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Rulebook Canonical Data

Sorcery Rituals

Every named ritual a Sorcerer can cast, Rank 1 through Rank 6, with canonical rulebook citations.

Total Rituals
67
Ranks 1-6
Primary Source
Rulebook Ch.4, "Sorcery Rules"
How Rituals Work
Learned Via
Sorcery Lore + Sorcery Rank N
How Rituals Work Expand

What every ritual needs, casting & control rules, the Rank cost/casting-time table, alignment, success rolls, and item limits.

What every ritual needs

Every in-game ritual must record: Ritual Name, Rank, Alignment, Temporary Power Point Cost, Permanent Power Point Cost, Casting Time, Duration, a Component List, and a Marshal Signature - plus the in-game roleplaying steps to cast it.

[Rulebook, p. 99]

Casting a ritual

  • A Magic Marshal must be present for every casting and supervises the final success roll.
  • The primary caster may have up to two assistant casters (each must know at least Sorcery Rank 1 and cover at least one-quarter of the temporary Power Point cost) plus any number of participants (who may only donate permanent Power Points).
  • An assistant caster who knows the ritual's rank may attempt to wrest control of it - whoever has the most current Power Points before the ritual's cost is subtracted wins.
  • If the primary caster is distracted or interrupted, the ritual fails and all Power Points and components used to that point are lost. A distracted participant does not interrupt the ritual, but their Knowledge Bonus is lost.
  • Components are consumed at the halfway point of the casting time, not at completion.

[Rulebook, pp. 99-100]

Rank cost, casting time & component ranges

A ritual's exact Temporary Power Point cost, casting time, and component count are not fixed per ritual - the Rulebook gives a range by rank, and a Magic Marshal sets the specific number within range when a ritual is created:

Rank Temp. PP Cost Casting Time Ritual Powder Doses
15-155-15 min1-2
215-2510-20 min1-3
325-3520-30 min3-5
435-4530-40 min4-6
545-6040-50 min5-8

Each rank above 1 also adds one component of the next rarity tier (Common, Uncommon, Rare, Very Rare, Unique at Rank 5). No Rank 5-or-lower ritual requires a permanent Power Point cost unless it lasts longer than one Event or has a permanent effect. Rank 6+ rituals are set case-by-case by the Plot Committee.

[Rulebook, p. 102]

Alignment & Ritual Powder

Every ritual is White Only, White, Neutral, Dark, or Dark Only. A neutral (Gray) Sorcerer may cast white, neutral, and dark rituals; a White Sorcerer may never cast dark or dark-only rituals, and a Dark Sorcerer may never cast white or white-only rituals. White rituals require White Ritual Powder, dark rituals require Black Ritual Powder, and neutral rituals may use either.

[Rulebook, p. 102]

Success & flaws

The primary caster rolls percentile dice at the end of casting, modified by rank, timing, Knowledge, component, and performance bonuses. A very low roll can send everyone involved to the Brink of Death or worse; a mid roll succeeds but flawed (the Magic Marshal consults a sealed, ritual-specific Flaw Table); most rolls simply succeed, and an exceptional roll can leave components unexpended.

[Rulebook, pp. 103-104]

Rituals on items

No item may have more than four rituals cast on it at once (the Ritual of Permanency doesn't count against this limit). Once any ritual or effect is made permanent on an item, no further rituals may be cast on it. Rituals that embed spells into an item must declare every embedded spell either Invokable (touch-delivered, cannot be thrown) or Castable (thrown normally, cannot be touch-delivered from the item) - never a mix of both.

[Rulebook, pp. 100-101]

This ritual heals the target character, whose body or heart must be present, of ALL ailments and affects. The character is resurrected if dead, automatically drawing a white marble but otherwise follows all normal rules for resurrections. If the character has only a red marble left, this ritual will not resurrect the character. This ritual will not resurrect a character that is over 20th Level or is un-resurrectable. The ritual also restores the character to their full Body Points including any lost permanently due to magic effects but not Golem Creation, removes all curses, heals all limbs, restores all senses even to someone born that way, cures insanity both natural and magical, and cures all diseases affecting the character. The target of this ritual can be at the Brink of Death and will act as a Draconic Life. If the target of this ritual is alive or not at the Brink of Death, it will still work as described above, but note that it does not affect the character with a Draconic Life effect, therefore they can still get that life effect that day. Finally, while only the head or torso needs to be present, it will only work once on either the head or torso. You cannot cast two rituals, one on the head and one on the torso, and get two living people from it. This ritual has no effect on an undead. This ritual will not return Build Points or skills lost by any means.

[Playtest 3.2, p. 62]
Rank 2

This ritual creates a sorcerous defense that protects a character by granting them 20 Armor Points. No real armor needs to be worn for this ritual to protect the character. After the Ritual of Armor is expended; it resets itself after 5 minutes or if not completely damaged, it will reset itself 5 minutes after the last point of damage is taken. This ritual is not stackable, combinable, linkable, wearable or usable with itself. For example, if you have two items such as rings, each with one of these rituals upon it, you cannot use both items to gain a +40 Armor Points, ever. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Armor.

[Rulebook, p. 107]

This ritual creates an enchanted suit of armor that has an increased number of Base Armor Points, i.e. not including the Real Bonus, Armor Efficiency skill, or Oils of Armor. This ritual can be cast on a complete suit of armor, increasing the value of each piece. This ritual can be cast on just one piece of armor, increasing just that one piece. Any combination of armor – leather, ring mail, chain mail, etc. – can be used in this ritual and in any combination of pieces; however, only one specific per location piece can be enchanted at a time. You could, for example, enchant a plate helm, chain mail cuirass, a right leather bracer, and soft leather leggings. However you could not put another helm or another piece of chest armor into the ritual. Only one of them will be enchanted. Since there is only one bracer, another bracer can be added. The armor will always retain some of its protective qualities and will always have 25% of its Base Armor Points after spending 5 minutes resetting the armor after a battle. This is not stackable with the Armor Efficiency skill. Lastly, the armor will degrade at 2 Armor Points instead of the normal 3 Armor Points. For example, Aberele wants to enchant Dunkin's armor. He has several pieces of armor totaling 20 Armor Points. The armor is Enchantment Quality and after casting the ritual, the armor is worth 30 Armor Points and will always have at least 8 Armor Points after he rests his armor after a battle. The armor can be worn separately, all together, or by separate characters. The Armor Points will degrade following the above armor rules and will need to be repaired normally when they run out. Material Armor Bonus Normal Armor +25% Enchantment Quality, Elven, or Dwarven Crafted +50% Mithril +100% Special Alloy (Adamantine, etc.) +150% If a character participates in the ritual, they can become attuned to all the armor pieces. For rules concerning attunements, see the Ritual of Attunement. When this ritual is successfully cast on a piece of armor, it becomes unbreakable but not undamageable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar spells or abilities. When the enchantment wears off, the armor returns to its base metal again.

[Rulebook, p. 112]
Rank 4

This ritual makes an item attuned to the body of the user such that the item must remain on their person. The item must remain in physical contact with the user or an item in contact with the user for example, a scabbard, a pouch, a gloved hand, etc. If the attuned item is in contact with the user through another item, and that item is broken, then the attuned item immediately returns to the user. If the user is resurrected in a Healer's Circle, they will resurrect with the item in their hand. The ritual requires the presence of the person the item is to be attuned to and a small quantity of that person's blood. More than one person may be attuned to an item using this ritual, all of whom must be present during the entire ritual. Any number of people may be attuned, but only specific individuals not variable groups can be attuned. The person(s) to be attuned are targets of the ritual. Even if a character becomes unresurrectable, the attuned item will remain with the body. If the body is ever destroyed, then the item attunes itself to the ground at that spot. If there is another character the item is attuned to, that character may come and take the item from either the body or the ground. At Plot's discretion, the attunement may be broken or shifted and the item brought back in-game if the player has not played that character for more than 1 year. When this ritual is cast on an item, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar skills or abilities. When the attunement wears off, the item returns to its normal status. For this ritual, both the item and the user are the targets of this ritual, and should the ritual fail and all components expended, the item and user are unaffected.

