wrath of the Wise

11th level complexity

BASE TO CAST  20%
BASE COST   0
TIME TO PERFORM  15min
DURATION
For every 10 minutes the Wise is angry and blitzing the area, the Wise is drained 1 point of CON. This CON is recovered a 1 Pt / hour after the ritual’s conclusion.

LOCATION Anywhere.

AREA EFFECT
Varies, but is a minimum of Wise’s POW x POW in feet radius.

NEED
It is advisable to have other rituals primed via a Warden ritual as ammunition for this ritual to use in its effects, but not entirely necessary.

A genuine grievance. 
3 witnesses that agree with what the Wise is about to do.
A diamond to focus the Wrath (destroyed at the end).

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;-
Other rituals are amplified by a minimum factor of 2 and a max of 5.
Every living thing in the area has nightmares about whatever the Wise wants.
Every living thing in the area saves vs sys shock or – loses hair, turns grey, is struck by terror etc. The effects vary in intensity by how much they fail their save vs 5th level at.
The area contains a permanent psychic imprint of the Wise for years to come, creating long lasting repercussions.

Diamond is 1st class +5%
Diamond is very very rare +10%
Other Wise agree or are present +5% / Wise.
One of the witnesses is a King +10%
Wise is standing in a Fire +5% * This symbolizes the Wise’s return to the flame.
Main target is anti Cairis or Kyth etc +10%
Breaks something valuable in anger +5%
Breaks magic item in anger +15%
Wise takes own life in anger +75%* All effects are monumentally increased.

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.


 
Ritual of Arrival

Level of Complexity - 16th
Base cost - 1 POW
Casting time - 1 day, from Dawn to Dusk.
Location - Must be performed in the open air.

Need
A bird that will temporarily symbolize a piece of the Wise's spirit.
A gold ring to place around the bird's leg as a binding.
2 pints of the Wise's freshly spilled blood to be gradually poured onto the earth throughout the ritual - again as a binding to the land.

Duration
Once completed the ritual stays in effect until the predefined date and time of arrival has elapsed. Hence a Wise could arrive in one day's time or a hundred years time, etc.

Effect 
This ritual guarentees the Wise's arrival at any predefined location and time, no matter what. This means that the Wise could be dead, imprisoned, waylaid by a dragon etc etc but will still, by sudden magical means, without fail, arrive on time and in perfect health (100% hp and a minimum of half POW)

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;
Gold ring has been freshly forged +5%
Gold ring made from white gold +5%
Wise's blood is poured directly onto a local Earth Elemental +1% to +5%
Wise knows Earth Elemental at destination and is on good terms, +1% to +5%
Bird is a Tyaa bird +10% or other magical / legendary avian +5%
Ritual is performed at Citadel Dusk and Citadel Dawn during the same day, +25%
Ritual is performed at Dawn and Dusk simultaneously +50%
 

Witch magic
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.

CharmsQuick rituals - emotions or elements, very few ingredients.
 
Charm of Fire
5th level.
A dance around a bonfire that takes control of the fire, giving the Witch power over it until such time as she moves more than twenty feet away from the flames.
Charm of Ice
7th level.
The Witch lies naked on the ice just before Midnight for one hour, muttering prayers to Arun. After an hour the Witch melts into the ice and remains undetectable. She can reform again at any time but it takes 20 seconds to seperate herself. Should she be disturbed mid reformation she will instantly be slain. However if the ice is damaged with her inside (i.e. broken up) her perception also splits, allowing her to see and hear out of every fragment. The witch can stay in the ice up to one month but can only perform the Charm once a year. Even if the ice is broken, the witch can reform so long as 50% of her ice mass is still present.
Charm of Love
9th level.
The witch draws witch sign on her body using blood from her menstruation. She then sleeps with her intended target. The charm allows her to delve into the target's mind during sex, for a moment becoming one with them.
A side effect of this Charm is if the witch kills herself or the other at the moment of joining, she and the target have a 50% chance of becoming one entity, depending on who's body is slain. The higher POW wins possession with the lower POW taking a back seat.
Witch ritualsMore complex rituals.
 
