DEFOLIATE (Transmutation)
This ritual affects all (decorative) vegetation and fungus in the caster’s parcel utterly eradicating it over the next 24 hours.
DIRE WINTER (Evocation)
This ritual brings dire cold centered on the caster at the time of the ritual. An admin will place an invisible super-cold standing torch, ice blocks, Frostbite Toxin traps, and one box of snow (weather box), which cannot be moved once placed.
EXPUNGE MAGIC (Abjuration)
This magic ritual is used to remove ongoing magical effects from one, two, or three items in an area, centered on a person or an object. Each object or person targeted above the first costs an additional 50% of the original cost of the requirements listed above, up to a maximum of three targets. The DC of the Perform Ritual is based on the item or items being targeted and their power, as well as the DC set by the original caster at the time of the creation of the effect. If this is being used to remove the ongoing effects of another ritual, your DC will be the DC set by the original caster. If this is being used to remove the ongoing effects of an item or items, it will depend on the type and power of the item. You must let an admin know if you are attempting to use this ritual so that a proper DC can be set before the attempt is made.
FLESHCRAFTING (Transmutation)
This high magic ritual is not well known and requires the information tied to this ritual to be learned IC.
GREATER DREAM (Illusion, Phantasm, Mind-Effecting)
This spell functions like Dream with a few notable exceptions. First, the caster or messenger may deliver a verbal message to as many as 5 individuals. Second, if the caster chooses , they are capable of entering the dreams of one chosen target to personally deliver the message or trying to wake them up, for up to 1 hour (or until the sleeper awakens, whichever comes first.) The target can choose to provide a response that is 25 words or less.
GREATER HEAL (Conjuration)
This ritual functions as Heal with some notable exceptions. It can affect up to 3 targets within close range (including the caster) and can instantaneously cure up to 10 points of Insanity distributed as the caster wishes among the targets. It can only cure up to 3 points of Insanity for a single target. Certain forms of Insanity can only be cured by this ritual.
GREATER SENDING (Evocation)
This ritual functions like Sending with a few notable exceptions. First, the caster can choose to send their message to up to 3 creatures. Second, the message may be up to 35 words. Last, the spell reliably targets creatures even if they are on other planes of existence.
GREATER TELEPATHIC BOND (Transmutation)
This high magic ritual enhances an existing permanent Telepathic Bond spell to include up to two additional minds. This can be done multiple times, until a permanent Telepathic Bond spell includes five total people. All people in the bond must be present for the ritual in order to expand the Telepathic Bond. Telepathic Bonds enhanced by Greater Telepathic Bond gain +5 to their spell DC.
GREENMIND (Divination)
For the above duration, the ritualist can designate up to 5 plants (including fungus) in the parcel in which the ritual is with the effects of Liveoak. They can communicate remotely with these five plants as if using Speak with Plants remotely.
INSANITY WARD (Abjuration)
Upon casting this ritual, the ritualist touches up to 3 willing creatures. For the next 24 hours (IRL), the caster and all targeted individuals may roll twice when forced to make a saving throw to avoid insanity and keep the higher result.
LICHDOM (NECROMANCY)
This high magic ritual is not well known and requires the information tied to this ritual to be learned IC. You must speak to an admin to learn this and be approved ahead of time.
MASS CURSE (Necromancy)
As Curse but affects up to 3 creatures within close range.
MIND BLANK (Abjuration)
This protects the caster or one touched creature from all magical attempts to detect, influence, or read thoughts. It protects against all mind-affecting magic as well as information gathering by divination spells or effects. In the case of scrying an area, it works as intended except the affected creature does not appear. Scrying attempts that target the creature fail.
MIND FOG (Enchantment)
This spell summons a mist around the caster (who places a Breath of Fog XL item) that weakens the mental resistances of those caught in it. Anyone within the fog must make a Willpower save or suffer a -5 penalty to all Willpower saves while within the area of fog.
MINDWEB (Transmutation)
This functions as a stronger version of Mindlink. It can affect up to 3 creatures regardless of their distance (provided they are on the same plane as the caster.) The caster must have personally encountered an individual first-hand with their own senses in order for them to qualify as valid targets.
MIRROR WALK (Conjuration) [RESTRICTED]
This high magic ritual allows you to pass through any mirror of sufficient size onto the Plane of Mirrors. The mirror must be large enough for you to fit through, as if it were a window or other opening.
The ritual remains active until one of the following requirements is met: 24 hours has passed, the ritualist steps through a 2nd mirror, the ritualist dies, the mirror self steps through a 2nd mirror. If a mirror self steps through the 2nd mirror, the original ritualist is trapped in the mirror realm until another ritual is performed and he can defeat his mirror self.
On the Plane of Mirrors, you will find other windows that represent similar mirrors tied together by some strong bond. The bonded mirrors must all be made by the same artisan and attuned to the caster.