[Rulebook, p. 112]

When this ritual is cast, the recipient can invoke the Death Touch skill in a 10' radius. All normal defenses for the normal Death Touch skill will protect the affected characters. This may be used once per Tag Cycle.

[Rulebook, p. 113]

When this ritual is cast, the recipient can invoke the Life skill in a 10' radius. All normal defenses for the normal Life skill will protect the affected characters. The character will not fall unconscious. This may be used once per Tag Cycle.

[Rulebook, p. 113]

This ritual will destroy any one active attunement on an item on a target character's body. The target character must be present for the ritual to work. This ritual will only work if the target character is willing or unresurrectable. If any other characters share in the attunement being broken, then they also lose their attunement once the ritual is cast.

[Rulebook, p. 115]

This ritual creates a magical circle of protection preventing anything but clean air from passing through. No attacks of any kind will penetrate the circle, similarly, the Hypnosis skill, racial charms, Warlock augmented spells, any other sorcerous rituals or effects or alchemical gasses will not penetrate the circle. Extra planar travel – such as a Ritual of Leaving – either into or out of the circle is permitted. The circle is controlled by the caster who can never be de- invested from the circle. Any character that has been invested in the circle can use the Ritual of Investiture to invest another character. The Circle can encompass an entire structure and stands 10 feet from the structure or can be free-standing, either way the circle cannot be larger than 100 yard radius. The boundary of a circle cannot intersect an object. A circle is in fact a closed cylinder, with top and bottom, at least 10 feet high and no more than 100 feet high; it is not possible to bypass its protection by going through the floor or ceiling. While casting this ritual, the caster may invest other participants if they so desire. The invested characters must be present, count as participants, and must still spend 1 permanent Power Point. The circle can be raised and lowered only by the caster or other invested members. The player should call loudly enough to be heard "Circle Down" or "Circle Up". This is an out-of-game comment. Placing any person or object on a lowered circle will not prevent the circle from rising. Any person must choose to either fall into or out of the circle. Any item falls out of the circle by default. The character must be within Line of Sight of the circle to control it. The character must be in-game and present to control the circle. There are sometimes situations where two or more people invested in a circle may have a conflict of wills over whether the circle is raised or lowered. To resolve such a conflict, total the unspent Power Points on each side of the conflict; the side with greatest number of unspent points wins. If both sides have exactly the same number of unspent Power Points, then the status quo prevails: if the circle was up it stays up, if it was down it stays down. The caster of the ritual is responsible for providing a garland, glow rope, or other out-of-game representation of the Circle of Protection. Casting the Ritual of Permanency upon a circle of protection requires the full, 4 charge, version of permanency to be cast.

[Rulebook, p. 113]
Rank 4

This ritual turns a character into a Death Knight, Death Mage, or Death Assassin, a skeletal greater undead creature. The Death Knight, Death Mage, or Death Assassin is under the control of the caster of the ritual. -The player of the character who died must now play the newly- created undead creature. The greater undead follows all the normal rules for their Death Count, however should they die, their body turns to dust. The player takes one Death on their character card and may now go to the Healer's Circle to have their spirit resurrected. Unlike the undead creation spells of the Necromancy school, the undead created by this ritual can last longer than one Event. The player of the undead character is therefore obligated to play the creature until it is destroyed, or until two months, not two events have passed since the ritual was cast. Only when the undead creature is gone can the player's character be resurrected. This ritual can be cast on a dead body or on a living character by delivering a Killing Blow at the end of the ritual. This ritual requires the body of the character to be turned into a Death Knight, Death Mage, or Death Assassin, the body of a different character cannot be substituted. Should the ritual fail, and all components consumed, then the dead body is destroyed. If a living character was the target of this ritual, then there is no added effect and the character should continue their Death Count normally. Death Knight, Death Mage, or Death Assassin last until destroyed or two months – the month the ritual was cast and the following month – if the target character can resurrect. If the character is un- resurrectable, then this ritual is permanent until the undead is destroyed.

[Rulebook, p. 113]
Rank 2

This ritual creates a sorcerous defense that protects a character as an Invulnerability spell and will stop a Kill spell – even one augmented by Warlockery. After the Ritual of Defense is expended; it resets itself after 5 minutes. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Defense. The player should call "Ritual of Defense" when they invoke this defense.

[Rulebook, p. 107]

This ritual dispels all active low magic spells – even ones augmented with Warlockery, all Nature Magic spells and all Spell Singing spells on the target character or item; or any one Ritual below 3rd Rank. Spells that create an effect and are no longer active such as undead created by the Necromancy School or ritual are not affected by this ritual. The caster of the ritual should declare the ritual being dispelled, however if the caster fails to do so then the target, if it is able to, must chose an available ritual to be dispelled. For example, a character has a permanent Ritual of Faith Shield and a temporary Ritual of Alchemy Shield and Spell Shield. This ritual is cast upon that character, but no ritual is specified by the caster. The target player has to choose either the Alchemy or Spell Shield; they cannot choose the permanent Faith Shield as this is not a viable target of the ritual.

[Rulebook, p. 110]

This ritual dispels all active low magic spells – even ones augmented with Warlockery, all Nature Magic spells and all Spell Singing spells on the target character or item; or any one Ritual below Rank 5. Rituals that have been permanencied with Ritual of Permanency cannot be dispelled with this ritual. Spells that create an effect and are no longer active such as undead created by the Necromancy School or ritual are not affected by this ritual. The caster of the ritual should declare the ritual being dispelled, however if the caster fails to do so then the target, if it is able to, must chose an available ritual to be dispelled. For example, a character has a permanent Ritual of Faith Shield and a temporary Ritual of Alchemy Shield and Spell Shield. This ritual is cast upon that character, but no ritual is specified by the caster. The target player has to choose either the Alchemy or Spell Shield; they cannot choose the permanent Faith Shield as this is not a viable target of the ritual.

[Rulebook, p. 115]

This white ritual, when cast on a character, will grant the benefits listed below. The character can only be affected by one Ritual of Divine Blessing at a time. The effects of this ritual are stackable with a Ritual of Health, but the effects are not cumulative; the Ritual of Health only doubles the character's Body Point stat and this ritual adds to the final number. This is also true for Power Points, this ritual will add the bonus after any other modifiers. This ritual makes the following additions to the target character: • Immunity to Fear • Increases Body Points by +25 • Increases Power Points by +25 • Increases Strength Bonus by +1 This ritual, while cast upon a character, is focused though an item that has been blessed and imbued with Faith Points. The item must be worth at least 10 silver pieces and is not consumed in the ritual. The recipient must be wearing the item to receive the benefits of the ritual. If the item is removed and later recovered and worn, the character once more gain the benefits of the ritual as long as the duration has not expired. No other character can gain the benefits of this ritual by wearing the item.

