Post by Admin Council on Nov 8, 2012 14:40:24 GMT -5
(NOTE on RITUAL MATERIALS: The materials needed to perform most rituals are not always exact -- for example, 'common crystal' can mean just about any crystalline gemstone; although quartz is probably the best choice cost-wise other crystals could be used as well. For example, Lina turns a whole pile of flawed rubies into magical amulets, taking low-value Loot and synthesizing it into something far more sell-able. As a rule, any material written in lower case is open to some interpretation (within reason), while materials that are capitalized, such as Catalyst Elixir, are specific items required for the ritual. As an additional general rule, you can assume that all the materials on a Ritual Materials list are used up by the ritual; the exception to this being if the item is bracketed as such: {Ritual Tome: Astral}. If you are not sure if you have the required elements for a given ritual, or what the materials should be when creating rituals of your own, contact a veteran or staff member via PM.)
DESCRIPTION: This is an 'advanced' ritual and may only be performed outside of combat and with the right materials. A spellcaster who uses scrying is able to look upon events occurring at a great distance, seeing and hearing through a medium -- usually a crystal ball. Scrying is not absolute perception; it has the same limits as regular sight and hearing from whatever observation point the caster chooses. Additionally, the caster requires a focus for any scry -- a person, object, or place with which they are familiar upon which to fix their attentions. Thus scrying will not reveal, for example, faraway lands or deep-buried treasure vaults unless the caster is able to fix on someone or something familiar that is in these locations. There are a number of ways that scrying can be blocked magically -- in addition, Mazoku cannot be used as scrying focuses due to their astral nature.
At 5 ★s, scrying no longer requires a crystal ball and magic circle, and may be done using any surface that is at least partially reflective such as a mirror, still water, or the flat side of a blade.
RITUAL MATERIALS: {Crystal Ball}, {medium-size magic circle} (or Arcane Inscription ★★)
RELATED CLASS: Sorcery Genius, Magic Researcher
AP COST: 200
TRAIT: Research Lab
DESCRIPTION: This is an 'advanced' trait -- actually, it's more of an extreme purchase than a trait, but for continuity purposes it's listed here. This "trait" allows for the purchasing or upgrading of private research laboratories. Having a research lab is requisite for many of the most sophisticated and advanced uses of magic; it also gives the character who owns it a tidy little place to call their own between adventures and options to cut the cost of ritual materials.
When purchasing a lab you must specify a location for it and describe it to the best of your abilities. Is it an underground complex? A tower of arcane learning? Part of a city's magic academy or sorcerer's guild? Is it a shack in the woods somewhere? All these and more are options. For the lab's location be sure to specify if it's in the Barrier Lands or the Outer World and give at least a basic idea of its more specific location.
Labs are expensive, too. Occasionally an adventurer will be lucky enough to find a perfectly serviceable lab just laying abandoned (or infested with monsters) during their travels, but this is incredibly rare (and will need to be approved by the Admin Council). The real estate is one thing... but the equipment is on a price scale that makes most kings do a double-take. Before you invest in a magic lab, be sure you have a purpose in mind... and maybe a few financial backers, as well.
LAB LOCATION: (Describe where your lab is located.)
LAB DESCRIPTION: (Describe your lab in detail.)
LAB STRUCTURE: (Choose from the options below.)
LAB EQUIPMENT:
RITUAL MATERIALS: price of purchase(s) in Gold
REQUIRED CLASS: Magic Researcher
AP COST: 10
ABILITY: Create Chimera
DESCRIPTION: This is an 'advanced' ritual and may only be performed outside of combat and with the right materials. Specifically, creating a chimera requires a Research Lab with Chimeric Fusion Chambers in addition to chimeric subject(s), biological samples, and large quantities of magic-responsive chemical agents. The end result is a creature or person of a hybrid nature, generally with some very impressive characteristics.
When you have created a chimera, add the category 'Minions:' to your character's profile (unless you already have that category) and list the chimera there using the mini-profile form below.
NAME: (if applicable)
RACES: (list all the races that went into the chimera's creation)
APPEARANCE: (describe your chimera)
DISPOSITION: (Is the chimera passive or aggressive? Obedient or unyielding? Intelligent or witless? Feral or civil? Describe the creature's disposition and personality briefly.)
EQUIPMENT: (if applicable)
TRAITS:
ABILITIES:
At 10 ★s you, like Rezo did to Zelgadis, may forgo all ritual materials and turn living non-hostile animals, beastmen, and humans into chimeras with the component races of your choosing (excluding Mazoku, God, Golden Dragon, and Ancient Dragon) with nothing more than your own magical power. The character may only do this once per in-story month because of how draining it is on their magic.
