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Ceremonial Magic is extremely powerful and normally left to the hands of specialist magic users who have spent years learning their craft. It is also time consuming and expensive.
Each of the following Ceremonies is an individual skill that requires learning.
Also required is the Mage Skill, as this contains many of the boring repetitive skill tasks that are an essential element of Ceremonial Magic. Your skill at any Ceremony spell can never be higher than your skill at Mage.
Ceremonial Magic is NOT enchantment, although it has many simularities. Enchantments are the storing of magical properties into objects. This magic is NOT permanent, although it comes close at times.
Ceremonial Magic effects are permenant in nature, or extremely powerful spells. They are quite often beyond the casting abilities of individuals, which is one of their defining characteristics.
All Ceremonies must begin and end on a night of the full moon. Thus all spell castings will last 28 days.
There are known to be spells that take multiple lots of 28 days to cast, but these are generally controlled by the most powerful of beings.
The Casters, the materials and all involved MUST be present for all of the FIRST and LAST days. For the remaining days they will be required for at least 6 hours per day, but one caster must be present at all times or the spell fails.
Normally a group of magic users work as a team, alternating duty. One of the magic users will be the primary caster. The primary caster, the Master of Ceremonies (sic), must be present for all of the first and last days. It is his skill that will be used to determine overall success. All taking part in the Ceremony must have skill in the Ceremony and in Magery.
All casters present for a Ceremony must be Bound to each other for the entire period.
The mundane materials required for a Ceremony will cost 10 sBC per day. The special materials required are laid out under each spell. If the spell fails, or is interrupted, then all materials upto that point are lost. All materials required for the spell must be present at all times.
A Casting roll is made five times during a 28 day Ceremony. The first is made at the end of the first day and is based around the Masters skill level. The next three rolls are made at the start of each week and use the lowest skill levels of all casters. The final roll is made at the end of the last day and again uses the Masters skill levels.
The casting rolls are based around the following
Charges refers to the number of Power Stone charges that are used in the casting specifically to boost the chance of success. These charges are expended at each casting roll. Other charges will be used during the Ceremony but are considered separately. The caster must decide on the number of charges they will expend for this purpose before they begin the Ceremony.
ALL Ceremony Magic requires the use of Power Stones, either by direct infusion of energy, or by melding of part or all of a stone into the item being created. The exact requirements are laid out under each spell.
The following special effects are available to all Ceremonies.
A |
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| Cast | Active | Effect | Target | Method | Nature |
| Lev*10 | 10 | Inst | Obj | Tch | High |
A trigger is a string of one or more conditions under which a spell power will be activated. These conditions are set at the time of the creation of the item. Also set will be the type of spell effect required, whether it will apply to the object used, or to the person triggering the effect (allowing them to direct the spell effect).
The problem with Triggers is that the object on which they are applied must be able to interpret the trigger, which in many ways requires it have a spell ability or Intelligence of some kind.
Part of the Ceremony allows for the object created and its powers to be bound to an individual, or group of individuals, as decided at that time. If a binding applies then only those people may use the powers of the item.
Similar to the above, the mages may place certain conditions on the use of the object
Animations are the breathing of life into a mechanical devices so that it has a life of its own, replicating the life which it imitates.
The mechanical device must be constructed perfectly and from the finest materials (finer the better). It must imitate a living form as closely as possible so as to be able to do all the things the living version could do.
The device can only be given life by those who created it, although others may help. Usually only a single person will build the device, but teams can be used. All who created the device must be present at the Ceremony, if one dies then the device must be started all over.
A roll is required to see if the device is suitable.
Base + *(Skill/Crafts) - *(SIZE)
The device must be constructed of one of the following basic materials:
Earth/Stone, Metal, Wood.
+1 to Base if made of Earth (90%+)
-1 to Base if made of Metal (20%+).
SIZE * 1000 sBC gives a base value as noted below. For each extra multiple added you gain a +1 to the base value. Doubled if metal??
SIZE weeks. Each multiple of this time will give a +1 to the Base value.
Giving life and intelligence to the device comes in three forms.
The first method is considered evil.
The second costs the casters 1 CHAR point per SIZE of the device, with at least one point from each CHAR. These points can come from any involved in the casting. If all points come from a single person then the device will be loyal and bound to him. The points given are not lost by the casters unless the animation is destroyed (similar to the Arcane Familiar).
The third is the preferred method but elementals tend to be cantakerous and dumb.
An appropriate elemental type should be used to match the basic materials used. An Air or Fire Elemental must be used if the creature is to fly. If a Fire Elemental is used then the device could not have any wood. A Water Elemental must be used if the device is to swim or breath water, in which case a Fire Elemental cannot be used. Basically opposing materials and forces cannot normally be used in the same device. Fire and metal can be combined for fire breathing etc.
Cast Active Effect Target Method Nature Lev*10 10 Inst Self Tch A
Permenent bindings
Familiars are similar to IMPs but use a natural animal and is more cost effective. Familiar is also genuine friend. Can also carry your soul if you die and can restore body to life later (1 FAT/2 hrs), and vice versa. Familiar can gain a special ability, usually an enhancement of a naturally known ability (cats have night vision etc)... could pass this ability to their master.
voluntary and compelled versions
into items, purposes and banes....
sacrifice own INT to place it into the item. Sacrifice own Wounds to create a BANE that does that many wounds to target.
to manipulate existing spells into new forms and shapes, or durations. spells
Creates permanent spell effect, that can be turned offf and on, but only applicable to SELF targetted spells. For other spells use Enchantments.
to other planes Actually take your physical body and alter it to enable it to exist naturally on that plane.
The past mainly, anyplace at anytime. Viewing the future merely shows ONE possible future. Danger of destroying the MIND if view future (no longer in game)
Formal combat
Casting spells over a distance
Born on: November 1, 1998 |