Divine Ritual Magic


Spells are all well and good for battles and minor divinations. Enchantments can make equipment more powerful and increase the effectiveness of shields and armor. For real power, however, one must turn to the cooperative magic of rituals. Rituals are a much more open and theatrical kind of magic that can produce some massive effects. Some have dangers, too. Many require more than one person to perform and most get bigger and more powerful the more people join in.

Divine ritual magic can be performed by those with the Divine Ritual Magic skill. This formal magic derives its power from deities and other exceptionally powerful creatures, although some divine rituals represent a corruption of the divine powers given to mortals. Most divine rituals can be done anywhere, and are empowered by the number of people involved in the ritual. Some rituals may specify that they must be done in a particular location such as consecrated ground or a place of death, like a graveyard or a location where somebody has permanently died recently.

Props and Resources

If the ritual instructions direct any involved characters to grind up, burn, or otherwise vandalize any in-game resources, characters are encouraged to simply roleplay the action rather than destroying the resource props used; however, providing alternative items to enhance the roleplay (such as powders to represent ground-up resources or lighting pieces of paper safely on fire to represent burning a resource) is highly encouraged.

Any fire or use of incense should be safely contained within a bowl or other container to prevent accidents, and should only be used in fire-safe locations (any location that is primarily covered in dirt, stone, or cement with no nearby grass); furthermore, fire or burning incense should never be left unattended. If the location is not fire-safe, just use a representation of fire.

All resources used for rituals must be given to a member of staff or deposited in the nearest Ash Bin (at each crafting station) afterward, and are considered expended as the magic of the ritual uses up their essence, even if the ritual does not explicitly say so.

For any ritual description that encourages physical contact, remember to obtain explicit consent for the action first, ideally in advance of the ritual’s beginning; if consent cannot be obtained, Participants are encouraged to roleplay the process as best they can without making physical contact, such as by coming within 6” of other Participants.

All rituals will include the following information:

Required Components

All rituals require some sort of offering to whatever power the ritual is targeted towards. This usually comes in the form of the Basic Resources (Coin, Bloom, Ingots, Hide, Rare Mineral, Night Prizes, or Harvest), but also often includes crafted resources such as Ritual Powders or Ritual Wands; for some rituals, other sacrifices may be required.

Tools Used

Some rituals require tools to be used in performing the ritual. These tools need to be represented and supplied by the players doing the rituals. In order to cast all of the currently known Divine Rituals, a player should be prepared to supply the following items:

Other Requirements

Some rituals have other requirements (such as cannot be performed during the day). These will be listed here.

Location

If there is a required location where the ritual must be cast, it will be specified here.

Effect

This is where the in-game description of the effects of the ritual will go, along with any instructions that may have to be provided (such as information cards for Consecrated areas).

Ritual Process

These are the steps that must be completed in order to cast the ritual. Any steps in brackets are dealing with out of game items, like item cards.

Divine Ritual Invocation

All divine rituals begin and end with an invocation to a greater power, such as “Oh great and powerful Titania, I invoke your power!” This is usually the character’s deity, but may be other greater powers such as Fae, Demons, or other beings. As such, any elements to a divine ritual beyond what are described in the ritual process should thematically match the greater power that is called upon. For more information about the various powers to which Ritualists may devote themselves, please refer to the lore on Deities, Religions, and Patrons.

Divine rituals tend to involve an offering of some kind specific to the powers granting the sought boon. For example, those who follow a greater demon may include additional offerings of blood in their rituals, while followers of a greater fae may include written secrets or favors owed as part of their rituals.

Note: As divine rituals are an extension of faith in a community, they may never be cast alone.

Dark Territory

While the intricacies of Divine Ritual Magic are well known, and often plied with little fanfare, there are situations in which things can go… very wrong. Either by intent, accident, or circumstance, the Maelstrom of the Tempest seeks to wind its way into the dealings of mortals at every opportunity. Divine Ritual Magic is notably vulnerable to this influence, as it touches upon the very fabric of reality, a fabric that the beings of the Void would very much like to rend asunder.

This influence is known commonly as Dark Territory, and must be accounted for for each Ritual, whether Divine, Arcane, Enchanting, or otherwise.

Note: All crafting attempts that include Dark Territory require an appropriate marshal.

Divine Locations

While the vagaries of the divine can be debated, the effects of the divine upon the earth are clear, and the rituals used to create these locations are available to all faiths, devotions, and deities alike. However, some of these entities clearly favor one kind of influence over the other.

Consecrated Buildings / Ground

Consecrated areas are those devoted to a particular deity, faith, devotion, or religion, and offer up benefits to those matching the Consecrations Qualifier. Generally, Consecrated areas offer up a sense of peace and calm, perhaps even sanctuary to those who follow the faith and little else. Those outside of the intended audience feel little, if anything, sometimes even being unaware of the divine nature of the place.

An individual that is aware of the Consecration and has a matching Devotion, Religion, or Patron may choose to complete a Short Rest in half the normal time. As they do so, they should offer up a prayer to the greater power of the Consecrated area.

Desecrated Buildings / Ground

Likewise, Desecrated areas are those devoted to a particular deity, faith, devotion, or religion, and offer up detriments to those not matching the Desecration’s Qualifier. Generally, Desecrated areas offer up a sense of unease and anxiety to those who do not follow the faith and little else. Those who follow the faith or devotion feel little, if anything, sometimes even being unaware of the wards against intruders.

An individual that is aware of the Desecration and does not have a matching Devotion, Religion, or Patron may not complete Short Rests in that space.

