Sorcery Rank 5
Playtest 3.2 / 4th EdSkill Rules & Full Description
Grants access to Rank 5 Sorcery spells. All spells unlocked by this rank skill are detailed below.
Rituals Unlocked by Sorcery Rank 5
11 RitualsRitual of Absolute Healing
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.
Ritual of Break Attunement
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.
Ritual of Dispel 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 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 Spells that create an effect and are no longer active such as undead created by the Necromancy School or ritual are not affected by this ritual.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.
Ritual of Elemental Energy 3
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.
Ritual of Elemental Summoning
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.
Ritual of Faith Shield
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.
Ritual of Leaving
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.
Ritual of Obliteration
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.
Ritual of Permanency
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.
Ritual of Permanent Embedding
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.
Ritual of Undead Enhancement 3
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.