RITUAL MATERIALS: samples (hair, skin, blood) of the desired races {OR} living specimens; Research Lab, Chimeric Fusion Chambers, large quantities of synthetic biochemicals and growth culture
RELATED CLASS: Sorcery Genius, Magic Researcher
AP COST: 200
ABILITY: Create Copy
DESCRIPTION: This is an 'advanced' ritual and may only be performed outside of combat and with the right materials. Specifically, creating a Copy requires a Research Lab with Copy Cultivator in addition to biological samples and large quantities of magic-responsive chemical agents. The end result is a creature or person seemingly identical to the original in every way including skills, knowledge, memories, and powers. The flip side of this, however, is that Copies cannot expand their talents beyond those held by the original at the time when the sample they were created from was taken -- they are "stuck" in that regard, such that no matter what they learn or experience they are merely a mirror image of the original as they were in a moment of time.
A standard Copy, when created properly, can live for up to six in-story months before they begin to spontaneously degenerate and decay -- in other words, die. It is up to roleplayers to self-regulate this aspect of any Copies they create.
When you have created a Copy, add the category 'Minions:' to your character's profile (unless you already have that category) and list the Copy there using the mini-profile form below.
NAME: (traditionally 'Copy' and the name of the original, but there's no rule saying a Copy has to have a copied name)
RACE: (the Copy's race)
APPEARANCE: (describe the Copy)
DISPOSITION: (unless there's a good reason, a Copy should have the same personality as the original, so simply sum up their personality here)
EQUIPMENT: (if applicable)
TRAITS:
ABILITIES:
At 5 ★s Copies can live for as long as the original and can grow in power, skill, and independence beyond the bounds placed on them by the original.
RITUAL MATERIALS: a sample (hair, skin, blood) from the original; Research Lab, Copy Cultivator, large quantities of synthetic biochemicals and growth culture
RELATED CLASS: Sorcery Genius, Magic Researcher
AP COST: 200
[/ul]
(NOTE: The enchantments shown below are just a small sampling; unlike sorcery and shamanism, the field of enchanting leaves a vast space for experienced practitioners to stretch their talents and create unique magics. In short, if you want to make enchanting a character's focus, you'll want to start creating your own unique enchantments sooner rather than later.)
DESCRIPTION: This is a 'common' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. Characters with this ability may give small or medium objects, such as trinkets, clothing, armor, or weapons, a single permanent enchantment. Only objects that are not already enchanted may be given an enchantment. Choose from the list below for what this ritual can create:
RITUAL MATERIALS: {object to be enchanted}; common crystal 2x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 30
ABILITY: Infuse Simple Elemental Enchantment
DESCRIPTION: This is a 'common' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. Characters with this ability may give small or medium objects, such as trinkets, clothing, armor, or weapons, a single permanent enchantment. Only objects that are not already enchanted may be given an enchantment. Choose from the list below for what this ritual can create:
At 5 ★s, the caster may imbue multiple enchantments on an object at once, though for each enchantment added the required common crystals goes up by 6.
RITUAL MATERIALS: {object to be enchanted}; common crystal 5x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 50
ABILITY: Infuse Simple Astral Enchantment
DESCRIPTION: This is a 'common' 'astral' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. Characters with this ability may give small or medium objects, such as trinkets, clothing, armor, or weapons, a single permanent enchantment. Only objects that are not already enchanted may be given an enchantment. Choose from the list below for what this ritual can create:
RITUAL MATERIALS: {object to be enchanted}; common crystal 10x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir, {Ritual Tome: Astral}.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 175
ABILITY: Craft Magic Amulet
DESCRIPTION: This is a 'common' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. This ritual can be used to turn bulk quantities of common crystal into valuable magic amulets which shopkeepers will find far more valuable than the raw materials they're made from. Magic amulets also hold enchantments and curses well, causing any magical effect they're imbued with to affect the person who holds or wears them (small magic amulets can be fashioned to a chain or necklace, while its usually best to fit larger ones into armor or weapons).
RITUAL MATERIALS: common crystal 10x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 90
[/ul]
RITUALS ~ GENERAL
DESCRIPTION: This is an 'advanced' ritual and may only be performed outside of combat and with the right materials. A spellcaster who uses scrying is able to look upon events occurring at a great distance, seeing and hearing through a medium -- usually a crystal ball. Scrying is not absolute perception; it has the same limits as regular sight and hearing from whatever observation point the caster chooses. Additionally, the caster requires a focus for any scry -- a person, object, or place with which they are familiar upon which to fix their attentions. Thus scrying will not reveal, for example, faraway lands or deep-buried treasure vaults unless the caster is able to fix on someone or something familiar that is in these locations. There are a number of ways that scrying can be blocked magically -- in addition, Mazoku cannot be used as scrying focuses due to their astral nature.