Apprentice Divine Rituals


Bless Food [Apprentice Divine Ritual]

Summary: Blesses food and drink so that it is proof from poison and can cure diseases for those who eat it.

Required Components: [3 Bloom, 1 Harvest] or [6 Bloom, 2 Harvest]

Ritualists: 1

Total Participants: 2 (18)

Expiration: One Half-Hour

Targets: 8 or 18 servings of food, all Participants and Ritualist

Tools Used: Mortar and pestle, Edible Powder or Seasoning

Location: A communal eating space

Other Requirements: None

Dark Territory Suit: Arms

Dark Territory Marshal Required: No

Effect: With this ritual, one can bless up to eight meals (including drinks) for consumption within the next half hour. Using double the resources allows eighteen meals to be blessed. Any character who eats a full meal under the supervision of the Primary Ritualist may be healed to full Life Points, Cured of all desired Conditions, and may, if they wish, benefit from a Short Rest when the meal is complete.

The effects of the meal are gained for each individual when they complete their meal within a half hour of the opening invocation and the Primary Ritualist should Call the various Effects as people finish. Eating additional servings blessed by the same ritual will not grant further Effects.

While those meals are being eaten, any Ritualist who was involved in the Ritual can prevent those drinking from being poisoned by that drink by calling “Counter, Bless Food” if any poison cards are discovered.

Note: The ritual calls for the Bloom and Harvest to be ground and used to season the food. [Please use an actual seasoning, such as non-sodium seasoning or garlic powder for this - and keep in mind food allergies and edibility.]

Ritual Process:

The Primary Ritualist begins by invoking the powers of life, hearth, and health. Many Ritualists speak up to life, down to hearth, and within to health. The Primary Ritualist must declare which greater power(s) they will be asking to bless the food. This same power will be the one referenced in the responses of those partaking of the food.

Next, a Participant grinds the Bloom and Harvest into a seasoning for the meal.

The Ritualist sprinkles the seasoning over the food, intoning a chant about restoration and rejuvenation. If the blessing is done over a batch of food, the first servings will be the blessed ones. If the blessing is done over individual servings, the Ritualist should sprinkle the seasoning only over the servings to be blessed.

The Ritualists then offer a serving to each Participant, explaining the proper response the Participants must give. The Ritualists will ask each Participant if they will partake of the blessed meal. Each should respond. “I accept this bounty and this gift. Blessings upon (greater power).”

The Primary Ritualist then thanks the powers of life, hearth, and health and finishes with “Let this ritual be complete!” to close the ritual.

Buried Secrets [Apprentice Divine Ritual]

Summary: Helps break a code or find a hidden object.

Required Components: 1 Hide, 2+ Ritual Wands, 5 Coins

Ritualists: 1

Total Participants: 4

Expiration: One Half-Hour

Targets: 1 Participant

Tools Used: Circle Representation

Location: Anywhere

Other Requirements: Lantern Spirit, or other nearby spirit or divine servant.

Dark Territory Suit: Gems

Dark Territory Marshal Required: Yes

Effect: This ritual will grant the target the ability to compel spirits, divine servants, and similar entities to help break a code by providing pieces of a cipher or clues as to the location of a nearby hidden object. Each Ritual Powder used will provide one clue. If there is not already a Lantern Spirit or similar nearby, a member of Staff will need to be informed prior to the casting of this ritual.

Ritual Process:

First, the Primary Ritualist must invoke the powers of knowledge, language, and life.

Next, the Primary Ritualist must create a complete circle around the target and any written elements to a code, using any material desired. While doing so, they must chant aloud, “Within this space, let all become clear.”

The Primary Ritualist must ask if the target is willing to give of their speech in order to bring clarity, explaining that they must choose to sacrifice the ability to speak. If the target responds affirmatively, the Ritualist must give the Ritual Wand(s) to the target to hold. Each additional Ritual Wand consumed allows for one more key to a cipher, or one more hidden object to be found in the same area.

The Primary Ritualist must then give the Hide to the target. As they do so, the Primary Ritualist must say aloud, “With flesh of beast as your blank slate, expand your mind, and now translate.” The Hide must be held by the target and then shredded into pieces, then sprinkled over the cipher or the area within the circle.

Finally, the Ritualist must invoke the powers of knowledge, language, and life to end and empower the ritual. The Primary Ritualist will call “[Name or Description] Long Grant Inherent Silence Final” on the Target.

Immediately after the ritual is complete, the target must indicate a nearby Marshal Spirit or other entity of knowledge, compelling them to aid with the cipher, by handing them the ethereal essence of the now enchanted coin.

[The target may call, “[Name or Description] Obey to Marshal Spirit: Tell me one key to the cipher in the circle.” or “Obey to Marshal Spirit: Point to the location of one hidden object in this room.” This may be done once per Ritual Powder consumed. If the Spirit Marshal is not in game, they can be asked to provide the proper number of clues or show hidden objects out of game.]

Haven [Apprentice Divine Ritual]

Summary: Causes a small building to be mostly safe against attack or unwelcome entry.

Required Components: [X] Rare Mineral, 6+[Y] Coin

Ritualists: 1

Total Participants: 2 (10)

Expiration: End of the Event

Targets: Small building or tent

Tools Used: Mortar and pestle, Dust/Paint, [Haven Charge Representations & Notes]

Location: The building to be protected

Other Requirements: None

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: No

Effect: This ritual will last until the sun rises three times. It will protect any small building (including tents) that has two or fewer external doors (double doors count as two doors, tent flaps count as doors), and is not open to the outside (i.e. a gazebo is not Haven-able, nor is a pop-up shade or even a shack with no door), against entry and damage by all creatures, except for Insubstantial creatures and those mystically connected to it as part of the ritual.