Ritual of Dream Joining
8th level.
Complex ritual that involves the witch and two other beings. The witch acts as a conduit allowing two other beings to share a dream, over any distance. Duration - one hour. Time to perform - 4 hours.
Ritual of Passing.
7th level.
Ritual of Sacred Heart
CursesHex's, Curses, Eyebites etc.
 
Minor Curse
4th level.
Quite a simple curse spell. Ingredients ;- 3 objects / physical links to the person being cursed. Range - LOS only up to fifty feet max. Duration - until lifted or cured. Time to cast - 4 seconds, saying something along the lines of "I curse thee with boils... etc"
"Bones of anger, bones to dust 
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 
Bring thine enemy 3 nights of hell 
Candle black, black as night 
Bring him pains of flesh tonight! 
lesions on his skin will grow 
Afflict him with a painful blow 
Sores and pain afflict him now 
for 3 nights he'll wonder how 
Dukes of darkness, Kings of hell 
Smite thine enemy, bring him hell 
when 3 nights of pain have past 
Make him well, well at last". 

“Smitten, battered, beaten, torn 
I prick at thee as if a thorn 
Suffer now I will not wait 
With this pin I seal your fate 
Pins so sharp and made of steel 
I strike at thee, these pins you'll feel 
Smitten, battered, beaten, torn 
I curse you now, your pain is born!” 

“(Persons name) whom I now see 
you’ll go insane from vanity. 
You’ll see yourself as others do 
all your looks are gone from you. 
What was is gone and now is true 
all your beauty will flee from you. 
You look in the mirror, yourself to tend 
your youthful face has come to an end. 
Your mighty ego now is broken 
you’ll go insane in that same token. 
I take this all away from you 
 because of all the things you do. 
Once you thought you were so great 
I bring you down to meet your fate. 
The smell of stench is in the air 
around you now, you’ll lose your hair 
In your mind you’ll go insane 
vanity is now your pain.” 
 “I accept this now manifesting by the powers of the Deities that rule the Darkest of the abyss...Lucifer, Belzebut and Astarot. Aid me in my endeavors and carry out my wishes. So be it!” 

"Fire come from below, 
 bring me love that I do know,
 make my heart blaze and shine, 
 to bring the love that will be mine!" 
 Soon my love will come a day, 
 three times strong and here to stay!" 
 "SO MOTE IT BE!" 

Fire, fire burning bright 
 turn my darkness into light! 
 Take away my bad luck ill, 
 bring me nothing but goodwill. 
 Bad luck came and stayed to long, 
 be gone forever, be gone, be gone! 
 With this fire burning bright, 
 bring me good luck, bring me light!" 
 "SO MOTE IT BE!" 

 "Rumours, slander standing stout, 
 with this X,  I cross you out 
 I toss their words into the fire, 
 all these lies no longer hire 
 All bad things done and said, 
 leave my life, be gone be dead! 
 All the evil that they say, 
 make it all go away! 
 Rumours carry me no more, 
 be gone be dead, be no more!" 
 SO MOTE IT BE!" 

Corporeal, Ethereal, Celestial..


 
Types of Fire
Several different types of Fire exist within Eldahar's Sphere of Creation. These are all detailed below.
 
Normal fire Normal fire begins life as a single d6 of damage.
The more fire hits at once, the more d6 are done, up to maximum of one half the target's SIZ stat.
As the fire increases in heat, the dice used to deal damage changes, going up in the following scale of intensity.

d6 (levels 1-6) - d8 (levels 7-9) - d10 (levels 10-12) - d12 (levels 13-15) - 2d8 (levels 16-17) - (levels 18+) d20

Further to this damage, the fire may also get a bonus per dice. This reflects the difficulty to avoid the fire and / also the magic's potency / accuracy.

i.e. Damage of 8 (d8+4). This means that the fire deals a higher minimum damage.

Note though that a single target cannot take more than it's 0.5 x SIZ x (Max roll of dice) in damage after all of his / her armour and magical protections have been taken into account.

i.e. A SIZ 16 warrior cannot take more than 48 points of normal fire damage (d6) in a single round.

