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Rituals

Rituals are complicated spells that require the caster to make additional preparations. They are casted solely out of combat with the usage of strictly described ingredients and might have a chance of failure. Classes eligible to cast these, means to do so and additional information are all written below. Each ritual requires opening a Minstrel Ticket.

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Level 1 Rituals (Novice)

Disguise Self

 

You make yourself – including your clothing, armour, weapons, and other belongings that are on you – look different until the ritual ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

Effect of this Ritual lasts 4 hours. You can cast it once every long rest. After 4 hours pass, regardless if you’re currently in a scene or not, you reveal your true appearance.

 

If somebody in your vicinity has Detect Magic status, you’re obligated to /channel them and describe your true appearance. You will not know that they can see your true appearance unless they tell you so.

 

Every Disguise Self has to be documented in a Minstrel ticket with a screenshot before-after and the emote, along with a decay log of the ingredients. 

 

Chance of failure: No
Ingredients: Simple Ingredients Pouch

Ritual is available to: Bard, Sorcerer, Wizard

Detect Magic

 

For the duration, you sense the presence of magic and see things that are either: hidden by magical means or are not seen by regular eyesight. This lasts 4 hours after casting and the player is supposed to wear a status description that they’re under the Detect Magic effect.
 

You can see through Disguise Self when you’re under its effect. Anybody who’s using Disguise Self in your vicinity is supposed to /channel you and describe what you’re seeing.
 

You cannot sense magic through walls. You cannot recast it after it ends, your eyes feel tired - requires Short Rest to recast.

 

Chance of failure: No
Ingredients:
Simple Ingredients Pouch

Ritual is available to: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Identify

 

You choose one object that you must touch throughout the casting of the ritual. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.


Chance of failure: No
Ingredients: None
Ritual is available to: Bard, Wizard

Novice
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Speak with Animals 

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You attempt to communicate with an animal. The animal will answer up to five of your questions, the answers might be vague or cryptic - you’re trying to speak with an animal, after all.

Druids might receive more accurate answers due to their connection to nature. 


Chance of failure: Yes
Ingredients: Will vary depending on the animal the player is attempting to communicate with.
Ritual is available t
o: Bard, Druid, Ranger

Find Familiar

​

You attempt to create a bond with a familiar you summon, the familiar has a chance of not accepting your offer. You can attempt to bond with:

Cat: You benefit from observing your familiar’s stealthy nature, you gain +1 Stealth. Additionally, its purring makes your day better, you gain +1 to Willpower.

Fox: Your familiar’s cunning grants you +1 Sleight of Hand. Additionally, companionship of its fluffy tail grants you +1 to Persuasion.


Dog: Regardless of the type, your familiar’s keen smell grants you +1 to Investigation. Also, your dog barks really loud granting you +1 to Int: STR.

Owl: All-seeing Owl’s eyes grant you +1 to Perception. Additionally, you feel like you learn much from your familiar, you gain +1 to Knowledge: Arcana

Raven: Raven’s watchful eye sees many things, granting you +1 to Investigation. Its reclusive nature makes you more wary of people you surround yourself with, you gain +1 to Insight.

 

Chicken: The bird clacks happily each time you’re in its sight. You’re never late to any social event (Even if you are). You gain +5 to Athletics to your Flee check, you can move additional tile while escaping.


Snake: Nature of your familiar influences you, you gain +1 to Deception. Observing your familiar’s deceptive yet elegant behaviour, taught you how to be more imposing, you gain +1 to Int: CHA.

 

Appearance of familiars is up to the player. Your familiar is bound to you through magic means, it cannot be killed, stolen or used against you. You can communicate with your familiar through telepathic means if it’s nearby - it is fluff action.

Choice of a familiar is permanent and cannot be changed.

 

Chance of failure: Yes
Ingredients: Every familiar will want and expect a different approach and offering.
Ritual is available to: Wizard

Ceremony

 

You perform one of several religious ceremonies.

 

Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. This ritual requires consent.

 

Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 72 hours, it gets +2 to Wisdom Saving Throw and +5 HP. A creature can benefit from this rite only once.
 

Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead.

 

Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days husband and wife receive +1 AC. 