Havens are created with a number of Haven Charges, each one representing some of its power to stop intruders from entering the protected area. Havens do not stop Insubstantial creatures or creatures who arrive without passing the boundaries of the room (planar travel for example); to stop Insubstantial creatures, an Enhanced Haven or Disallow can be useful.

When the Haven is created and attached to the building, an information card must also be provided, and hung conspicuously with the Haven sigil: an Exclamation Mark Sigil decorated as anything other than pure blue. On that card, there should be a number of boxes or lines (or slips of paper, or stones in a dish - anything that will help count), one for each charge given to the Haven.

Either the Haven sigil or information card should be illuminated by a light that can safely be on all night so that they are easily visible in the darkness. The information about how to mark off Haven charges must be in large lettering so that it is easily read at a distance of 5 feet, and the method for marking off Haven charges must be both simple and easily carried out, even by Staff wearing gloves.

Each time a creature attempts to enter the prohibited area without permission, or attack the building protected by the ritual, the creature's portrayer should mark off a box (take a stone, tear off a slip of paper, etc.) and then that creature is prohibited from trying to enter the Haven or attack the building again until it has completed a Long Rest.

This will stop others from even purposefully touching the building, such as to open doors. Charges may be (and should be) added to the Haven after it is created, especially by Clerics. At minimum, the ritual requires six Coin. The Haven will start with 10 Haven Charges and with the Primary Ritualist and up to five Participants connected to it; connected people will be allowed to enter the protected building without difficulty, and may allow others to enter by formally inviting them into the Haven by name. 

Each additional Rare Mineral included in the ritual will add four charges to a limit of 30 (this limit may be increased if the Haven is cast within a Great Haven). Additional Coin may also be spent during the ritual to allow another Participant to be connected to the Haven (this is above the cost used to create Haven charges); those connected to the Haven must be written on the information card. One Rare Mineral may also be used to keep the Primary Ritualist from being connected to the Haven.

The protection of the Haven will last until all charges have been expended, but the base charges granted by the initial Haven ritual may be reset to the original amount (however many were granted by this ritual) each morning after sunrise by any individual who is connected to it; this is usually done by updating the paperwork while speaking a short prayer to a higher power or deity. This can be done even if the Haven has no charges left.

Any additional source of charges will not refresh. Many Ritualists mark a separation between the original charges from the ritual, and additional charges that are added. While the Haven has charges, the building itself is immune to all kinds of damage, will not burn, and its windows and doors become impervious to breakage; this is especially useful when used on a tent or other less stable structure.

Anyone connected to the Haven can give any creature permission to enter the Haven. This permission must be explicit (clear who is being given permission, for example) and is for one entry only. Creatures are not in any way prevented from leaving.

Ritual Process:

The Primary Ritualist begins the ritual by invoking the powers of their chosen divine power, asking for protection for those who dwell within.

Next, the Ritualist must place one Coin in the hand of each Participant who will be connected to the Haven’s power, one at a time; as they do, the caster must speak of the Coin as an offering, representing trust in the greater power and in its protection. Each Participant in the ritual must then respond with praise to the same divinity before placing the Coin into the mortar.

The Primary Ritualist must then place any Rare Mineral and extra Coin into the mortar, grind it all into dust, and use the dust to inscribe the Warding Sigil upon the building to be protected. If a Haven Sigil has already been prepared in advance (such as by being written on paper), the Primary Ritualist should trace over the Sigil with the dust, empowering it with magic.

Next, the Primary Ritualist must place a representation of the Haven Charges near the Haven sigil. The method used to count the Haven Charges must be obvious to any onlookers; if it is not, creatures might enter the building as though the Haven did not exist.

Finally, the Primary Ritualist must invoke the power of the chosen divinity once more, asking for protection to complete the ritual, and finishing with “Let this ritual be complete!”

Rite of Life [Apprentice Divine Ritual]

Summary: This Ritual will convert a character from an undead state to a mortal state.

Required Components: 3 Night Prize, 3 Harvest, 1 Ritual Wand, 1 Foundation Resource Infusion (Spark), Mortality (Named Resource)

Ritualists: 1 (3)

Total Participants: 2 (6)

Expiration: Instantaneous

Targets: One Participant with the Undead Type

Tools Used: Ritual Bowl, Source of Flame, Parchment, Writing Implement, Mortar and Pestle, Water

Location: Consecrated / Desecrated Ground

Other Requirements: If the target of the ritual is not Willing, they must be made Helpless. Optional: The True Name of the target.

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: No

Effect: This returns an individual who has been turned undead to mortality. When the ritual is complete, the target’s player may choose out-of-character whether they wish to be affected by the ritual; if they do not wish this change, the target’s body will simply discorporate when the ritual is complete. If they choose to make the change, they should retire to a private place to undergo the painful and traumatizing transition from undead to living creature.

They will come back at half the Campaign Maximum, to a minimum of a 2nd level character of their choice. (At Staff discretion, they may allow the character to be of a higher level.)

Ritual Process:

First, the Primary Ritualist must invoke the powers of life, to return the spark of life to an undead creature.

Next, a Participant must crush the Night Prizes and add them to pure water.

A Participant must then anoint the forehead of the target with the water mixture by allowing drops from the fingers to fall onto the target’s forehead.

The Primary Ritualist must write down the name (or True Name) of the target, and burn it in the ritual bowl, calling out to a greater power as they do so and reminding the power of the true essence of the target.