[Rulebook, p. 110]
Rank 4

This ritual dominates a character as per the Dominate spell. This ritual lasts until the end of the current event and cannot be dispelled with a low magic spell. This ritual is not stopped by any low magic spell defense and persists even if the person is resurrected. While under the affects of this ritual, the character may use an Iron Will skill to regain their own will for 10 minutes, after which time they are once more under the affects of this ritual. This ritual cannot be made permanent. This ritual over rides any Charm School spell or skill. Greater charms such as Possession, Vampiric Charm, Demonic Charm, or Draconic Charm supersede this ritual. This ritual has no effect on characters immune to charms or Domination.

[Rulebook, p. 114]

This ritual gives the character Damage Resistance: Silver and a 8 Threshold for 1 hour once ever Tag Cycle. The character can invoke the ritual anytime during the Tag Cycle. If this ritual is cast upon an item then the ritual has a duration of 3 Events, otherwise the ritual is permanent once cast. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Dragon Hide.

[Rulebook, p. 119]

This ritual will enchant a weapon with various Dwarven runes. Each rune has a different effect listed below. This ritual must be cast upon the weapon at the time of creation and the weapon needs to be Enchantment Quality or better. The casting time listed below is in addition to the crafting time for the weapon. No more than four runes may be placed on a single weapon. When this ritual is successfully cast on a weapon, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar spells or abilities. Should the enchantment end, the weapon will return to its base properties. Hill and Mountain Dwarves do not suffer their normal -15% Ritual Casting Bonus disadvantage when casting, participating, or assisting in this ritual.

[LAIRE Errata 4]

This ritual charges the caster with the energy of a particular element. After performing this ritual, the caster can throw an infinite number of bursts of elemental energy. Each burst of energy causes the amount of damage listed in the table below; the caster throws a spell packet and states the amount of damage followed by the type of damage; "Four Fire" for example. Only one spell packet can be thrown at a time. This damage is physical and therefore can be blocked by shields and any defense that stops physical attacks, such as the Invulnerability spell, but not by the Negation spell. The type of damage associated with each element is: Element Effect Fire 4 Normal Fire Water 4 Normal Ice Air 4 Normal Lightning Earth 5 Normal Damage Life 4 Normal Healing Death 3 Normal Body Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Elemental Energy 1. If this ritual were to become permanent, it would give the caster the ability to invoke this ritual once per Event; the charge would last for 1 hour.

[Rulebook, p. 105]

This ritual charges the caster with the energy of a particular element. After invoking this ritual, the invoker can throw an infinite number of bursts of elemental energy. The damage and type of damage is given in the table below; the caster throws a spell packet and states the amount of damage followed by the type of damage; "Eight Fire." Only one spell packet can be thrown at a time. This damage is physical and therefore can be blocked by shields and an Invulnerability spell but not a Negation spell. The type of damage associated with each element is: Element Effect Fire 8 Normal Fire Water 8 Normal Ice Air 8 Normal Lightning Earth 10 Normal Damage Life 8 Normal Healing Death 6 Normal Body Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Elemental Energy 2. If this ritual were to become permanent, it would give the caster the ability to "charge up" with elemental energy once per Event; the charge would last for 1 hour.

[Rulebook, p. 110]

This ritual charges the caster with the energy of a particular element. After performing this ritual, the caster can throw an infinite number of bursts of elemental energy. Each burst of energy causes elemental damage according to the table below; the caster throws a spell packet and states the amount of damage followed by the type of damage; for example, "Sixteen Fire." Only one spell packet can be thrown at a time. This damage is physical and therefore can be blocked by shields and an Invulnerability Spell, but not a Negation Spell. The type of damage associated with each element is: Element Effect Fire 16 Normal Fire Water 16 Normal Ice Air 16 Normal Lightning Earth 20 Normal Damage Life 16 Normal Healing Death 12 Normal Body Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Elemental Energy 3. If this ritual were to become permanent, it would give the caster the ability to "charge up" with elemental energy once per Event; the charge would last for 1 hour.

[Rulebook, p. 116]

This Ritual allows the recipient to ignore the effects of one element for 5 minutes and can be invoked any time during the Event, once per Tag Cycle, in which it was cast. The following table outlines what the character is protected from; this includes magical effects from spells: Element Protection Fire Fire Damage Water Ice Damage Air Lightning Damage Earth Bonds Spells, Petrifaction Attacks Life Healing Damage Death Death Damage This will only protect the character from the damaging effects of the element. Special martial skills such as the Stun, Disarm, Shatter Weapon, Slay skills, etc. are not stopped by this ritual. Eldritch attacks are not stopped by this ritual. This ritual cannot be invoked as a defense to an attack. The player should call "No Effect" when struck with the appropriate attack.

[Rulebook, p. 108]

This ritual allows the recipient to ignore the effects of one element for 1 hour and can be invoked any time during the Event in which it was cast. The following table outlines what the character is protected from, this includes magical effects from spells: Element Protection Fire Fire Damage Water Ice Damage, Water Breathing Air Lightning Damage Earth Bonds Spells, Petrifaction Attacks Life Healing Damage Death Death Damage This will protect the character from the damaging effects of the element. Special martial skills augmented by that element such as the Stun, Disarm, Shatter Weapon, Slay skills, etc. are stopped by this ritual. Eldritch attacks are not stopped by this ritual. This ritual cannot be invoked as a defense to an attack.

[Rulebook, p. 114]

This ritual allows the caster to summon a level five Fire, Water, Air, Earth, Life or Death Elemental who will perform any number of tasks for the caster. Any task not completed in the 90 minute duration will be left undone and the elemental will return to it home plane. If the Ritual of Elemental Summoning is made permanent, then it may be summoned once per Event by the caster. A specific elemental can be summoned if the caster has its essence. The control the caster has over the elemental is similar to the control over an undead – the elemental knows it has been summoned and is under the casters control and while it must obey the caster it must only obey the letter of the order. Note: A Plot Marshal must be informed before this ritual is performed so that they may get an NPC to play the elemental.

[Rulebook, p. 116]

This ritual allows the caster to instill any weapon with the power of one of the elements, which then allows the wielder to gain an elemental damage bonus to the weapon. For example, in the case of fire, the wielder would call "Damage Fire." This damage is not magical. The type of damage associated with each element is: Element Effect Fire Normal Fire Water Normal Ice Air Normal Lightning Earth +1 Normal Damage Life Normal Healing Death -1 Normal Body For example, if an ordinary sword which normally does 2 points of damage is enchanted with elemental life, the wielder would call "Two Healing" when they used the weapon. Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. If a Ritual of Permanency is cast on a weapon enchanted with the Ritual of Elemental Weapon, then the weapon will keep its continual elemental property, but it will not strike as a magical weapon. A weapon of any quality is needed for this ritual and is the target of the ritual. Only one Ritual of Elemental Weapon can be cast upon a weapon at the same time. If a second ritual is cast, it will automatically fail. When this ritual is successfully cast on a weapon, it becomes unbreakable.