Chance of failure: No
Ingredients:
Simple Ingredients Pouch, Wedding requires additionally 2x Gold Ring (Items are not consumed)
Ritual is available to: Cleric, Paladin

Level 2 Rituals
Find Familiar
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Level 2 Rituals (Adept)

Borrowed Knowledge

 

You draw on knowledge from spirits of the past. During your next Ritual within 24 hours, you are able to add 1d10 to each roll that Minstrel asks you to make.

OR - for the next 24 hours you gain +5 to Knowledge of your choice.

 

If this ritual is part of preparation for another ritual, include screenshots of this ritual within a previously made ticket. 


Chance of failure: No
Ingredients:
Simple Ingredients Pouch
Ritual is available to: Bard, Cleric, Warlock, Wizard

Locate Object

 

Describe or name an object that is familiar to you that you lost within the last three days. You sense the direction to the object’s location, as long as that object is on the same biome as you are. If the object is on a different biome, the Ritual fails but you know that it is somewhere else, though you cannot precise where.


Chance of failure: Yes
Ingredients:
Simple Ingredients Pouch
Ritual is available to: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Augury

 

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, the target receives an omen. 

Omen will grant the target, depending on the outcome, bonuses or minuses - or nothing at all. 


Chance of failure: No
Ingredients: 1x Bones, 1x Moonstone, 1x Amethyst, 1x Mercile (Items are not consumed)
Ritual is available to: Cleric, Druid, Wizard

Gentle Repose

 

You touch a corpse or other remains; it becomes immune to effects of necromancy. Corpse cannot be raised from the dead nor questioned with any other magical means.

If Corpse is well preserved it can still be resurrected (It cannot become a Reborn as a result of a failed resurrection attempt).


Chance of failure: Yes
Ingredients:
Simple Ingredients Pouch
Ritual is available to: Cleric, Paladin, Wizard (School of Necromancy)

Pass Without Trace

 

A veil of shadows and silence radiates from you, granting you a boon to protection from detection. 

After casting the ritual on the area where you cover your tracks, the tracking roll for the PoI becomes Survival check 20, regardless of when the PoI was left. You cannot leave and return to the same area to cast the ritual, it has to be completed on the spot - before leaving. 

 

Pass Without Trace can be seen through by Detect Magic Ritual, if it happens so - the tracking party is rolling against the die of when they found the PoI.


Chance of failure: No
Ingredients:
Simple Ingredients Pouch
Ritual is available to: Druid, Ranger

Adept (2)
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Level 3 Rituals (Adept)

Summon Lesser Demon

 

You attempt to summon a Lesser Demon from Lower Planes. The Ritual will consist of two phases - during which the Ritual can fail. 

 

First Phase - Summoning.

You attempt to open a rift that will let the lesser demon forth. If you learn the name of a demon, you can precise which demon you can summon, otherwise you will roll a die and based on the outcome you may get different results. This phase will require ingredients and preparations.

 

If you fail this phase, you might receive wounds or even a curse. 


Second Phase - Binding. 


You attempt to bind the demon you summoned - your Arcana proficiency, the type of pact and how it relates to the Demon you summoned will influence the outcome. Player’s creativity and ideas will also have an impact! 

 

If you fail this phase, you will fight the Demon you summoned (Without possibility of Binding, although fight can also be a method of Binding). If you defeat it, it will return to the plane of its existence. If you fail to defeat it, it will roam along the island to spread corruption and mischief. (This creates an event) 

 

If you succeed, you will receive a rune that will represent your demon. The appearance will depend on the kind of a demon you summoned during the ritual. The rune will grant you free action that will deal 1d8 Physical Damage to one target of your choice each turn. The target will receive damage regardless of their position - you still need to have LoS established in order to attack. Additionally, the rune will make the summoner vulnerable to radiant damage.

​

The rune cannot be stolen nor used against the summoner if they are defeated in combat -HOWEVER- considering the nature and origins of these familiars, they can be killed and rune can be destroyed. If the rune is destroyed as a Consequence of lost fight, no other cons, outside regular wounds, can be applied.

