This magic ritual allows you to animate a recently deceased or fleshcrafted vessel into a Risen, raising them as an undead and instantaneously altering their race from whatever it was during their life to Risen. This leaves the person with autonomy over their actions and only a general malaise that coats their view of life. They no longer need to eat, sleep, or breathe and are immune to poison.
This magic ritual allows you to animate a recently deceased or fleshcrafted vessel into a Wight, raising them as an undead and instantaneously altering their race to Wight from whatever it was during their life to Wight. This binds the person's will to the caster's, and thus requires OOC consent from both parties to be received prior to the undertaking of this ritual, and forces the Wight to carry out the caster's commands. Wights no longer need to eat, sleep, or breathe and are immune to poison.
This ritual grants the ritualist the ability to detect the auras of creatures they can normally see (must be within their line of sight.) The duration of this ritual is based on the ritualist’s Perform (ritual) roll, given in the table below.
Perform (ritual) | Duration |
Natural 1 | See below |
45 - 49 | 6-IRL-hours |
50 - 54 | 12-IRL-hours |
55 + | 24-IRL-hours |
Natural 20 | See below |
Natural 1
A natural 1 is an automatic failure. The ritualist is physically blinded for 1d3 IRL days. This can be reversed by a successful application of Break Enchantment or Regenerate versus a DC of 30.
Natural 20
If a natural 20 is successful, the ritualist can detect more occult things in auras, including the existence of magic such as Lifebond, Curses, Status, vampirism, lycanthropy, lichdom, and so on.
For more information, see the Auras page.
This ritual blesses a 25x25x25, 50x50x50, or 75x75x75(zone scale) area with positive energy(depending on perform ritual roll), forcing undead entities to make a saving throw versus the Caster's DC in order to enter the area. Undead who fail to defeat the caster's DC are Turned, as if effected by Turn Undead, while those who succeed are sickened for 24 hours after entering the consecrated area. Undead cannot be created or summoned inside of a consecrated area. Consecrate counters and dispels desecrate. Consecrate is centered on an altar of a deity the cleric worships. A parcel may only have one area of consecrated ground. Consecrate counters and removes Desecrate.
This powerful ritual magically wards the target against the foulest form of black magic - necromancy. For the above duration, affected characters receive the following advantages.
Perform (ritual) | Duration | Number of Targets |
Natural 1 | See below | See below |
40 - 44 | 1-IRL-day | 1 target |
45 - 49 | 3-IRL-days | 2 targets |
50 - 54 | 5-IRL-days | 3 targets |
55 + | 7-IRL-days | 4 targets |
Natural 20 | See below | See below |
Natural 1
A natural 1 is always a failure. Additionally, the ritualist receives Disadvantage on the next roll they make to avoid negative effects of negative energy in any way.
Natural 20
If a natural 20 is successful, the ritualist may choose to receive the same benefits as one of the targets above without counting towards the maximum.
This ritual infuses a 25x25x25, 50x50x50, or 75x75x75(zone scale) area with negative energy(depending on perform ritual roll), causing living entities entering the area to make a wisdom save against the caster's DC in order to enter the area. Living entities who fail are effected by the Panicked status and must flee at their top speed while those who succeed are Sickened for 24 hours upon entering the desecrated area. Undead inside a desecrated area gain a +2 circumstance bonus to their rolls. A parcel may only have one area of desecrated ground. Desecrate counters and removes Consecrate.
This ritual has two forms - one that affects an item and one that affects a creature.
This version of the spell affects a touched item of up to 200 pounds. For the duration above, the aura of the affected item registers to divination spells as if it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing the aura is subject to further divination, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Wisdom saving throw. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the target item’s aura is particularly powerful (such as with an artifact), magic aura doesn’t work.
If you have identified the unique spellcasting signatures of a specific individual, such as with arcane sight, you can make the magic aura appear to have been created by that individual. You can also obscure all signatures, making it more difficult to determine who cast the spell. In either case, if the object is the subject of an arcane sight, any Spellcraft checks made to identify the unique spellcasting identifiers of the aura automatically produce the result you chose unless the observer disbelieves the spell with a successful Wisdom saving throw.
If cast on a creature, you can make that creature register to detect spells (and similar spells) as though it were the subject of any number of spells that you specify, when the ritual is cast. Alternatively, you can make the creature register as non-magical, hiding all spell effects that he is currently affected by from such scrutiny. If you choose to make the creature register as being the subject of one or more spells, you can also alter the unique spellcasting identifiers of those spell auras, in the same fashion as described for objects.
You can also alter how the creature registers to Arcane Sight, making the creature appear to have or not have magical abilities, regardless of their nature, and the strength of the most powerful magic effect they currently have available for use.
Both of the above versions of this ritual have durations defined by the ritualist’s Perform (ritual) roll as given in the table below.
Perform (ritual) | Duration |
Natural 1 | See below |
40 - 44 | 1-IRL-day |
45 - 49 | 2-IRL-days |
50 + | 3-IRL-days |
Natural 20 | See below |
Natural 1
A natural 1 is always a failure. Additionally, the intended target character receives Disadvantage on their next saving throw to avoid divination magic, if the second option was chosen.
Natural 20
If a natural 20 is successful, the target character receives Advantage on their next saving throw to avoid divination magic, if the second option was chosen.
This magic ritual is used to nullify a magic ritual already in place that has an ongoing magical effect. The DC will be the Perform Ritual of the original caster. Alternatively, you can use the nullification ritual to gain a +5 to your next dispel magic, remove curse, or break enchantment. You cannot use nullification to cancel a high magic ritual effect or to nullify a high magic ritual that is in place. The ritualist must be within close range of the center of the ritual or spell to be nullified.
This magic ritual allows you to try to piece back together a soul that has, for whatever reason, been separated from itself and is in pieces. It requires that the soul not have traveled to its final afterlife and is willing to return to the amphora you have prepared for it. It does not create a body, and the soul may suffer damage depending on the circumstance of its discombobulation.