At 5 ★s, scrying no longer requires a crystal ball and magic circle, and may be done using any surface that is at least partially reflective such as a mirror, still water, or the flat side of a blade.
RITUAL MATERIALS: {Crystal Ball}, {medium-size magic circle} (or Arcane Inscription ★★)
RELATED CLASS: Sorcery Genius, Magic Researcher
AP COST: 200
TRAIT: Research Lab
DESCRIPTION: This is an 'advanced' trait -- actually, it's more of an extreme purchase than a trait, but for continuity purposes it's listed here. This "trait" allows for the purchasing or upgrading of private research laboratories. Having a research lab is requisite for many of the most sophisticated and advanced uses of magic; it also gives the character who owns it a tidy little place to call their own between adventures and options to cut the cost of ritual materials.
When purchasing a lab you must specify a location for it and describe it to the best of your abilities. Is it an underground complex? A tower of arcane learning? Part of a city's magic academy or sorcerer's guild? Is it a shack in the woods somewhere? All these and more are options. For the lab's location be sure to specify if it's in the Barrier Lands or the Outer World and give at least a basic idea of its more specific location.
Labs are expensive, too. Occasionally an adventurer will be lucky enough to find a perfectly serviceable lab just laying abandoned (or infested with monsters) during their travels, but this is incredibly rare (and will need to be approved by the Admin Council). The real estate is one thing... but the equipment is on a price scale that makes most kings do a double-take. Before you invest in a magic lab, be sure you have a purpose in mind... and maybe a few financial backers, as well.
LAB LOCATION: (Describe where your lab is located.)
LAB DESCRIPTION: (Describe your lab in detail.)
LAB STRUCTURE: (Choose from the options below.)
- Cave: (0 Gold) You're a miser with a chemistry set and everybody knows it. You do research in a cave? Your academic peers -- if you have any -- think you're out of your mind. Prone to dampness, dark, animals, and the occasional monster. Really, why are you even doing this to yourself?
- Cheap Shack: (100 Gold) Not much to look at. Small, drafty, and prone to giving you splinters. With a few second-hand tables, though, it can at least prove semi-usable. Bit of a fire hazard, too.
- Ordinary House: (400 Gold) A good solid house with room enough to work, eat, and sleep. Nothing special, though, and you'd best hope any neighbors don't complain about the strange smells.
- Research Building: (1000 Gold) Sturdy, reinforced, and largely fireproof in the event of experiments gone wrong, this is a lab you can be proud of. Sticks out like a sore thumb, though -- not big on the subtlety factor.
- Labyrinth: (10,000 Gold) Everybody knows that the real magic researchers spring for the good stuff. In this case, as the saying goes, you can't spell 'labyrinth' without 'lab'. Descending staircases, mazes of corridors, and vast chambers for experiments. What more could an aspiring researcher ask for?
- Massive Labyrinth: (500,000 Gold) A lab big enough to fit the ego of the researcher who'd buy or construct it. A massive labyrinth does ensure that research is well protected, and allows you to seal off entire wings in the event of, say, a chimera on the loose.
- Dimensional Labyrinth: (10,000,000 Gold) We're not even sure why there's a market for these or who you go to to buy one. A Mazoku Lord, maybe? This is the top-of-the-line research lab option -- an entire pocket dimension dedicated to your magical research. As a bonus, owning this lab gives you access to a dedicated spell that creates a door or dimensional opening within the owning character's area of awareness, letting them access the lab at any time and from any place they wish.
LAB EQUIPMENT:
- Alchemy Equipment: (200 Gold) Essential for making potions, poisons, and rare extractions.
- Basic Library: (500 Gold) A collection of tomes with subjects ranging from history and mythology to herbology and, of course, the arcane arts. Includes Ritual Tomes for Metallurgy, Herbalism, Biology, and Basic Spellcraft.
- Advanced Library: (750 Gold) Upgrade your library with Ritual Tomes for Enchantment, Shamanism, Sorcery, White Magic, and Astral.
- Superior Library: (1000 Gold) Upgrade your library with Ritual Tomes for Daemonology, Black Magic, and Chimerism.
- Enchantment Workshop: For the dedicated enchanter, there's just no getting away from the need for an equally dedicated workplace. Has all the tools needed for working with crystals and metal substances, including orihalcon. Also comes with a free Ritual Tome on Orihalcon.