 

Chance of failure: Yes

Ingredients: Ordinary Ingredients Pouch, 1x Garnet

Ritual is available to: Warlock

Feign Death

 

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.For the duration of 48 hours, or until you dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. The ritual cannot be a Consequence and requires the target's consent.

​

Chance of failure: Yes

Ingredients: Ordinary Ingredients Pouch

Ritual is available to: Bard, Cleric, Druid, Wizard

Speak with Dead

 

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The ritual fails if the corpse was the target of this spell within the last 10 days or is under effect of another ritual that prevents it. 

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

​

Chance of failure: Yes
Ingredients:
Ordinary Ingredients Pouch

Ritual is available to: Bard, Cleric, Wizard (School of Necromancy)

Bestow Curse

 

At your touch, after Combat you attempt to curse a Downed creature. Choose a curse off the Curses Table (Minor, Major or Grievous) and spend the necessary ingredients. The target is affected instantly.
Alternatively, while in possession of something belonging to a target (more details in Curses Table) you attempt to cast a curse on them without coming into physical contact. You need to pass an appropriate Difficulty Check and spend the necessary ingredients. The target is affected instantly upon success. This way of bestowing a curse has a chance of cursing the caster instead (1-3 for Minor Curses, 1-5 for Major and Grievous Curses).


Chance of failure: Yes
Ingredients: Depending on the Curse

Ritual is available to: Bard, Cleric, Wizard

Remove Curse

 

At your touch, you attempt to remove the curse from the target you touch. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

(Removing Curses from items found through Minstrel Events will be custom)


Chance of failure: Yes
Ingredients:
Ordinary Ingredients Pouch, 2x Moonstone, 2x Pearl
Ritual is available to: Cleric, Paladin, Warlock, Wizard

Adept (3)
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Level 4 Rituals (Practitioner)

Divination

 

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity. You receive a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.


Chance of failure: Yes
Ingredients:
Ordinary Ingredients Pouch
Ritual is available to: Cleric, Druid

Soul Cage

 

At your touch, after Combat you attempt to steal a fragment of a soul coming from a target that was Downed specifically by you. You spend the necessary ingredients and perform the grim siphoning. As the act is utterly exhausting, your party cannot inflict other consequences upon the target if you perform the ritual.
The potent Soul Gem is given to you after finishing the ritual. It allows you to restore 3d6 Hit Points as a Bonus Action once per Long Rest. It doesn’t disappear after use. The Soul Gem is bound to you and upon an attempt to consensually or forcibly give/take it away, the stolen soul fragment is freed.


Chance of failure: No
Ingredients:
TBA
Ritual is available to: Warlock

Practitioner
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Level 5 Rituals (Professional)

Hallow

 

You attempt to infuse an area with holy (or unholy) power. The area can have a radius up to 6x6 tiles or a walled area.The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Additionally, the area receives - based on the intent in which it was casted: 

 

  • Everlasting Rest: Dead bodies interred in the area can’t be turned into undead.

  • Aura of Decay: The area grants bonus to constructing undead thralls.

 

Depending on the outcome, deity in name of whom it was done and final result, the area might gain an additional or entirely different bonus or a curse - that leading Minstrel will make a decision on.


Chance of failure: Yes
Ingredients:
Rich Ingredients Pouch, 2x Graveflower
Ritual is available to: Cleric

Hold Monster

 

Choose a Monstrous creature that you can see within 3 tiles of you. The target must succeed on a Wisdom check or be paralyzed for the duration. This spell has no effect on undead. The creature is paralyzed until the end of the scene. 

 

If the creature is of higher Mastery than the caster, they can attempt to make another Wisdom check in order to try to free themselves. 


Chance of failure: Yes
Ingredients:
Rich Ingredients Pouch, 2x Garnet
Ritual is available to: Bard, Sorcerer, Warlock, Wizard

Legend Lore

 

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language.

 

Chance of failure: No
Ingredients:
Rich Ingredients Pouch
Ritual is available to: Bard, Cleric, Wizard

Scrying

 

You can see and hear a particular creature: that you can describe, or whose possession you hold, that is on the same plane of existence as you. After making a Wisdom check, depending on the roll, you might learn of your target’s position or location. Upon severe failure the target will be notified of the attempt of Scrying Ritual. 

