Sorcery Rank 2
Playtest 3.2 / 4th EdSkill Rules & Full Description
Grants access to Rank 2 Sorcery spells. All spells unlocked by this rank skill are detailed below.
Rituals Unlocked by Sorcery Rank 2
14 RitualsRitual of Armor
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.
Ritual of Defense
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.
Ritual of Elemental Protection I
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.
Ritual of Feign Life
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.
Ritual of Greater Elemental Weapon
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.
Ritual of Health
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.
Ritual of Investiture
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.
Ritual of Necromancy Shield
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.
Ritual of Permanent Magic Transfer
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.
Ritual of Purity Shield
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.
Ritual of Raise Graveyard
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.
Ritual of Remove Curse
This ritual removes all curses from one target individual or object, which must be present in the ritual.
Ritual of Spell Shield
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.
Ritual of True Undead Control
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".