- Chimeric Fusion Chambers: (2500 Gold) Large biological vats used for creating chimeras. The glass is reinforced... but that means surprisingly little to an angry halfbreed freak with unnatural strength or powers, after all.
- Arcane Amplifier: (5500 Gold) What happens when you put a magic circle within another magic circle? Not as much as you'd think. But when you use thousands of tiny magic circles to draw a larger magic circle, you get an Arcane Amplifier. Multiplies the effects of any magic cast within its radius by roughly 100 times, though this can make the spells remarkably difficult to control. Use with caution.
- Summoning Chamber: (8000 Gold) Because if your research requires contacting otherworldly beings, you want to have a fitting room in which to make their acquaintance... and, if necessary, restrain them with powerful built-in magic wards. Success with high-level Mazoku is 50/50 at best.
- Copy Cultivator: (500,000 Gold) A vast, unbelievably expensive magical apparatus that makes it possible to create Copies from biological samples.
RITUAL MATERIALS: price of purchase(s) in Gold
REQUIRED CLASS: Magic Researcher
AP COST: 10
ABILITY: Create Chimera
DESCRIPTION: This is an 'advanced' ritual and may only be performed outside of combat and with the right materials. Specifically, creating a chimera requires a Research Lab with Chimeric Fusion Chambers in addition to chimeric subject(s), biological samples, and large quantities of magic-responsive chemical agents. The end result is a creature or person of a hybrid nature, generally with some very impressive characteristics.
When you have created a chimera, add the category 'Minions:' to your character's profile (unless you already have that category) and list the chimera there using the mini-profile form below.
NAME: (if applicable)
RACES: (list all the races that went into the chimera's creation)
APPEARANCE: (describe your chimera)
DISPOSITION: (Is the chimera passive or aggressive? Obedient or unyielding? Intelligent or witless? Feral or civil? Describe the creature's disposition and personality briefly.)
EQUIPMENT: (if applicable)
TRAITS:
ABILITIES:
[b][i]CHIMERA[/i][/b]
NAME:
RACES:
APPEARANCE:
DISPOSITION:
EQUIPMENT:
TRAITS:
ABILITIES:
[/ul]At 10 ★s you, like Rezo did to Zelgadis, may forgo all ritual materials and turn living non-hostile animals, beastmen, and humans into chimeras with the component races of your choosing (excluding Mazoku, God, Golden Dragon, and Ancient Dragon) with nothing more than your own magical power. The character may only do this once per in-story month because of how draining it is on their magic.
RITUAL MATERIALS: samples (hair, skin, blood) of the desired races {OR} living specimens; Research Lab, Chimeric Fusion Chambers, large quantities of synthetic biochemicals and growth culture
RELATED CLASS: Sorcery Genius, Magic Researcher
AP COST: 200
ABILITY: Create Copy
DESCRIPTION: This is an 'advanced' ritual and may only be performed outside of combat and with the right materials. Specifically, creating a Copy requires a Research Lab with Copy Cultivator in addition to biological samples and large quantities of magic-responsive chemical agents. The end result is a creature or person seemingly identical to the original in every way including skills, knowledge, memories, and powers. The flip side of this, however, is that Copies cannot expand their talents beyond those held by the original at the time when the sample they were created from was taken -- they are "stuck" in that regard, such that no matter what they learn or experience they are merely a mirror image of the original as they were in a moment of time.
A standard Copy, when created properly, can live for up to six in-story months before they begin to spontaneously degenerate and decay -- in other words, die. It is up to roleplayers to self-regulate this aspect of any Copies they create.
When you have created a Copy, add the category 'Minions:' to your character's profile (unless you already have that category) and list the Copy there using the mini-profile form below.
NAME: (traditionally 'Copy' and the name of the original, but there's no rule saying a Copy has to have a copied name)
RACE: (the Copy's race)
APPEARANCE: (describe the Copy)
DISPOSITION: (unless there's a good reason, a Copy should have the same personality as the original, so simply sum up their personality here)
EQUIPMENT: (if applicable)
TRAITS:
ABILITIES:
[b][i]COPY[/i][/b]
NAME:
RACE:
APPEARANCE:
DISPOSITION:
EQUIPMENT:
TRAITS:
ABILITIES:
[/ul]At 5 ★s Copies can live for as long as the original and can grow in power, skill, and independence beyond the bounds placed on them by the original.
RITUAL MATERIALS: a sample (hair, skin, blood) from the original; Research Lab, Copy Cultivator, large quantities of synthetic biochemicals and growth culture
RELATED CLASS: Sorcery Genius, Magic Researcher
AP COST: 200
[/ul]
RITUALS ~ ENCHANTMENT
(NOTE: The enchantments shown below are just a small sampling; unlike sorcery and shamanism, the field of enchanting leaves a vast space for experienced practitioners to stretch their talents and create unique magics. In short, if you want to make enchanting a character's focus, you'll want to start creating your own unique enchantments sooner rather than later.)