 

Chance of failure: Yes
Ingredients:
Rich Ingredients Pouch
Ritual is available to: Bard, Cleric, Druid, Warlock, Wizard

 

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Professional
Scrying
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Dream

 

This ritual can have two effects depending on the player's conduction of it.

You can send a humanoid you know, and is able to sleep (Characters with Fey Ancestry and Reborn are immune to it, the ritual will automatically fail), a dream of your choice. In the dream you created you may appear as a Messenger. The Messenger is aware of its surroundings and can move, although cannot act beyond conversation. The Messenger can take the shape of your choice, although it is limited to non monstrous appearances. The interaction can be consensually dismissed by both - the target and the caster, once the conversation is over. 

 

You can appear in the Dream of your target as Frightening Monstrosity. If you appear so, you can deliver a message not longer than ten words. Afterwards the target has to make a Wisdom check. If successful, the Dream is dismissed, if not the target is haunted for the duration of the Dream (one night), additionally if the check is failed, the target receives Frightened status upon waking up. The status lasts 24 hours. 

If you're in possession of a body part belonging to the target (lock if hair, blood, clipped nail) or similar thing, the target receives -5 penalty to the result of their Wisdom check.

 

Chance of failure: No (Unless the target is either of Fey Ancestry or Reborn)
Ingredients:
Rich Ingredients Pouch
Ritual is available to: Bard, Warlock, Wizard

Commune

 

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, Minstrel might offer a short phrase as an answer instead.

​

Chance of failure: Yes
Ingredients:
Rich Ingridients Pouch
Ritual is available to: Cleric

Raise Dead

 

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body. 

This spell also neutralises any poison and cures non magical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.

 

Raise Dead Ritual is a risky practice that might harm the caster itself, if they prove to be not good enough. Additionally, if the ritual is unsuccessful there’s a chance that the target (If they consent) will be resurrected as Reborn

​

Chance of failure: Yes
Ingredients:
Rich Ingredients Pouch, 1x Topaz, 1x Moonstone
Ritual is available to: Bard, Cleric, Paladin

Summon Demon

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You attempt to summon a Demon from Lower Planes. The Ritual will consist of two phases - during which the Ritual can fail. 

 

First Phase - Summoning.

You attempt to open a rift that will let the lesser demon forth. If you learn the name of a demon, you can precise which demon you can summon, otherwise you will roll a die and based on the outcome you may get different results. This phase will require ingredients and preparations.

 

If you fail this phase, you might receive wounds or even a curse. 


Second Phase - Binding. 


You attempt to bind the demon you summoned - your Arcana proficiency, the type of pact and how it relates to the Demon you summoned will influence the outcome. Player’s creativity and ideas will also have an impact! 

 

If you fail this phase, you will fight the Demon you summoned (Without possibility of Binding, although fight can also be a method of Binding). This fight might be difficult and dangerous, the player is free to choose to flee, their summon won’t chase them. If you defeat it, it will return to the plane of its existence. If you fail to defeat it, it will roam along the island to spread corruption and mischief. (This creates an event) 

 

If you succeed, you will receive a rune that will represent your demon. The appearance will depend on the kind of a demon you summoned during the ritual. The rune will grant you free action that will deal 1d10 Physical Damage to one target of your choice each turn. The target will receive damage regardless of their position - you still need to have LoS established in order to attack with your demon. Additionally, the rune will make the summoner vulnerable to radiant damage.

​

The rune cannot be stolen nor used against the summoner if they are defeated in combat -HOWEVER- considering the nature and origins of these familiars, they can be killed and rune can be destroyed. If the rune is destroyed as a Consequence of lost fight, no other cons, outside regular wounds, can be applied.

 

Chance of failure: Yes

Ingredients: Rich Ingredients Pouch, 2x Garnet

Ritual is available to: Warlock

Dream
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Level 6 Rituals (Expert)

Druid Grove

 

You invoke the spirits of nature to protect an 6x6 tiles area outdoors or underground - if any buildings are present in the area, they are excluded. The Ritual lasts until cancelled or if the caster dies. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic.