The Primary Ritualist must hold the Harvest over the smoke, asking the slain creatures to carry this message to the greater power invoked. 

Finally, the Primary Ritualist must place the Foundation Resource Infusion onto the target’s chest and invoke the powers of life, chanting, “Living Dead, now return to life. Let this ritual be complete!”

[The Primary Ritualist should Call “[Name or Description] Subtle Discern: are you Undead?” If the answer is no, this ritual fails. If the answer is yes, the Ritualist can then Call "Instruction [Name or Description] Tell me if you want your character to lose its Undead Type." If the answer is yes, explain to the target that they need to go to Staff to complete the transition.]

Once the Ritual is complete, should it succeed, the undead form dissipates, and will reform nearby once the cleaning of the spirit by the greater power is complete.

Journeyman Divine Rituals


Craft Ghoul [Journeyman Divine Ritual] [Blood Magic]

Summary: Changes a willing living creature into a necromantic monster.

Required Components: 2 Coins, Foundation Resource Infusion - Ruin, Life Points, 1+ Ritual Wand(s)

Ritualists: 3

Total Participants: 4 (7)

Expiration: Long Rest

Targets: 1 Willing Living creature

Tools Used: Ritual Dagger, Dowl, Writing Implement, Parchment

Location: Anywhere Desecrated or within site of a grave or tomb

Other Requirements: Person/Creature that has never previously been turned into an undead by this ritual before.

Dark Territory Suit: Arms

Dark Territory Marshal Required: Yes

Effect: This ritual will transform a willing living target (who has never been turned into an Undead by this ritual before) into a powerful, enraged ghoul that is leashed by the power of the necromancy used to create it. The more resources used in the ritual, the more powers the ghoul will have. At base, the undead will last until the next Long Rest before it will die and immediately dissipate.

Controllers are designated Ritualists that can command the Undead. If the controllers are incapacitated or unable to speak, the undead will continue to follow the last orders given, to the best of its ability. In any situation, the ghoul’s portrayer should use their best judgment to determine the presence of controllers and whether they should follow any commands.

A base Undead will have the following stats:

Each additional Ritual Wand used will allow the Primary Ritualist to add one of the abilities below:

Two Ritual Wands used will allow the Primary Ritualist to add one of the abilities below:

Adding additional abilities in this way adds One Dark Territory to the rituals for every two Ritual Wands used, rounding up.

Ritual Process:

To begin, the target should lay on something (the ground, table, or bed). Then the Primary Ritualist will stand at the top of the target and will prepare the person to be sacrificed by placing the Coins on their eyes. The Secondary Ritualists should stand to either side of the Target.

Next, the Primary Ritualist must invoke the powers of the divine power they serve, asking for guidance in the target’s journey from life into undeath.

The Secondary Ritualists must create an unbroken circle around the sacrifice, using whatever material they prefer.

A Ritualist must tie the hands of the intended sacrifice with a number of strings or ropes equal to the number of people who will be given control of the undead [maximum three]; the ropes will then be handed to each intended controller and touched with the Ritual Wand(s).

Intended controllers must maintain hold of the string/rope throughout the ritual, or they will lose their connection to the undead; if fewer than three controllers are holding the string at any time during the ritual, the ritual will fail and must be started over. While this process occurs, each controller must chant aloud, “Thy hand to mine, my will is thine.” Controllers must be Ritualists.

Each controller must then Sacrifice one Life Point of blood using the ritual dagger into a common vessel. They will then draw their personal sigil upon the sacrifice’s body [checking for consent], using the blood to do so.

The Primary Ritualist next places a Thought rune upon the head of the sacrifice. This will grant the Primary Ritualist the ability to command of the sacrifice “Obey: Tell me if you have previously been ritually sacrificed.”

If the answer is yes, the ritual cannot be completed. Next, the Primary Ritualist must ask the sacrifice, “Will you give your life to embrace the darkness?” The sacrifice must respond with “Yes”; if they do not, the ritual cannot be completed.

Next, a participant must write down the powers to be conferred to the undead on a piece of parchment (this may be prepared beforehand), then place the parchment onto the sacrifice’s chest while chanting: “As you pass beyond the veil, keep this close, and do not fail.”

The Primary Ritualist next removes the Thought rune from the head of the sacrifice. If this step is not completed, when the ritual ends the undead will retain its knowledge of the transition through death, which will drive it mad and cause it to attack all present until its destruction.

Finally, the Primary Ritualist must stab the ritual dagger into the heart of the sacrifice, performing a Deathblow upon them. As soon as the sacrifice dies, the ritualist says aloud, “Let the ritual be complete. Arise!”

The Target will be attended by the Secondary Ritualist who will make sure the Target understands all their new abilities.

[The target is given an information card with all the abilities listed on it.]

Blessing of Faith [Journeyman Divine Ritual]

Summary: Grants a Protect to each Participant.

Required Components: 3 Coin per Participant (3 Bloom per Participant, 3 Rare Minerals per Participant)

Ritualists: 1

Total Participants: 2 (6)

Expiration: Until Used

Targets: All Participants

Tools Used: Bowl

Location: Consecrated / Desecrated Location

Other Requirements: Day / Night

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: No

Effect: With this ritual, when finished, the ritual grants the Primary Ritualist and each Participant a Protect vs Darkness (when cast on Consecrated grounds during the day) or Radiance (when cast on Desecrated grounds at night).

If, instead, both Coin and Bloom are given, the Ritualist may Grant an additional Protect vs [One Of: Radiance, Darkness, Flame, Ice, Lightning, or Acid] to each Participant.