[Rulebook, p. 105]
Rank 3

This ritual allows a spell or ritual to be embedded within an object or item. The spells or rituals to be embedded must be cast on the item during the ritual the number of times you want the item to contain the spell. Only spells of the same school of magic can be embedded into the same item. There is a difference between permanently embedding a ritual into an item and making that ritual permanent. The permanent Power Point cost listed in various rituals are the cost should a Ritual of Permanency be cast. To permanently embed a spell, the Ritual of Permanent Embedding is used, not this ritual. To permanently embed a ritual, the Ritual of Permanent Ritual Embedding should be used. Also note that there is a difference between, for example, casting a Ritual of Enchantment on an item and embedding a Ritual of Enchantment into an item. The former causes a weapon to become magical. The latter causes the ritual to be stored into an item from which it can be invoked later to enchant a weapon. No more than four rituals, or up to ten charges of any combination of spells from the same school, may be embedded in one item. They must all be cast into the item during one ritual. Only one Ritual of Embedding or Permanent Embedding may be cast on any one item. Additionally, you many not cast another Ritual of Embedding to "recharge" an item that does not have four rituals or ten spells in it already. Spells cast into an item need to be declared and recorded on the item card to be either Invokable or Castable. A Ritual of Permanency does not have to be cast on this item to make it permanent. This ritual cannot be used to make other rituals permanently embedded; a Ritual of Permanent Ritual Embedding must be used instead. The spells to be embedded can come from the caster or anther character who has to be either a participant or caster in the ritual; it cannot come from an item or scroll. If two or more sorcerers are casting this ritual together, one or both of them can cast some or all of the spells into the item. The exception to this is lost magic. In order to embed a lost spell into an item, the Sorcerer casting the ritual must know the spell being embedded and must use twice the amount of Mummy Dust normally required. Any low magic spell or spells embedded into an item must all be declared either Invokable or Castable, not some combination. This ritual cannot be made permanent even with a Ritual of Permanency. The item to contain the spells must be a LAIRE in-game item with a number and any value over 1 silver piece for embedded spells or rituals. It the item is made Invokable, the ritual requires double the normal amount of Mummy Dust. This is in addition to added amount needed for embedding lost spells.

[Rulebook, p. 110]

This ritual creates an enchanted weapon that does magical damage; the weapon has a bonus that depends on the type of material used in creating the weapon: Material Damage Bonus Normal weapon +0 Enchantment Quality, Elven, or Dwarven Crafted +1 Mithril +2 Special Alloy (Adamantine, etc.) +3 Gem Weapons +5 While it cannot be used as a weapon, a dissection dagger can be enchanted. It allows the user to dissect creatures with Damage Resistance: Magic. If a character participates in the ritual, they can become attuned to the weapon. For rules concerning attunements, see the Ritual of Attunement. This ritual is not combinable with Rituals of Elemental Weapon and Greater Elemental Weapon, nor can this ritual be stacked with itself or any other type on weapon crafting augment. Once a weapon has one of these rituals upon it, all subsequent rituals cast automatically fail. When this ritual is successfully cast on a weapon, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar spells or abilities. When the enchantment wears off, the weapon becomes breakable again.

[Rulebook, p. 114]

This ritual protects the character from the effects of faith skills, spells and abilities from the Follower of the Light, Druid and Servant of Darkness skill lists. Additionally, one charge of this ritual will stop the effects of a White or Dark ritual, however, the character must be conscious to invoke this ritual. For purposes of determining if the skill is used, consider this ritual the same as an Invulnerability spell; so Death Touch skill is stopped and the skill is used, but a Destroy Undead skill is blocked and the skill is not used. After the faith shield is invoked to protect against an attack, the shield is expended and resets itself after 5 minutes. This ritual has three charges and each one takes 5 minutes to reset. For example, if a character uses one charge then 3 minutes later uses another, the first charge will reset 2 minutes later and next one 3 minutes later. This ritual will not block other spells or skills – Slay skill, Inferno spell, etc – from a follower of a faith, but will stop an attack augmented with their power. For example, a Dark Paladin who charges their weapon with their Wounding Pool, or a Druid using their Elemental Pool to swing their element can have the attack stopped by this ritual. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Faith Shield. The player should call "Faith Shield" when they invoke this defense.

[Rulebook, p. 116]
Rank 2

When this ritual is cast on an undead, the undead will appear to all senses as the living breathing person they where in life. The undead will even appear to bleed if struck. A Detect Life spell or First Aid skill will detect the undead as alive. However, if the undead is immune to a class of weapons or spells, then no effect will show. The Detect Undead skill will detect the undead under the effects of this ritual. Also note that this ritual does not grant any extra abilities to the undead. This ritual will not protect the undead from sunlight.

[Rulebook, p. 108]

This ritual makes an item attuned to a group of users such that the item must remain on their person. The item must remain in physical contact with one of the users or an item in contact with the user for example, a scabbard, a pouch, a gloved hand, etc. If the attuned item is in contact with a user through another item, and that item is broken, then the attuned item immediately returns to the user. If the user is resurrected, they will resurrect with the item in their hand. A group for this ritual is defined as any discernable and identifiable group or family of people. Examples of acceptable groups are: The Dukes of Avalon, The Nobles of Avalon, The Knight of Avalon, The Members of the Healer's Guild, The Doomwalkers, The Knights of Dundrezdon or even the Citizens of Avalon. The group can be of any number. While the item is attuned to one member of the group another member may not take the item away, unless that member is at the Brink of Death. In order to pass the item from one character to another character in the group, both characters must be willing. If the character holding the item dies, one of the following can happen. The character can take the item with them and resurrect, or the item will immediately go to the nearest other member of the group that is within line of sight of the character, or if no other member of the group is present, the item will embed itself into the ground or nearest object and remain there unmovable until a suitable member comes by to claim it. Any member of a group that is removed from that group by a character or agency with the authority to do so immediately loses the item they are attuned to. The item will go to the person of authority if they are in line of sight or to the ground or nearest object if that person is not present. For example, the Duke of Avalon declares one of his nobles – who has an item attuned to the Nobles of Avalon – stripped of his titles. The Duke has the authority to remove the noble's title and the item will either go to the Duke if he is present or to the ground if he is not. Another example, a sword is attuned to any Follower of the Light, at one point the current barer of the sword falls from grace. The sword will drop to the ground, since the High Lord – the agency with the authority to do so – has removed them from the group and they obviously cannot bear the weapon. It is possible to make a group of one, "Myself and any one I designate." The character would be able to pass the item off to anyone they want so long as both are willing. There is one caveat to this type of attunement. The character who now holds the sword is the "Myself" in the description and can pass the item off to anyone they want and the original character is no longer in the group and cannot take the item back unless they are willingly given it by the current barer. The caster of this particular attunement is always considered to be part of the group. The ritual requires the presence of a person from the group the item is to be attuned to and a small quantity of that person's blood. Unlike other types of attunements, if a character dies and there are no other living members of the group, the item will sit and wait until such time as a character meeting the qualifications comes and claims the item. When this ritual is cast on an item, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar skills or abilities. When the attunement wears off, the item returns to its normal status. For this ritual, both the item and the user are the targets of this ritual, and should the ritual fail and all components expended, the item and user are unaffected.

[Rulebook, p. 118]

This ritual creates a sorcerous defense that protects a character as an Invulnerability spell and will stop a Kill spell – even one augmented by Warlockery. After the Ritual of Greater Defense is expended; it resets itself after 5 minutes. This ritual has three charges and each one takes 5 minutes to reset. For example, if a character uses one charge then 3 minutes later uses another, the first ritual will reset in 2 minutes and next one in 3 minutes. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Greater Defense.

