Difference between revisions of "Rituals"

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'''General knowledge''': Many superstitions and medieval traditions may have ritual representation, including the ability to summon demons or consecrate buildings to protect from evil.
 
'''General knowledge''': Many superstitions and medieval traditions may have ritual representation, including the ability to summon demons or consecrate buildings to protect from evil.
  
* '''<big>[[Seance (Ritual)|Seance]]</big>''': Allows the unseen near the caster to be heard.
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* '''[[Seance (Ritual)|Seance]]''': Allows the unseen near the caster to be heard.
  
 
== <span style="color:#ff6600">Sorcerer</span> ==
 
== <span style="color:#ff6600">Sorcerer</span> ==

Revision as of 22:57, 6 March 2016

The intent of this page is to list the Common Rituals in their entirety, so that players are able to see what rituals are available at Character Creation.

The Uncommon Rituals will be listed with a summary only. This is information that is fine for characters with the appropriate Faction Lore and the rituals skill to be knowledgeable of.

The Rare Rituals will be listed with a sub-faction and summary. That information is only available to individuals with the rituals skill and lore of that sub-faction.

Note: Not all uncommon and rare rituals are listed here. This is to give characters an idea of what sorts of things are out in the world. Some things are just too secret to be widely known.

Human

General knowledge: Many superstitions and medieval traditions may have ritual representation, including the ability to summon demons or consecrate buildings to protect from evil.

  • Seance: Allows the unseen near the caster to be heard.

Sorcerer

Common

  • Truth for a Truth - This ritual allows the caster and target to ask each other a single question which they must answer truthfully, or face the consequences.
  • Binding Circle - This ritual allows the caster to create a circle that traps any non-human creature.
  • Bulwark Against the Spiritlands - Protects a room against interference from the Umbra.
  • Circle of Manifestation - A magical circle that forces beings from the spirit world into the physical one.
  • Create Locus - Creates a container that stores unused Essence for the Caster.
  • Hone the Blade - This ritual allows the caster to empower a weapon to make a mighty blow.
  • Know Mind - This ritual allows the caster to know if the person is under the effects of a mental, condition, or Ritual.
  • Pass Ward - This ritual allows the user and only the user to pass through a warded doorway.
  • Revoking the Gift of Adam - You curse your target so that they cannot speak.
  • Seance - Allows the unseen near the caster to be heard.

Uncommon

Note: These Rituals are harder to come by, but are well-known.

  • Ashes to Ashes - Causes a body to turn to dust.
  • Create Fetter - Creates a magical anchor for the restless dead.
  • Evil Eye - Puts a curse on your enemy.
  • Open Passage - The ritualist opens a ward to allow others through.
  • Return to the Flock - Cures a lost soul of spiritual possession.
  • Summon Lesser Spirit - Summon a lesser spirit.

Rare

There are a number of rare rituals that allow powerful sorcerers and mages to create wonders, break wards, enter the spirit lands and do other powerful magics.

Lore required:

Ahl-i-batin

  • Summon Djinn - Summons a Djinn to answer questions or bind it to perform a task

Messianic Voices

  • Summon Celestial - Summons an angelic being to provide wisdom and insight

Old Faith

  • Summon Fair Folk - Summons a Fae creature or nature spirit to commune with

Order of Hermes

  • Adjure Spirit - Summons a spirit of the astral realms, to bind it and force it to perform a task.

Spirit Talkers

  • Greater Summons - Summons a powerful Umbral spirit
  • Trapped Soul - Trap a wraith in a box

Valdaermen

  • Invoke Valhalla - Summons a wraith or Norse spirit from Valhalla to provide insight and wisdom to the caster.

Sorcerer

Vampire

Shifter

Wraith