Dragon Fire Dragon Fire is the hottest, most potent type of Fire in existence.
It effects as below ;-

Young Dragon - d10 / dice + one fifth POW, Save vs 12th.
Mature Dragon - 2d8 / dice + one quarter POW, Save vs 16th.
Adult Dragon - d20 / dice + one third POW, Save vs 18th.
Ancient Dragon - d20 / dice + one half POW, Save vs 20th.
Ancient + Dragon - d20 / dice + POW, Save vs 21st.

Dragon's can breathe up to 3 times their HP in Fire a day. This usually means 3 times a day.

Hell Fire Hell Fire is by its very nature, hotter than normal fire. It gains a large bonus on each dice of damage.

Hell Fire is also semi-sentient and soul seeking, gaining + 20% to hit (+5% per level of the user above 15th and +10% per level above 20th) up to +100%.

It can burn flesh and spirit at the same time, carrying with it images and flashes of pain and suffering delved from the very depths of Hell itself.

What's more, Hell Fire doesn't stop burning. It doesn't need fuel or oxygen to continue burning someone's flesh or spirit.

After dealing it's initial damage, the entity remains on fire, in torment (usually in Hell)
until someone comes along and moves the fire off of them.

The initial damage dealt by Hell Fire decides if the entity is going to be damned to Hell or not. If the damage kills the flesh and spirit of the entity simultaneously, then the entity is damned to Hell, to spend Eternity on fire. If however they survive, subsequent blasts of Hell fire will not damn them, only kill them. After that, it is up to the World where they end up.

Demons gain automatic resistance to Hell Fire (1/2 damage), increasing with the Demon's status and power. Nothing, (including the most powerful Demons) is completely immune to Hell Fire.

Appears Rosy red in colour.

Planal Fire Planal Fire is extremely rare and terribly dangerous as it burns right through the fabric of reality. It does no damage, but anything hit by Planal Fire has to save vs 20th level or be uncreated and cease to exist.

Planal fire is very dangerous to channel and control. Hence everytime it is used, there is a small % chance of it backfiring and uncreating the user. This % is based upon the user's experience at using it. It starts off as 5%, dropping by 1% each time Planal Fire is used to a minimum of 1%.

Note - Planal Fire cannot be stored in items. It can only be used by living entities.

Anything uncreated by Planal Fire is unwritten from History and Time. The World changes to reflect the object / being never having been. Nothing is immune to this ripple effect.

Appears Blue in colour.

Moon Fire Appears silver. This fire is excellant for banishing spirits / ghosts - or anything else that doesn't belong on the plane.

It doesn't deal damage but banishes at 12th level + 1 level per 2 levels of the caster above 12th.

Spirit Fire Appears green.
It's light reveals spirits.
It only effects spirits.
It deals damage like normal fire (see above), but not to flesh.
Elemental Fire Basically the same as Normal Fire except ;-
Fire Elementals gain bonus' to damage.

Minor - d6 damage +1 /dice
Major - d10 damage + 3 /dice
Greater - d12 damage + 6 /dice
Grand - 2d8 damage + 8 / dice

Soul Fire Appears pure white. Inflicts pure POW damage.
Holy Fire Appears golden and white. Holy fire has no effect on the pure of Heart.
The more evil something is, the more damage Holy fire does.

Holy fire actually heals the pure of Heart or goodly. It cleanses and purifies things such as wounds, infections, food, drink etc. It burns away evil injuries or poisons without effecting the good person it touches. Thus Holy fire serves several purposes.

As a guideline ;-

Against an evil soul / damned person Holy fire would do d8 per dice damage.
Against a Demon of Daig, it would do d12 per dice damage.
Against the Overlord of Daig, it would do 2d8 per dice damage.

What's more, the number of dice is dependant on the being channeling it.
A Holy Paladin could channel from 4 to 8 dice.
An Immortal of the Gods - from 9 to 16 dice.
A minor God - 15 to 20 dice.
A major God - 18 to 22 dice.
A Greater God - 20 to 25 dice. +1 dice step (i.e. 2d8 to d20)
A Grand God (i.e. Ortha) 25+. +2 dice steps (i.e. 2d8 to 3d10) !
 

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