If, instead, Coin, Bloom, and Rare Minerals are given, the Ritualist may give Protects vs [One Of: Radiance, Darkness, Flame, Ice, Lightning, Acid, Weapons, or Packets].

Upon completion of the ritual, the Primary Ritualist will Call, “By My Voice to Participants of this Ritual, Grant Protects vs [One Of: Radiance, Darkness, Flame, Ice, Lightning, Acid, Weapons, Packets].” Participants may need to be reminded that the Stacking Limit for Protects will not allow duplicate Protects.

Ritual Process:

The Ritualist begins the ritual by invoking the powers of their chosen divine power, asking for protection for those gathered.

Next, the Ritualist must then conduct a sermon that discusses the themes of preservation and exhorts the blessings of their chosen divinity against the threats faced by their faith.

At the end of the sermon, the Ritualist adds three Coin to the bowl, and then brings it to each other Participant, and presents it for the Participants to place three more Coin inside. When each Participant presents the offering, the Ritualist should invite the Participant to repeat after them: “I give of my Coin, to protect against the [Darkness / Light.]”

If the Ritualist is a Journeyman-tier Ritualist, this process may be repeated, this time with each Participant putting in three Bloom. When each Participant presents the offering, the Ritualist should invite the Participant to repeat after them: “I give of my Bloom, to protect against the Elements.” [Should any Participant who gave Coin not give Bloom, the ritual fails and the Ritualist should Call “Let this Ritual be complete.” without making the Call at the end.]

If the Ritualist is a Greater-tier Ritualist, this process may be repeated yet a third time, this time with each Participant putting in three Rare Minerals. When each Participant presents the offering, the Ritualist should invite the Participant to repeat after them: “I give of my Minerals, to protect against the Spell and Sword.” [Should any Participant who gave Coin and Bloom not give Minerals, the ritual fails and the Ritualist should Call “Let this Ritual be complete” without making the Call at the end.]

When the Primary Ritualist has received all offerings from all Participants, they will say, “With these sacrifices, let the ritual be complete.

[The Primary Ritualist then makes the Call. If only Coin is given, the Ritualist may give Protects against Radiance or Darkness. If Coin and Bloom are given, the Ritualist may give Protects against Radiance, Darkness, Flame, Ice, Lightning, or Acid. If Coin, Bloom, and Rare Minerals are given, the Ritualist may give Protects against Radiance, Darkness, Flame, Ice, Lightning, Acid, Weapons, or Packets. The Resources should be deposited in the Ashbin.]

Commune [Journeyman Divine Ritual]

Summary: This ritual will get answers to a number of questions and possibly follow up clarifying questions in exchange for speaking aloud truths.

Required Components: 10 Coin per Question (Max 50 Coin), 1 Ritual Powder, 1 Foundation Resource Infusion (Aspect)

Ritualists: 1

Total Participants: 3 (9)

Expiration: One Hour

Targets: The Primary Ritualist

Tools Used: Ritual bowl, Candle, Source of Flame

Location: Consecrated/Desecrated Ground

Other Requirements: Lantern Spirit

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: Yes

Effect: With this ritual, one may call out to the powers they serve looking for answers. During the ritual, the Primary Ritualist may ask up to one question per 10 Coin Sacrificed to the ritual up to 50 Coins, which the Lantern Spirit will answer to the best of their knowledge. Each Ritual Caster may only cast this once per Long Rest.

Ritual Process:

First, the Primary Ritualist must invoke a greater or lesser power that they follow. This invocation should continue until it attracts the attention of a Lantern Spirit

Next, the Primary Ritualist must place the Coin upon the ground around the Participants; the Coin need not be touching one another, but should imply a vaguely circular shape. Each set of Coin used will allow the Primary Ritualist to ask one question of the being invoked.

The Primary Ritualist must then step into the circle and speak aloud, “Let us be united in our purpose and our questions; we speak as one.” Each Participant must place themself within physical contact or within 6” of any other Participant (as always, check for consent in advance). For every three additional Participants, one of the questions asked and paid for may be followed up with a clarifying or related follow-up question. However, if any of the linked Participants separate before the ritual is complete, the ritual will fail, and the resources will be consumed. So, if the Primary Ritualist and six additional Participants perform the ritual, two of the questions can be followed up with clarifying questions.

The Primary Ritualist must move inward to the center of the circle, all while maintaining physical proximity with the other Participants, to place the Foundation Resource Infusion in the bowl. The Foundation Resource Infusion should be burned along with the Ritual Powder.

Calling aloud, the Primary Ritualist must offer up an exchange with the following chant: “Truth for truth, and knowledge sought. I give my truth for answers bought.”

For each question purchased, participants must truthfully answer one question asked of the greater power aloud [which will be asked as “[Name or Description], Obey to Participant: Answer the next question honestly and loudly.”]

Participants may choose to provide vague answers, but they run the risk of displeasing the power to which they are appealing for knowledge. Consequences for this may include the power refusing further questions, causing a temporary loss of Maximum Life Points for that Participant, or - if the evasion is egregious enough - arriving corporeally and attempting to kill everyone present.

Once the participants have answered the questions, the primary ritualist is empowered to ask questions of the power. They should start each question with “O great power, I ask this question:”. Questions may be broad, but a question with multiple clauses or multiple answers required will be counted as multiple separate questions.

Finally, the Primary Ritualist must invoke the power they serve and say “Let this ritual be complete!” 

