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Sorcery Rank 3

Playtest 3.2 / 4th Ed
Build Cost: 10 (Off-List: 20)
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Rank 2
Skill List: Sorcerer

Skill Rules & Full Description

Grants access to Rank 3 Sorcery spells. All spells unlocked by this rank skill are detailed below.

Rituals Unlocked by Sorcery Rank 3

9 Rituals

Ritual of Dispel Lesser Sorcery

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 Spells that create an effect and are no longer active such as undead created by the Necromancy School or ritual are not affected by this ritual.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.

Rank 3View Ritual Details →

Ritual of Divine Blessing

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.

Rank 3View Ritual Details →

Ritual of Elemental Energy 2

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.

Rank 3View Ritual Details →

Ritual of Embedding

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.

Rank 3View Ritual Details →

Ritual of Item Ward

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.

Rank 3View Ritual Details →

Ritual of Lesser Attunement

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.

Rank 3View Ritual Details →

Ritual of Minor Item Creation

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.

Rank 3View Ritual Details →

Ritual of Permanent Storing

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.

Rank 3View Ritual Details →

Ritual of Undead Enhancement 1

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.

Rank 3View Ritual Details →

Source Citation

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Prerequisite & Progression Tree: Sorcery Rank 3

Current Skill Skill Node General Requirement
flowchart LR classDef target fill:#2a3821,stroke:#d4af37,stroke-width:2px,color:#ffffff,font-weight:bold; classDef skillNode fill:#121724,stroke:#3b4252,stroke-width:1.5px,color:#e5e9f0; classDef reqNode fill:#0a0d14,stroke:#4c566a,stroke-dasharray:3 3,color:#d8dee9; classDef careerNode fill:#1e1a2b,stroke:#88c0d0,stroke-width:1.5px,color:#88c0d0; n_sorcery_rank_3["Sorcery Rank 3"] class n_sorcery_rank_3 target; click n_sorcery_rank_3 "/rules/skills/sorcery-rank-3" "View Sorcery Rank 3" n_sorcery_rank_2["Sorcery Rank 2"] class n_sorcery_rank_2 skillNode; click n_sorcery_rank_2 "/rules/skills/sorcery-rank-2" "View Sorcery Rank 2" n_sorcery_rank_1["Sorcery Rank 1"] class n_sorcery_rank_1 skillNode; click n_sorcery_rank_1 "/rules/skills/sorcery-rank-1" "View Sorcery Rank 1" n_sorcery_lore["Sorcery Lore"] class n_sorcery_lore skillNode; click n_sorcery_lore "/rules/skills/sorcery-lore" "View Sorcery Lore" n_create_scroll["Create Scroll"] class n_create_scroll skillNode; click n_create_scroll "/rules/skills/create-scroll" "View Create Scroll" n_read_magic["Read Magic"] class n_read_magic skillNode; click n_read_magic "/rules/skills/read-magic" "View Read Magic" n_literacy["Any Literacy Skill"] class n_literacy skillNode; click n_literacy "/rules/skills/literacy" "View Any Literacy Skill" n_4th_rank_of_any_school(["4th Rank of Any School"]) class n_4th_rank_of_any_school reqNode; n_sorcery_rank_4["Sorcery Rank 4"] class n_sorcery_rank_4 skillNode; click n_sorcery_rank_4 "/rules/skills/sorcery-rank-4" "View Sorcery Rank 4" n_sorcery_rank_2 --> n_sorcery_rank_3 n_sorcery_rank_1 --> n_sorcery_rank_2 n_sorcery_lore --> n_sorcery_rank_1 n_create_scroll --> n_sorcery_lore n_read_magic --> n_create_scroll n_literacy --> n_read_magic n_4th_rank_of_any_school --> n_sorcery_lore n_sorcery_rank_3 --> n_sorcery_rank_4
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