Sorcery Rank 4
Playtest 3.2 / 4th EdSkill Rules & Full Description
Grants access to Rank 4 Sorcery spells. All spells unlocked by this rank skill are detailed below.
Rituals Unlocked by Sorcery Rank 4
14 RitualsRitual of Armor Enchantment
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.
Ritual of 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, 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.
Ritual of Aura of Death
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.
Ritual of Aura of Life
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.
Ritual of Circle of Protection
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.
Ritual of Death
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.
Ritual of Domination
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.
Ritual of Elemental Protection II
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.
Ritual of Enchantment
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.
Ritual of Item Creation
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.
Ritual of Protection from Sunlight
This ritual is cast upon an undead character to protect them from the effects of sunlight. This ritual cannot be stacked with itself.
Ritual of Re-Attunement
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.
Ritual of Undead Enhancement 2
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.
Ritual of Wight Creation
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.