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Sorcery Rank 6

Playtest 3.2 / 4th Ed
Build Cost: 10 (Off-List: 20)
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Rank 5
Skill List: Sorcerer

Skill Rules & Full Description

Grants access to Rank 6 Sorcery spells. All spells unlocked by this rank skill are detailed below.

Rituals Unlocked by Sorcery Rank 6

7 Rituals

Ritual of Dragon Hide

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.

Rank 6View Ritual Details →

Ritual of Dwarven Rune Carving

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.

Rank 6View Ritual Details →

Ritual of Greater Attunement

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.

Rank 6View Ritual Details →

Ritual of Greater 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 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.

Rank 6View Ritual Details →

Ritual of Greater Spell Shield

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.

Rank 6View Ritual Details →

Ritual of Greater True Undead Control

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.

Rank 6View Ritual Details →

Ritual of Strength

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.

Rank 6View Ritual Details →

Source Citation

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Prerequisite & Progression Tree: Sorcery Rank 6

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_6["Sorcery Rank 6"] class n_sorcery_rank_6 target; click n_sorcery_rank_6 "/rules/skills/sorcery-rank-6" "View Sorcery Rank 6" n_sorcery_rank_5["Sorcery Rank 5"] class n_sorcery_rank_5 skillNode; click n_sorcery_rank_5 "/rules/skills/sorcery-rank-5" "View Sorcery Rank 5" 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_3["Sorcery Rank 3"] class n_sorcery_rank_3 skillNode; 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_5 --> n_sorcery_rank_6 n_sorcery_rank_4 --> n_sorcery_rank_5 n_sorcery_rank_3 --> n_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
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