[Rulebook, p. 118]

This ritual allows the caster to instill any weapon with the power of one of the six elements, which then allows the wielder to gain a magical and elemental Damage Bonus to the weapon. The type of damage associated with each element and the damage bonus is: Element Effect Fire +1 Magical Fire Water +1 Magical Ice Air +1 Magical Lightning Earth +2 Mithril Damage Life +1 Magical Healing Death +0 Magical Body For example, if an ordinary sword is enchanted to be an Earth Magic sword, then the wielder would call "Four Damage" when they used the weapon. If the weapon was a metal other than iron; the player should call that instead, the character would call "Four Mithril" if the weapon was mithril. Note that healing damage does not heal the target, however, undead who are effected by normal damage will take double damage. When this ritual is successfully cast on a weapon, it becomes unbreakable. Only one of these rituals can be cast on a weapon at a time. If a second ritual is cast, it will automatically fail. If a Ritual of Permanency is cast on a weapon enchanted with a Ritual of Greater Elemental Weapon, then the weapon will become a permanent elemental weapon. Only one Ritual of Greater Elemental Weapon can be cast on a weapon at one time. If a second ritual is upon the weapon it will automatically fail.

[Rulebook, p. 108]

This ritual provides the recipient with a magical shield that can protect them from any magical spell (including spells augmented with Warlock abilities such as Total Power). After the spell shield is invoked to protect against a spell, the shield is expended and resets itself after 5 minutes. This ritual has three charges and each one takes 5 minutes to reset. For example, if a character uses one charge then 3 minutes later uses another, the first ritual will reset in 2 minutes and next one in 3 minutes. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Greater Spell Shield.

[Rulebook, p. 118]

This ritual allows the caster to control any undead – lesser or greater – within a 50 foot radius or that are within line of sight. This radius moves with the caster. Undead which are given commands will continue to follow those commands after they leave the radius of control unless directly controlled by another character. Undead within 10 feet of the caster of this ritual may not be controlled by anyone else; the ritual's power suppresses the power of any other Necromancy spell. Should two Rituals of True Undead Control come in conflict, then the closer caster wins. Follower of the Light and Servant of Darkness skills that effect undead will override this ritual until the caster is able to re-establish control. In order to use this ritual, the caster should call "Invoke Ritual of Greater True Undead Control". All undead in the area of effect are under the caster's control as long as the undead are inside the area of effect. The caster may give any number commands during this time. Should someone else control the undead, turn the undead or new undead enter the area, the caster must re-invoke the ritual to gain control.

[Rulebook, p. 118]
Rank 2

This ritual charges a living character with the power of life. The effect doubles the Body Point stat of the recipient for the rest of the Event. This ritual will not double the effects of other rituals, spells, or alchemy. These new Body Points are healed normally. Only one Ritual of Health may be cast on a character at a time, any additional castings of this ritual will automatically fail.

[Rulebook, p. 108]

This ritual allows a previously-invested member of a circle to invest a new member, despite the fact that the investor may not have created the circle. The caster is in effect magically sponsoring the new member into the circle. The new member can, after the ritual is complete, raise and lower the circle. The character to be invested in the circle must give up one permanent Power Point. This Power Point has to come from the character and cannot be given by another. Should the character be de-invested or the circle they are invested in is destroyed, the character will regain their lost Power Point.

[Rulebook, p. 108]

This ritual allows the caster to place two spells of Rank 3 or lower from the same school of magic and each spell no more than 12 Power Points into a piece of jewelry. Each spell can be invoked once per Tag Cycle. Spells cast into an item need to be declared and recorded on the item card to be either Invokable or Castable. This ritual cannot be combined with any other ritual except any Ritual of Attunement. The spells to be embedded can come from the caster or another character who has to be either a participant or caster in the ritual; it cannot come from an item or scroll. If two or more sorcerers are casting this ritual together, one or both of them can cast some or all of the spells into the item. The exception to this is lost magic. In order to embed a lost spell into an item, the Sorcerer casting the ritual must know the spell being embedded and must use twice the amount of Mummy Dust normally required. A character can become attuned to the item if they choose to during this ritual. The person to be attuned, the item they will be attuned to, and a small quantity of that person's blood must be present during the ritual. For rules concerning attunements, see the Ritual of Attunement. The item to be enchanted must be worth 20 silver pieces. It the item is made Invokable, the ritual requires double the normal amount of Mummy Dust. This is in addition to added amount needed for embedding lost spells.

[Rulebook, p. 114]
Rank 3

When this ritual is cast on a book or container, no larger than 10 cubic feet, it becomes unbreakable, unmovable and unable to be opened when closed. When the ritual is cast the character has the option of giving the object a ward word which cannot be changed once set. The ward can be lowered, and the object opened, by speaking the ward word or the caster touching the object and willing the ward down. Once turned off, the ward will remain down so long as the object remains open. Closing the item automatically activates the Item Ward. While the object is opened, it may be moved as normal until it is closed. If the item is closed it will immediately drop to the ground. Any item placed within the container must allow the container to close. Any pages of a book originally present when the ritual is cast are warded; any new paper or items placed inside the book are only warded when the book is closed. If a Ritual of Permanent Ritual Embedding is cast with this ritual, and the item is neither a book nor container, then that item becomes known as a Guardian or Watcher. This item has slightly different properties; the owner may place the Watcher on a container or book of the appropriate size and invoke the ritual. The object becomes warded – along with the Watcher – as if the Ritual of Item Ward was cast upon it. The Watcher can be removed and the object opened if the ward word or original caster touches the Watcher and wills the ritual down. The Watcher can then be placed on another object and ward that book or container. A small piece of tinsel or yellow duct tape should be placed on the container or book and the appropriate Marshal Notes must accompany the book or container. Only one Ritual of Item Ward can be cast upon the same object. You can place a book that has been warded inside a box that has been warded.

[Rulebook, p. 111]
Rank 5

With this ritual the caster creates a magical 5 foot wide by 10 foot high gate. The gate leads to the location where the ritual was originally cast. This ritual can be placed upon the caster, another character, or cast into an item. The gate opens when the caster calls upon the power of the ritual (invokes the ritual). The caster must spend 15 seconds laying down a 5 foot long piece of garland indicating the opening of the portal. The character can be interrupted in the same ways the casting of a spell is interrupted. If the character is interrupted, the portal fails to open and the charge is not expended. The gate may be opened anywhere the caster chooses with the following limitations: the gate must be vertical and the size and shape of the gate will conform to the available space. The gate automatically closes when the caster has passed through it, therefore the caster cannot be followed into the gate. Up to two other characters – so long as they can fit through the gate – or up to 600 lbs of material may go through the gate before the caster. Players should put on white headbands and go to the location where the ritual was cast immediately. The caster may choose to close the gate at any time. Regardless, the gate will close in 30 minutes if the caster does not go through or chooses to close it. If the caster is still in their Death Count, they can be dragged through the gate. If three people go through before the caster, then the gate closes. The gate is one way and has only one face. Once the caster invokes the ritual, that side is the doorway; the opposite side is impassible and appears as a solid glowing wall. Any character attempting to pass through the wrong side of the portal will simply be stopped as if they tried to pass through a solid wall. If this ritual is made permanent, then the caster can invoke the ritual once per Tag Cycle.

[Rulebook, p. 116]

This ritual makes an item attuned to the body of the user such that the item must remain on their person. The item must remain in physical contact with the user or an item in contact with the user for example, a scabbard, a pouch, a gloved hand, etc. If the attuned item is in contact with the user through another item, and that item is broken, then the attuned item immediately returns to the user. If the user is resurrected in a Healer's Circle, they will resurrect with the item in their hand. The ritual requires the presence of the person the item is to be attuned to and a small quantity of that person's "blood." More than one person may be attuned to an item using this ritual. Any number of people may be attuned, but only specific individuals not variable groups can be attuned. All the characters to be attuned to the item must be a present at the ritual. Even if a character becomes unresurrectable, the attuned item will remain with the body. If the body is ever destroyed, then the item attunes itself to the ground at that spot. If there is another character the item is attuned to, that character may come and take the item from either the body or the ground. At Plot's discretion, the attunement may be broken or shifted and the item brought back in-game if the player has not played that character for more than 1 year. When this ritual is cast on an item, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, Giant Strength, or similar skills or abilities. When the attunement wears off, the item returns to its normal status. For this ritual, both the item and the user are the targets of this ritual, and should the ritual fail and all components expended, the item and user are unaffected.