DESCRIPTION: This is a 'common' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. Characters with this ability may give small or medium objects, such as trinkets, clothing, armor, or weapons, a single permanent enchantment. Only objects that are not already enchanted may be given an enchantment. Choose from the list below for what this ritual can create:
- STURDY: This enchantment is popular for armor and basic adventuring gear, though it can be applied to weapons as well. Objects with this enchantment are more resilient and less easily damaged than normal
- KEEN EDGE: This enchantment is specifically for bladed weapons, giving them a sharper-than-normal edge and making it so that the weapon doesn't need to be sharpened manually anymore. Particularly popular amongst bandits and ne'er-do-wells, rookie adventurers, restaurant chefs, and swordsmen of a lazy disposition.
- FEATHERWEIGHT: This is a personalized enchantment for alleviating the weight of particularly heavy weapons or other objects, and popular amongst users of maces and warhammers. The enchantment results in a weapon that is light and easy to wield for its intended user but unbearably heavy for all others. A hair or drop of blood from the intended person is required for this enchantment. For this enchantment, add to materials 3x common crystal.
RITUAL MATERIALS: {object to be enchanted}; common crystal 2x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 30
ABILITY: Infuse Simple Elemental Enchantment
DESCRIPTION: This is a 'common' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. Characters with this ability may give small or medium objects, such as trinkets, clothing, armor, or weapons, a single permanent enchantment. Only objects that are not already enchanted may be given an enchantment. Choose from the list below for what this ritual can create:
- ENCHANTED MELEE WEAPON: The caster imbues one melee weapon, such as a sword, axe, or staff with a simple fire, ice, or lightning enchantment, causing the weapon to strike targets with elemental as well as normal damage. This enchantment can also be applied to throwing blades.
- ENCHANTED RANGED WEAPON: The caster imbues one ranged weapon, such as a gun, crossbow, or bow-and-arrow with a simple elemental enchantment, causing projectiles fired from this weapon to strike targets with elemental as well as normal damage. For this enchantment, add to materials 3x common crystal.
- ELEMENTAL WARD: The caster imbues a piece of clothing, armor, or a weapon with an enchantment that resists the effects of the given element. This does not mean that the object is immune to the element's effects, only that the effects are lessened. For example, coats with an ice ward are particularly cozy to wear during winter, whereas gloves with a lightning ward are useful for working with energized arcane lab equipment.
At 5 ★s, the caster may imbue multiple enchantments on an object at once, though for each enchantment added the required common crystals goes up by 6.
RITUAL MATERIALS: {object to be enchanted}; common crystal 5x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 50
ABILITY: Infuse Simple Astral Enchantment
DESCRIPTION: This is a 'common' 'astral' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. Characters with this ability may give small or medium objects, such as trinkets, clothing, armor, or weapons, a single permanent enchantment. Only objects that are not already enchanted may be given an enchantment. Choose from the list below for what this ritual can create:
- ENCHANTED MELEE WEAPON: The caster imbues one melee weapon, such as a sword, axe, or staff with a simple astral energy enchantment, causing the weapon to strike targets with astral as well as normal damage. This enchantment can also be applied to throwing blades.
- ENCHANTED RANGED WEAPON: The caster imbues one ranged weapon, such as a gun, crossbow, or bow-and-arrow with a simple astral energy enchantment, causing projectiles fired from this weapon to strike targets with astral as well as normal damage. For this enchantment, add to materials 10x common crystal.
RITUAL MATERIALS: {object to be enchanted}; common crystal 10x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir, {Ritual Tome: Astral}.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 175
ABILITY: Craft Magic Amulet
DESCRIPTION: This is a 'common' 'enchanting' ritual and may only be performed outside of combat and with the right materials. Enchantments at this level may be performed anywhere that there is room to work and do not require a workshop. This ritual can be used to turn bulk quantities of common crystal into valuable magic amulets which shopkeepers will find far more valuable than the raw materials they're made from. Magic amulets also hold enchantments and curses well, causing any magical effect they're imbued with to affect the person who holds or wears them (small magic amulets can be fashioned to a chain or necklace, while its usually best to fit larger ones into armor or weapons).
RITUAL MATERIALS: common crystal 10x, paper magic rune or circle (or Arcane Inscription ★★), Catalyst Elixir.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Magic Researcher
AP COST: 90
[/ul]