Lesser Consecrate / Lesser Desecrate [Journeyman Divine Ritual]

Summary: This ritual creates a temporary area of consecrated or desecrated ground, depending on the greater power to which the space is dedicated that lasts until the end of the event.

Required Components: [X] Ingots, 2 Ritual Powder, 3 Ritual Wand

Ritualists: 2

Total Participants: 3 (10)

Expiration: Standard

Targets: Area inside the string

Tools Used: Red string, [information card], writing implement, burning implement (candle, torch), bowl, stakes/tacks (optional)

Location: Must be cast in the location to be Consecrated/Desecrated

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: No

Other Requirements: No Participant may be Undevoted, Area cannot already be Consecrated or Desecrated.

Effect: This ritual creates either consecrated or desecrated ground, depending on the greater power to which the space is dedicated. This ritual may not be cast upon a space that includes a Haven to which the Ritualist is not connected. The effect lasts until the end of the Event.

If the enchanted space is a building, the red string used in the ritual process may be removed after the ritual is complete, and the boundaries of the building may be used as the extent of the consecrated/desecrated space. If instead the space is an open area, the boundaries of the space are fixed at the string upon completion of the ritual. If the string or anchors are disturbed, they should be returned to their original location as soon as is feasible. Once the ritual is complete, cutting the string has no effect on the consecration.

When the ritual is complete, the information cards must be prominently displayed in locations around the space to mark it. These cards must also include the following information: “This space is [Consecrated/Desecrated], the string defining the boundary of this space cannot be moved or cut.” (everything but the symbol can be written on the card ahead of time). The symbol is written on the card as part of the ritual process.

An individual that is aware of the Consecration and has a matching Devotion, Religion, or Patron may choose to complete a Short Rest in half the normal time. As they do so, they should offer up a prayer to the greater power of the Consecrated area.

An individual that is aware of the Desecration and does not have a matching Devotion, Religion, or Patron may not complete Short Rests in that space.

Ritual Process:

Before the ritual begins, the Primary Ritualist should measure out the circumference of the space to be consecrated or desecrated, using the red string to encapsulate the space. Once it is cut to the appropriate length and the Participants are instructed as to their parts and responses, the ritual may start.

The Primary Ritualist must begin with an invocation to the powers to whom they are dedicating the space and must declare whether the area is to be consecrated or desecrated.

Next, red string must be taken up and measured out to encapsulate the chosen space; this must be done by a Secondary Ritualist. The measurer must take the string and stretch it out as far as possible with their arm span. At base, the ritual allows for ten arm-spans worth of string to be measured out; every Ingot dedicated to the ritual will enchant one additional arm-span’s worth of string. During this time, the Primary Ritualist must chant for each time the measurer opens their arms:

“For the price of this Ingot, I strengthen the power of this (un)holy space.”

Once the string is measured out, it must be anchored with tacks, stakes, or other fixed objects in the environment so that the space to be enchanted is enclosed. A tree would work, but a chair or easily moved rock would not. The string must be attached to each anchor point by a different Participant, potentially requiring many individuals to be involved. Before applying each anchor point, the Primary Ritualist calls out:

“Let your effort anchor this (un)holy space.” As each person applies an anchor point, they respond “For the glory of [name of greater power].” 

The Participant must then touch the anchor point with the Ritual Wand, expending some of its power with each point touched.

Once the space is enclosed, the Primary Ritualist must burn the Ritual Powder as incense close to the center of the space to be consecrated/desecrated in an offering to the greater power. They then inscribe the symbol of the greater power on prominently displayed signs in locations around the space to mark it as belonging to the greater power.

Finally, all Participants must end the ritual with a call-and-response invocation to the greater power.


The Primary Ritualist will call out:

“Great one, we beg your providence.

Our prayers to you we now dispense.

Fill this bounded (un)holy space,

with your power and your grace.”


The other Participants will respond:

“We lend our power and our belief to [consecrate/desecrate] this site for the glory of (greater power).” 

When this is done, the Primary Ritualist will close the ritual with “Let the ritual be complete!”

Divine Hammer [Journeyman Divine Ritual]

Summary: Enhances a hammer to be extremely effective at mending armor.

Required Components: 2 Coin, 2 Ingots, 2 Rare Minerals

Ritualists: 1

Total Participants: 3

Expiration: Short Rest

Targets: Hammer

Tools Used: Hammer, hard surface

Location: Anywhere

Other Requirements: None

Dark Territory Suit: Arms

Dark Territory Marshal Required: No

Effect: With this ritual, the Divine Ritualist enhances a forge hammer with divine power. With this hammer, a Participant can repair a suit of armor to full [“Mend Armor to Full”] with a Focus Quick 100 while roleplaying fixing a suit of armor with it.

The hammer-holder should be told that they must plant their feet, and may then call “Mend Armor to Full” after using the hammer to roleplay repairing armor for a Quick Count of 100. They should be warned that the ability will end if they complete a Short Rest, the hammer leaves their hand, or moves their feet.

Ritual Process:

The Primary Ritualist begins by invoking the powers of craft and creation.

Next, the Primary Ritualist must place the hammer to be targeted on a hard surface, and the Primary Ritualist and each Participant must then stand in a triangle around the hammer.

The Primary Ritualist and each Participant must each place 1 Coin onto the hard surface, and one Participant will strike each Coin with the hammer, while chanting, “Forge this Coin for me.”

The Primary Ritualist and each Participant must each place 1 Ingot onto the hard surface. The second Participant will then strike each Ingot with the hammer, while chanting, “Forge this metal for me.”