[Rulebook, p. 111]

This ritual prepares a normal staff to accept all the other Magic Staff rituals. Upon successful completion of this ritual, the caster's staff will be unbreakable and affect things with Damage Resistance: Mithril. The character should suffix the damaged called with "Mithril". Only this staff gains this benefit and only the caster gains the benefit of the damage type modifier. This ritual can be cast only on a staff, no other weapon substitutions are allowed. Only the caster can gain the benefits of this ritual. The caster may only have one caster's staff at a time. If this ritual is cast upon a second staff, the first is destroyed and all Power Points, components, and rituals placed on that staff are lost forever.

[Rulebook, p. 105]

This ritual allows the Power Points from any number of willing individuals to be transferred temporarily into a single spell caster. A character under the effects of an Enslavement or Domination spell or other mind controlling effect is not considered "willing", but a character that is coerced by threat or promise or trickery would be. A spell caster can gain more than their normal maximum of Power Points using this ritual, however it does not change their maximum Power Point stat. The recipient of the Power Points does not have to be the caster of the ritual. The recipient of the transferred Power Points has them until the end of the current Tag Cycle. If they are not all used by then, they are lost. The person casting the ritual must have enough Power Points to cast the ritual; these Power Points cannot come from the Power Points received by casting this ritual. The people who are allowing their Power Points to be transferred must all be willing and must have unspent points available for the transfer.

[Rulebook, p. 105]

This ritual allows the caster to place up to three spells of Rank 1 and no more than 3 Power Points per spell into an item. All the spells must be from the same school and can be invoked once each per Tag Cycle. Spells cast into the item need to be declared and recorded on the item card to be either Invokable or Castable. This ritual cannot be combined with any other ritual except any Ritual of Attunement. The spells to be embedded can come from the caster or anther character who has to be either a participant or caster in the ritual; it cannot come from an item or scroll. If two or more sorcerers are casting this ritual together, one or both of them can cast some or all of the spells into the item. ne or both of them can cast some or all of the spells into the item. The exception to this is lost magic. In order to embed a lost spell into an item, the Sorcerer casting the ritual must know the spell being embedded and must use twice the amount of Mummy Dust normally required. The item to be enchanted must be worth 5 silver pieces per charge. It the item is made Invokable, the ritual requires double the normal amount of Mummy Dust. This is in addition to added amount needed for embedding lost spells.

[Rulebook, p. 111]

This ritual provides the recipient with a magical spell defense that will protect them from any necromantic spell or attack, including spells augmented by Warlock skills such as the Total Power skill. After the necromancy shield is invoked it is expended and it resets after 5 minutes. This Ritual will go off against the first necromancy spell or ritual if the recipient is unconscious, or otherwise rendered unable to use a spell defense. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Necromancy Shield. The player should call "Necromancy Shield" when they invoke this defense.

[Rulebook, p. 109]

This ritual tears the soul from the body and sends it into the void forever. The process is remarkably painful to the victim and should be roleplayed accordingly. All of the character's marbles become black and they are permanently un-resurrectable. The character is unable to ever be turned into an undead of any type by any means. While the ritual is being cast, the ritual holds the target character in place and they cannot move until the ritual is ended. If the ritual fails or is interrupted, the character is free to act and suffers no ill effects. This ritual cannot be embedded with Ritual of Embedding or Ritual of Permanent Ritual Embedding.

[Rulebook, p. 117]
Rank 5

This ritual makes another ritual permanent. This ritual has no effect on those rituals that have a duration of Instant or Permanent, or that specify in the ritual's description that they cannot be made permanent. A single Ritual of Permanency can make up to four rituals permanent on a single character or item. For each ritual made permanent more of certain components are required. These components are listed as "x" doses per ritual in the following component chart. For example, if an item has a Ritual Greater Elemental Weapon- Fire, a Ritual of Attunement, Ritual of Spell Shield and Ritual of Defense on it, only one Ritual of Permanency is necessary to make all of them permanent. Once rituals have been made permanent on an item, no other permanency rituals may be cast on that item. Casting a Ritual of Permanency costs not only the permanent Power Points for this ritual but the permanent Power Points listed in each individual ritual. For the above example, the caster would have to expend: 3 for the Permanency, 5 for Greater Elemental Weapon, 5 for the Spell Shield, 5 for the Defense and 4 for the Attunement, a total of 22 permanent Power Points. This ritual can not be parentally embedded with the Ritual of Permanent Ritual Embedding. A character can become attuned to the item if they choose to during this ritual. The person to be attuned, the item they will be attuned to, and a small quantity of that person's blood must be present during the ritual. For rules concerning attunements, see the Ritual of Attunement. The item that will have the rituals permanencied must already have the rituals cast and must be worth at least 10 silver pieces per ritual.

[Rulebook, p. 117]

This ritual allows a spell(s) to be permanently embedded within an object or item. The spell(s) to be embedded must be cast on the item during the ritual the number of times you want the item to contain the spell. Only spells of the same school of magic can be embedded into the same item. The item may have no more than ten charges. No more than five charges of one spell may be embedded in the item. Any combination of spells from the same school may be embedded in one item. They must all be cast into the item during one ritual. Only one Ritual of Embedding or Permanent Embedding may be cast on any one item. Spells cast into an item need to be declared and recorded on the item card to be either Invokable or Castable. A Ritual of Permanency does not have to be cast on this item to make it permanent. This ritual cannot be used to make other rituals permanently embedded; a Ritual of Permanent Ritual Embedding must be used instead. The spells to be embedded can come from the caster or another character who has to be either a participant or caster in the ritual; it cannot come from an item or scroll. If two or more sorcerers are casting this ritual together, one or both of them can cast some or all of the spells into the item. The exception to this is lost magic. In order to embed a lost spell into an item, the Sorcerer casting the ritual must know the spell being embedded and must use twice the amount of Mummy Dust normally required. A character can become attuned to the item if they choose to during this ritual. The person to be attuned, the item they will be attuned to, and a small quantity of that person's blood must be present during the ritual. For rules concerning attunements, see the Ritual of Attunement. The item that will have the spells permanencied must be worth at least 2.5 silver pieces per Power Point in all the spells. For example, an item with five Life spells would have to be worth 150 silver pieces. If the item is made Invokable, the ritual requires double the normal amount of Mummy Dust. This is in addition to added amount needed for embedding lost spells.

[Rulebook, p. 117]

This ritual allows one or more willing spell casters to permanently transfer Power Points to the recipient. A character under the effects of an Enslavement or Domination spell or other mind controlling effect is not considered "willing". This ritual functions exactly like the Transfer Magic ritual except that the Power Points are transferred permanently. The permanent Power Point donor must be Level 5 and can only donate up to a maximum of 20% of the donor's total Power Points. Additionally, the recipient character cannot have more Power Points than they could learn. As with all permanent Power Point loss, the character must be completely willing. So, not only are characters under a mind controlling effect not willing, but those coerced in any manner are also not willing characters. Forcing a character with the threat of personal death or the death of another are examples of coercion.