When on the Plane of Mirrors, you can see through any mirror you have placed without being seen.
When you travel to a Plane of Mirrors, you create a mirror-self that will try to slay you to escape through the mirror to take over your life.
Every time you enter the Plane of Mirrors, you have a 10% chance of encountering your mirror-self. If you encounter your mirror self- you must win a best of 3 strength contests or you will fall to your mirror self.
If you are defeated by your mirror self you must wait in the mirror realm for your mirror self to return - mirror selves are required to maintain contact with the mirror realm - they must return once every 3 days, during which time you can attempt to overpower them and retake your body. You hold onto your memories so you are aware of this threat.
PLANAR BUBBLE (Abjuration, Planar)
This ritual affects the entire parcel in which it is cast, although the visual indication of this protective ward is represented by a shimmering yellow bubble centered on the caster, whose area is visibly smaller. Its apparent size does not matter - the entire parcel is affected. The purpose of this ritual is to prevent incursions of other planes in the form of breaches, rifts, and so on. The exact effect of the ward as well as its duration vary according to the ritualist’s Perform (ritual) roll.
Perform (ritual) | Duration | Effect/s |
Natural 1 | See below | The magic is inverted. This makes it easier for portals, rifts, and the like to open in the area for the listed duration. |
40 - 49 | 1-IRL-months | The parcel is proof against the creation of the following planar phenomena: breaches, most rifts, teleportation (including portal use) on the same plane |
50 - 59 | 2-IRL-months | The above plus: more powerful breaches and/or rifts, as well as portals and/or gates on the same plane |
60 + | 3-IRL-months | The above plus: vortices, anomalies, and portals/gates to other planes |
Natural 20 | See below | See below |
Natural 1
A natural 1 is always a failure. Additionally, the ritualist becomes the subject of a magical effect mimicking the Dimensional Anchor RP spell. The ritualist may attempt a DC 20 Constitution saving throw every 24-IRL-hours to be rid of the effect. The effect expires after 3-IRL-days regardless.
Natural 20
If a natural 20 is successful, the Planar Bubble lasts until somehow magically forcibly removed.
POLYMORPH (Transmutation)
The caster transforms himself or one willing, touched target into another creature. They get one of the following shapeshifts for the duration: frog, black fox, rat humnaonde, beauty incarnate, small ice dragun, small gold dragun, small dragun, tchotcho, shaggai huntress, sandstorm creature, white-tiger, child of jhil - flying, raven, alpha hyena, bambi, flying bat demon, tiger, black panther, lion, child of jhil, flying evil fey, sabertooth, bear, snake brute, rabbit, flying fey, deepone 1, deepone 2, deepone 3, deepone 4, demon spider, silver fox, fox, bull, vulture, piglet, elk king, white wolf, black wolf, black yeti, black widow, cobra, yeti, grey wolf, and black pussycat. If the target is killed or falls unconscious, they revert back to their natural form.
PYROCLASM (Evocation)
The Ritual must have their Circle within the Parcel to be affected. The Parcel becomes incredibly hot and arid, with wildfires, smoke, and even lava flows immediately taking over the landscape.
RAISE ISLAND (Conjuration)
This ritual allows a fecund to raise an island out of the water from the land beneath the surface. Upon successful completion of the ritual, a large island will form at the site of the ritual. This island is solid, stable, and semi-permanent in that it will last 1 month IRL but can be refreshed at the end of the one month so that it is not removed after the duration ends. This ritual does not work over water or in the air.
ROTWARD (Necromancy)
This ritual functions like Gentle Repose except that it has a permanent duration and it can affect up to 3 bodies touched at casting.
SCREEN (Illusion)
This spell allows the caster to dictate within a 10-foundation radius what will and won’t be observed/detected by divination spells. Such spells automatically detect an image with appropriate sights and sounds dictated at the time of casting.
SEEMING (Illusion)
This ritual alters the appearance of up to 4 willing creatures within touch-range of the caster (including the caster if they so choose); this includes their attire and equipment. You can alter their appearances within the following parameters:
A character that is killed or falls asleep or goes unconscious reverts to their true form. This spell confers a +10 bonus on Disguise checks. Anyone who interacts with affected characters can make a Willpower save to see past the illusion.
TRUE SEEING (Divination)
The ritualist (or a single willing touched creature) sees all things as they actually are. They can see through darkness, through illusions, and the true and/or natural forms of creatures that are shapeshifted or have otherwise had their appearances changed through a magical means. They can see invisible creatures and creatures that are hidden in border planes.
WILDSENSE (Transmutation)
This ritual functions as the Embrace the Wild spell except the bonuses it grants are +10.
WINDWRATH (Transmutation)
This ritual prevents all flight centered on the caster. Creatures that enter the area in the air fall, creatures in the area that attempt to fly cannot. It cannot be moved once placed.