The Primary Ritualist and each Participant must each place 1 Rare Mineral onto the hard surface. The Primary Ritualist must then strike each Rare Mineral with the hammer, while chanting, “Forge these elements for me.”

The Ritualist then gives the hammer to one Participant and the remnants of the crushed components to the other.

The Ritualist must then state, “Let the ritual be complete.”

The Participant with the crushed components holds them in cupped hands protecting the energy still stored within them, until they can be deposited in an Ashbin. The Participant with the hammer can use the hammer to repair armor until they complete a Short Rest, let the hammer leave their hand, or move their feet, whichever is first.

[The hammer-holder should be told that they must plant their feet, and may then call “Mend Armor to Full” after using the hammer to roleplay repairing armor for a Quick Count of 100. they should be warned that the ability will end if they complete a Short Rest, the hammer leaves their hand, or moves their feet.]

Open Stormgate [Journeyman Divine Ritual]

Summary: Establishes a connection with an existing Stormgate.

Required Components: 1 Ritual Wand, 1 Ritual Powder

Ritualists: 1

Total Participants: 1

Expiration: Invocation + 1 Hour

Targets: An existing Stormgate Arch

Tools Used: Source of Flame, Mortar and pestle, Ritual Dagger

Location: Within ten paces of a Stormgate Arch

Other Requirements: None

Dark Territory Suit: Implements

Dark Territory Marshal Required: No

Effect: Casting this ritual “opens” an existing Stormgate Arch, and forges a Stormbridge to another Stormgate Arch on another Eye. The destination’s True Name must be used, or the ritual automatically fails.

Ritual Process:

First, the Primary Ritualist invokes the powers of travel, and asks a deity’s protection for the journey to come.

Next, the Primary Ritualist must burn the Ritual Powder, and chant:

"By the power of the divine,

Open now a portal, let it shine.

To a world beyond our own,

Where wonders and mysteries are shown.

Let the veil between worlds be rent,

And let us cross, without lament.

Through this portal we will go,

We form the bridge let our spirits flow.”

Once complete, the Primary Ritualist must grind the Ritual Wand with the mortar and pestle to a fine powder, and then light it aflame. The Primary Ritualist must then prick their finger with the ritual dagger, and let one drop of blood fall into the flame.

As the blood burns, the Primary Ritualist must call out the True Name of the destination Stormgate before the blood burns away. Failure to do so causes the ritual to fail.

Then, the Primary Ritualist must draw the rune for Tempus in the air above the blooded flame, and recites the invocation of the Stormbridge:

"To realms beyond, we seek to go,

Where lightning strikes and rivers flow.

With words of faith we channel magic's might,

We open now the portal to take flight.

Spirits beyond, we bid you now obey,

Grant us this wish, show us the way."

The Primary Ritualist should continue to slowly recite the Invocation of the Stormbridge until the Stormgate is stabilized; this may take several turns of the hourglass.

Once the Invocation has stabilized the Stormbridge, the Arch will produce a soft green light; only then is it safe to cross the Stormbridge, and the ritual is complete. Do not tarry as the Stormgate is inherently unstable and requires a spirit to pass through, lest the fury of the Maelstrom leak into the origin realm.

For as long as the Primary Ritualist continues to recite the Invocation of the Stormbridge, allies may pass through to the other side. Once the Primary Ritualist ceases to incant the Invocation, the Stormgate will begin to deteriorate and will only last an hour from that time.

Note: Do not allow unattended objects to be moved through the Stormgate, whether rolled, thrown, launched or otherwise moved. Doing so risks the fury of the Maelstrom.

Note: Should more than six souls pass through a Stormgate that has not been specifically reinforced, each additional soul risks injury, corruption, and death.

The Primary Ritualist may forcibly close a Stormgate they have opened by reciting the Dissolution of the Stormgate incantation:

"By ancient rite and magic's spell,

We bid the portal now dispel.

From distant realm, we make our return,

The bridge between two worlds, we burn.

Close the portal that binds our lands,

And raise the veil at our commands.

Oh ancient forces, hear our plea,

And close the portal, so mote it be!"

Reciting the Dissolution of the Stormgate by the Primary Ritualist will quickly weaken a Stormgate, but multiple recitations may be necessary, particularly if opposed.

Greater Divine Rituals


Abandon Hope [Greater Divine Ritual]

Summary: Wards an area against intrusion, causing intruders to take damage with every step.

Required Components: 4 Ingots, 1 Ritual Powder

Ritualists: 1

Total Participants: 5

Expiration: End of Event

Targets: Area to be enchanted

Tools Used: red string, tacks/stakes (optional), [Information Card]

Location: The space to be ritually empowered

Other Requirements: None

Dark Territory Suit: Arms

Dark Territory Marshal Required: Yes

Effect: This ritual may be cast onto any clearly marked location. This ritual will enchant a location such that anyone who either is or is not (at the Primary Ritualist’s discretion) of a specific Type will take 1 Damage by Spite for every step they take in that location.

Upon completion of this ritual, the Primary Ritualist must put up a sign that says “Abandon hope, all/non-Type who enter here” along with one or more information cards which communicate the effects of the ritual. Both the sign and information card(s) must be prominently displayed at the edges of the enchanted space. It will last until the end of the Event.

If the enchanted space is a building, the red string may be removed after the ritual is complete, and the boundaries of the building may be used as the extent of the ritually empowered space. If instead the space is an open area, the boundaries of the space are fixed at the string upon completion of the ritual. If the string or anchors are disturbed, they should be returned to their original location as soon as is feasible. Cutting the string has no effect on the ritual effect.