[Rulebook, p. 109]

This ritual allows Power Points to be permanently stored in a gem or an item which contains a gem. These Power Points may be used later by the caster or by another person. Any gems used to store Power Points must be legitimate in-game items approved by the Treasure Manager. The Power Points stored will renew at the beginning of every Tag Cycle. When this ritual is successfully cast on a gem, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, or similar spells or abilities. When the enchantment ends, the gem becomes breakable again. If the permanent Power Points stored in the gem are used for permanent Power Point costs in any way, then the Power Points come out at a 6 for 1 ratio. For example, Garric wants to make a gem with 30 permanent Power Points. The gem would need to be worth at least 90 silver pieces, would cost 150 temporary Power Points, 10 permanent Power Points, and take 60 minutes to cast. Later he uses the gem to cast a Ritual of Permanency and needs 4 permanent Power Points. The gem now has6 permanent Power Points left in it. A gem or item containing a gem must be worth 3 silver pieces per Power Point to be stored. A character can become attuned to the item if they choose to during this ritual. The person to be attuned, the item they will be attuned to, and a small quantity of that person's blood must be present during the ritual. For rules concerning attunements, see the Ritual of Attunement. No more than 25 Power Points can be stored in any one gem.

[Rulebook, p. 112]

This ritual allows the caster's staff to be used in place of the gem component of the Ritual of Storing. The maximum number of Power Points that can be stored in the caster's staff are 1/4 of the caster's total number of Power Points. This ritual must be cast upon the caster's staff created in the Ritual of Magic Staff Creation. The caster's staff is the target of the ritual. This ritual can only be cast once on the caster's staff.

[Rulebook, p. 105]

This ritual is cast upon an undead character to protect them from the effects of sunlight. This ritual cannot be stacked with itself.

[Rulebook, p. 114]

This ritual provides the recipient with a magical shield that will protect them from any alchemical effect, ingested or otherwise. After the alchemy shield is invoked to protect the recipient, it resets itself after 5 minutes. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Purity Shield. The player should call "Ritual of Purity" when they invoke this defense.

[Rulebook, p. 107]

When this ritual is cast, the Sorcerer will raise 150 lesser undead. The specific undead raised is up to the Plot Committee, but they will be a mix of what is listed below. Lesser Undead Up to… Zombie 80% Skeleton 60% Ghoul 40% Revenant 20% Specter 10% Wraith 10% The undead are under the control of the caster and will remain until destroyed.

[Rulebook, p. 109]

This ritual will shift the target of an active attunement ritual to a new target character of the casters choosing. Both the current target character and new target's physical bodies must be present for the ritual to work. This ritual will only work if both characters are willing or unresurrectable. An item can only be re-attuned to a single character with this ritual. If other characters were originally attuned to the item, then they are still attuned after the ritual is completed. In essence, one character is assuming the attunement of another. The duration of this ritual is the remainder of the duration of the original attunement. If the original attunement was permanent, this one will be also. Once an attunement has been shifted, it follows the rules for the Ritual of Attunement with the exceptions stated above.

[Rulebook, p. 114]

This ritual removes all curses from one target individual or object, which must be present in the ritual.

[Rulebook, p. 109]

This ritual causes a rune of power to be inscribed on an object. When active, a rune constantly "watches" for any moving character within a 5 foot radius; when it sees one, the rune goes off, releasing its effect. The effects of the rune depend on its shape; an experienced Sorcerer can look at a rune and determine what its effects are from the rune's design. The Ritual of Rune Crafting involves inscribing the rune perfectly on the desired object with magical rune powder represented out-of-game by a piece of green chalk. The rune must be at least three inches tall , in the same proportions, orientation, and should be inscribed on a relatively flat surface. When a rune is first scribed, it is inactive; the scrivener must activate it in order for the rune to produce its effect. Once active, a rune will go off if it sees a moving character move within 5 feet; if a rune cannot see you, then it will not go off. This means that a rune can be scribed on the inner lid of a box, on an inside page of a book, on the inner sill of a door, or in a totally dark room; the rune will not go off unless a moving character is visible within a 5 foot radius. Additionally, the object the rune is scribed on must be stationary once the rune is activated. Should the entire object be intentionally moved after the rune is traced or fully active, it will go off, even if it is inside the object, such as a box, out to its full radius. For example, a character scribes a rune on one of the pages of a book. If the book is opened it will not go off, even if the page it is on is turned. However, if someone lifts the book, the rune will activate. If the rune was scribed on the inside bottom of a box and then covered, lifting the lid will not set the rune off, lifting its coverings will. When a rune goes off, everyone within a 5 foot radius of the rune experiences its effect. The effects of a rune are magical in nature, so a defense that stops spells will protect against the effects of the rune; a Reflection or Absorption spell will protect against a rune's effects, but a rune's magic will not be reflected or absorbed. Normally a rune vanishes once it goes off. When the Rune is scribed, the scrivener can embed additional "uses" of the rune's effect into the rune. Up to a total of three uses can be in inscribed into one rune. If a multiple-use rune goes off, it will wait 3 seconds, then go off again if it still sees a moving character. Once a rune has gone off for the last time, it vanishes. If a Ritual of Permanency is cast on a rune, it will remain scribed on the object after it has gone off. The rune will remain active, and resets itself after 5 minutes. If a multi use rune is permanencied, then each charge is reset after 5 minutes. Cautious Sorcerers may inscribe more than one rune on a single object. If two different runes are activated simultaneously, characters experience their effects simultaneously and one defense against spells is required per effect. The caster should (out-of-game) write the a description of the rune's effects and its key word on a piece of paper, and place the paper and the Power-Point tags used to cast the rune in an envelope marked "Marshal Notes". This envelope should be taped near the object on which the rune is scribed so a Marshal can properly supervise the rune's activation.

[Rulebook, p. 106]

This ritual allows the Sorcerer to sanctify a dead character against being raised as an undead. This ritual is attached to the character's soul, not the body. So, if the body is destroyed, the ritual will remain in effect. This ritual must be cast on the last body the character had. The character will be laid to rest and no necromancy or sorcery that creates undead will work on the character. The ritual may be dispelled by a ritual that dispels sorcery and must be cast on the body before any ritual or necromancy is cast. If the target of a successful sanctification resurrects, then the Ritual of Sanctification ends.

[Rulebook, p. 106]

This ritual turns a character into a Specter, an incorporeal lesser undead creature. The Specter is under the control of the caster of the ritual. The player of the character who died must now play the newly- created undead creature. When the Specter is reduced to zero or less Body Points, the undead body dissolves into dust. The player takes one Death on their character card and may now go to the Healer's Circle to have their spirit resurrected. Specter lasts until destroyed or two months – the month the ritual was cast and the following month – if the target character can resurrect. If the character is un-resurrectable, then this ritual is permanent until the Specter is destroyed.

[Rulebook, p. 106]

This ritual provides the recipient with a magical shield that can protect them from any magical spell or effect including spells augmented with Warlock abilities such as the Total Power skill, Nature Magic, Spell Singing, and sorcery rituals rank 5 or lower. After the spell shield is invoked to protect against a spell, the shield is expended; it resets itself after 5 minutes. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Spell Shield. The player should call "Spell Shield" when they invoke this defense.

[Rulebook, p. 109]
Rank 1

This ritual allows Power Points to be temporarily stored in a gem or an item which contains a gem. These Power Points may be used later by the caster or by another person. Any gems used to store Power Points must be legitimate in-game items approved by the Treasure Manager. When this ritual is successfully cast on a gem, it becomes unbreakable. It cannot be destroyed by Shatter, Blast, or similar spells or abilities. When the enchantment wears off, the gem becomes breakable again. A gem or item containing a gem must be worth 1 silver piece per Power Point to be stored. This ritual can be cast multiple times on the same gem up to maximum of the value of the gem. No more than 25 Power Points can be stored in any one gem.