 

Solid Fog - Players within the area receive -4 penalty to Perception checks.

Grasping Undergrowth - Players within the area receive -1 penalty to movement.

Grove Guardian - Within the area Druid is able to wear a rune that will grant them additional ability of free action 1d10 damage. The rune should manifest itself as an animated tree. The rune cannot be stolen. 

 

Chance of failure: Yes

Ingredients: Rich Ingredients Pouch, Simple Ingridients Pouch, 5x Moonstone
Ritual is available to: Druid

Create Undead 

You can cast this ritual only at night. Any interruption to the ritual will immediately stop it. The ingredients won’t be wasted if it's interrupted during the initial phase. You attempt to construct an undead, depending on the ingredients you will gather, you can construct either:

Skeleton -
Ghoul - 

Abomination - 

 

If successful, the summoner receives a rune that represents their thrall. The thrall grants a free action that allows the caster to deal 1d8/1d10/1d12 respectively; the rune, however, makes the summoner vulnerable to radiant damage. 

 

The rune cannot be stolen nor used against the summoner if they are defeated in combat -HOWEVER- considering the nature and origins of these thralls, they can be killed and rune can be destroyed. If the rune is destroyed as a Consequence of lost fight, no other cons, outside regular wounds, can be applied. 

 

The construct can only attack creatures that have an accessible pathway towards them. (Stairs, slopes). The construct cannot climb, it can only attack creatures it can physically reach. You need to have established LoS in order to use your construct rune.


The summoner receives a bonus to future casts of Create Undead for each creation they have completed.

​

Chance of failure: Yes

Ingredients: Depending on the creation.

Ritual is available to: Cleric (Death Domain), Wizard (School of Necromancy)

Expert
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Level 7 Rituals (Master)

Summon Greater Demon

 

You attempt to summon a Greater Demon from Lower Planes. The Ritual will consist of two phases - during which the Ritual can fail. 

 

First Phase - Summoning.
You attempt to open a rift that will let the lesser demon forth. If you learn the name of a demon, you can precise which demon you can summon, otherwise you will roll a die and based on the outcome you may get different results. This phase will require ingredients and preparations.

 

If you fail this phase, you might become maimed, severely wounded or cursed. 


Second Phase - Binding.
You attempt to bind the demon you summoned - your Arcana proficiency, the type of pact and how it relates to the Demon you summoned will influence the outcome. Player’s creativity and ideas will also have an impact! 

 

If you fail this phase, you will fight the Demon you summoned (Without possibility of Binding, although fight can also be a method of Binding). This fight will be especially demanding and dangerous, the player is free to choose to flee, their summon won’t chase them. If you defeat it, it will return to the plane of its existence. If you fail to defeat it, it will roam along the island to spread corruption and mischief. (This creates an event) 

 

If you succeed, you will receive a rune that will represent your demon. The appearance will depend on the kind of a demon you summoned during the ritual. The rune will grant you free action that will deal 1d12 Physical Damage to one target of your choice each turn. The target will receive damage regardless of their position - you still need to have LoS established in order to attack with your demon. Additionally, the rune will make the summoner vulnerable to radiant damage.

​

The rune cannot be stolen nor used against the summoner if they are defeated in combat -HOWEVER- considering the nature and origins of these familiars, they can be killed and rune can be destroyed. If the rune is destroyed as a Consequence of lost fight, no other cons, outside regular wounds, can be applied.

 

Chance of failure: Yes

Ingredients: Rich Ingredients Pouch x2, 3x Garnet

Ritual is available to: Warlock

Regenerate 

​

You touch a creature and stimulate its natural healing ability. The target’s severed body members (fingers, legs, tails, and so on), if any, are restored. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

​

Chance of failure: No
Ingredients:
Rich Ingredients Pouch x2, 1x Topaz
Ritual is available to: Bard, Druid, Cleric

Resurrection

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You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing. 

This ritual neutralises any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Resurrection Ritual is a risky practice that might harm the caster itself, if they prove to be not good enough.

​

Chance of failure: Yes
Ingredients:
Rich Ingredients Pouch x2, 2x Diamond
Ritual is available to: Bard, Cleric

Master
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