[Rulebook, p. 106]
Rank 6

This ritual permanently augments the target character with a +3 Strength Bonus. If the ritual caster is the target of this ritual, it has a duration of Permanent. If this ritual is cast upon another character or an item then the ritual has a duration of 3 Events. This ritual is not stackable with itself. The caster can choose to cast this ritual upon themselves, upon another character, or upon an item. If cast on themselves or another character there is no in-game representation of the ritual. If this ritual is cast upon an item, a temporary item card must be made to indicate the magical nature of the item. As with other rituals that create magical items, the item is indestructible so long as the ritual lasts. A Ritual of Embedding is not needed to make an item with a Ritual of Strength.

[Rulebook, p. 119]

This ritual allows the caster to control any lesser undead within a 50 foot radius and that are within Line of Sight. This radius moves with the caster. Lesser undead which are given commands will continue to follow those commands after they leave the radius of control unless directly controlled by another character. Undead within 10 feet of the caster of this ritual may not be controlled by anyone else; the ritual's power suppresses the power of any other Necromancy spell. Should two Rituals of True Undead Control come in conflict, then the closer caster wins. Follower of the Light and Servant of Darkness skills that effect undead will override this ritual until the caster is able to re-establish control. All undead in the area of effect are under the caster's control as long as the undead are inside the area of effect. The caster may give any number commands during this time. Should someone else control the undead, turn the undead or new undead enter the area, the caster must re-invoke the ritual to gain control. The effects of this ritual last till the end of the current Tag Cycle. If Ritual of Permanency is cast, then this ritual is effective all the time. In order to use this ritual, the caster should call "Invoke Ritual of True Undead Control".

[Rulebook, p. 109]

This ritual enhances the racial abilities of the undead upon which it is cast. This is a permanent augmentation. An undead may only be enhanced by this ritual once; any subsequent castings have no additional affect. The ritual will make the following enhancements to an undead: • Increase Damage Resistance by one level • Increase Body Points by +25 • Increase Strength Bonus by +1 This ritual augments the target, as such cannot be dispelled and does not count as one of the four rituals a character can have cast on themselves.

[Rulebook, p. 112]

This ritual enhances the racial abilities of the undead upon which it is cast. This is a permanent augmentation. An undead may only be enhanced by this ritual once; any subsequent castings have no additional affect. This ritual can only be cast upon an undead character that has already been augmented by the Ritual of Undead Enhancement 1. The ritual will make the following enhancements to an undead: • Increase Damage Resistance by one additional level • Increase Body Points by +25 • Increase Strength Bonus by +1 • Increase Power Points by +25 • One more use of their special primary ability. For example, Death Assassins get one more Assassinate, Death Knights get one more Slay, and Death Mages get +20 Power Points, etc. This ritual augments the target, as such cannot be dispelled and does not count as one of the four rituals a character can have cast on themselves.

[Rulebook, p. 115]

This ritual enhances the racial abilities of the undead upon which it is cast. This is a permanent augmentation. An undead may only be enhanced by this ritual once; any subsequent castings have no additional affect. This ritual can only be cast upon an undead character that has already been augmented by the Ritual of Undead Enhancement 3. The ritual will make the following enhancements to an undead: • Increase the Damage Resistance by one additional level with a maximum of Damage Resistance: Magic • Increase the Body Points by +25 • Increase the Strength Bonus by +1 • Increase the Power Points by +25 • Increases the number of Resist ability by one or give the undead one use of the Resist ability • One more use of their special primary ability. For example, Death Assassins get one more Assassinate, Death Knights get one more Slay, and Death Mages get +20 Power Points, etc This ritual augments the target, as such cannot be dispelled and does not count as one of the four rituals a character can have cast on themselves.

[Rulebook, p. 117]
Rank 1

This ritual magically protects an area for the duration of the ritual. The area of effect may be any one building or room within a building. A building is defined in-game as any structure – man made or natural – that has at least three walls and a roof. Out-of-game, "lesser" structures that are defined as buildings can be warded. For example, a pavilion at an Event is deemed to be the Armory by the Magic Marshal, this structure would be wardable by the character. When a ward is cast, it embeds itself in the walls, floor, and ceiling of the warded area; even if the physical structure is damaged, the ward will remain. After it is created, the ward's caster can lower the entire ward by touching it and willing it down; when the caster ceases to touch the ward, it automatically goes up again. Any thing over the ward that is not over a designated portal when the caster raises the ward is ejected from the warded area in the direction it entered. A lowered ward will stay down if anything is placed across the ward's boundary; when the boundary is no longer blocked, the ward goes up again. When the caster creates a ward, they may designate entrances in the ward. A random word chosen by the caster at the time of the ritual will cause an entrance to open when the word is spoken at an audible level in front of the entrance. This word will not affect any of the other entrances to the ward unless it is spoken loudly enough so that it can be heard at another entrance. When the word is spoken, the entrance will lower momentarily; it will stay open as long as anyone or anything more than a pound is placed in the opening. When an entrance is no longer blocked, it closes automatically. Each designated entrance must be indicated on the Martial Notes, along with the ward word. To indicate the presence of a ward, the caster should place garland, yellow duct tape, glow rope, or some other suitable indication of a ward at each entrance to the structure. Ward rituals of the same type do not stack, therefore two Rituals of Warding cannot be caste on the same building or room, but a room can have a Ritual of Warding Versus Life and a Ritual of Warding. Wards of the same type can share one common wall.

[Rulebook, p. 106]

This ritual acts exactly as the Ritual of Warding save that living beings as well as weapons or spells cast by living beings can not pass through. Undead and spells and weapons of the Undead can pass through the ward as if it were not there. Ward rituals of the same type do not stack, therefore two Rituals of Warding Versus Life cannot be caste on the same building or room, but a room can have a Ritual of Warding Versus Life and a Ritual of Warding. Wards of the same type can share one common wall.

[Rulebook, p. 107]

This Ritual acts exactly as the Ritual of Warding save that undead beings as well as weapons or spells cast by undead beings can not pass through. Living beings and spells and weapons of the living can pass through the ward as if it were not there. Ward rituals of the same type do not stack, therefore two Rituals of Warding Versus Undead cannot be caste on the same building or room, but a room can have a Ritual of Warding Versus Undead and a Ritual of Warding. Wards of the same type can share one common wall.

[Rulebook, p. 107]

This ritual turns a body that is dead or on the brink of death into a Wight, a incorporeal creature that can only be affected by Mithril or Magical weapons. The Wight is under the control of the caster of this Ritual. The Wight is fearsome in its ability to steal a skill from a defeated (immobile, unconscious, sleeping, dying) foe. If the Wight is destroyed, then it leaves behind a Wight Stone that contains the stolen skill. This skill may be used by anyone possessing the stone (with the exception of Faith skills in the hands of a non or other Faith character). If the character who lost the skill acquires the Wight Stone that contains his skill, he can simply reabsorb the skill by willing it back. Unlike the undead-creation spells of the Necromancy school, the undead created by this ritual can last longer than one event. The player of the undead character is therefore obligated to play the creature until it is destroyed, or until two months (not two events) have passed since the ritual was cast. Only when the undead creature is gone can the player's character be resurrected. A Wight is a Greater Undead. White Ritual Powder may not be substituted in this Ritual.

[Rulebook, p. 115]