Information cards need to be prominently displayed in locations around the space to mark it. These cards must include the following information: “This space is ritually empowered. All those who are/are not Type take 1 by Spite for every step they take within the bounds of the red string (or within the bounds of the building if the string has been removed). The string defining the boundary of this space cannot be moved or cut (if the string has not been removed).” Everything may be written on the card ahead of time.

Ritual Process:

First, the Primary Ritualist must invoke the powers of protection and wrath.

Next, a Participant must outline the location to be empowered with red string, mystically anchoring it in four separate locations with one Ingot each. The string must be physically anchored with tacks, stakes, or other fixed objects in the environment so that the space to be enchanted is enclosed. A tree would work, but a chair or easily moved rock would not. When applying each anchor point, the Primary Ritualist calls out “For the price of this ingot, I strengthen this ward against (Type or non-Type).” As each Participant applies an anchor point, they respond “None shall pass.”

The Primary Ritualist must then use the Ritual Powder to create a line across the entryway, while chanting, “Create a barrier to keep at bay all those (Type, or not Type) who would mar this space.”

The Primary Ritualist must then place the sign, chant “Abandon hope!” Participants must repeat the line, “Abandon hope!”

Finally, the Primary Ritualist must invoke the powers of protection and wrath and say “Let this ritual be complete!”

[Information cards should be placed at this time.]

Disallow [Greater Divine Ritual]

Disallow: Wards the area against Insubstantial creatures, with the option to create illusory details.

Required Components: 1 Ritual Powder, 1 Rare Mineral, 1 Hide

Ritualists: 1

Total Participants: 2 (6)

Expiration: End of Event

Targets: 1 Building

Tools Used: Red string, writing implement, parchment, [Information Card]

Location: Building to be enchanted

Other Requirements: None

Dark Territory Suit: Implements

Dark Territory Marshal Required: No

Effect: This ritual forbids the area to be entered by any insubstantial creatures. Upon completion of the ritual, an information card must be placed upon each entrance to the building that tells other players the nature of the forbiddance. This can enchant a small building, and lasts until the end of the Event.

Each additional Ritual Powder used and additional Participant involved in the ritual may include one piece of illusionary information that any insubstantial individuals see in addition to the truth; all illusionary changes must be made to the inside of the building. If the insubstantial creatures are able to physically interact with the illusion in some way, they can realize that it is illusionary. All of the above information should be added to the information card.

Ritual Process:

First, the Primary Ritualist must invoke the powers of protection and the spirits.

Second, the Ritualist must spread out the parchment and draw their personal sigil upon it while saying a prayer describing the space to be protected.

Next, the Ritualist must wrap the parchment around the Rare Mineral, then wrap the Hide around the parchment, tying it into a closed bundle with the red string.

The Ritualist must light the Ritual Powder as incense and waft their hands through the smoke, chanting aloud, “Those without form, without body or shape. Over their eyes, a veil I now drape.” Each Participant may then add one illusionary image which will be seen by any insubstantial individuals looking into the space. To do so, Participants must place their hand over the bundle and describe out loud the single image they are adding; each Participant may only do this once. During this time, the Primary Ritualist must inscribe a record of the additional details, responding to each verbal addition by the Participants with “So see the spirits, so shall it be.”

[The Primary Ritualist writes the details out on the ritual’s information card.]

The bundle must then be buried in a space under or very near to the location with the Disallow ritual upon it. Once the ritual is complete, the bundle is anchored to its spot and may not be moved.

Finally, the Primary Ritualist must invoke the powers of protection and the spirits and say “Let this ritual be complete!” to end the ritual.

[While invoking, the Ritualist places the information card prominently at each entrance to the building.]

Enhanced Haven [Greater Divine Ritual]

Summary: This augments an already existing Haven that has a Hearth inside it with additional benefits.

Required Components: 3 Rare Minerals, 1+ Ritual Wand per Enhancement

Ritualists: 1

Total Participants: 3 (10)

Expiration: Duration of the Haven

Targets: One Haven

Tools Used: Ritual dagger, Ritual bowl, Blood

Location: The Haven to be enhanced

Other Requirements: The Haven must have an Active Hearth within it.

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: No

Effect: This ritual will enhance a pre-existing Haven ritual, providing a variety of potential benefits to those dwelling within. These enhancements will last until the Haven loses its last charge. One of the following enhancements may be added to the Haven only if that Haven has a Hearth inside it connected to at least one Participant and should be listed on the information card when chosen:

Each additional Ritual Wand used will allow the Primary Ritualist to add additional enchantments from the list above.

Ritual Process:

First, the Primary Ritualist must invoke powers of protection.

Then, the Primary Ritualist will ask for the sacrifice of a story, reminding the assemblage that the story will be stored in and will power the enhancement(s) until the Haven Ritual is ended, at which point the memory of the story will return to its owner. A Participant must then offer up a cautionary tale about those who have been harmed by the darkness before.

[As long as the Haven lasts, the memory of that story will be gone from the mind of the Participant who offered it.]

The Primary Ritualist must draw blood [Not Life Points] from willing targets with the ritual dagger and mix it with the Rare Minerals in the ritual bowl, using the Ritual Wand to stir and empower the mixture.

The Primary Ritualist must then inscribe a picture on the door or doorway of the warded structure using the bloody mixture that represents the enhancement chosen. If multiple enhancements are chosen a new Ritual Wand must be used to draw each representative picture. While drawing the pictures, the Primary Ritualist should intone, “Let us not forget their loss, their sacrifice. May their spirits protect our rest.” The Primary Ritualist should then list the enhancements to be given by their names.

Finally, the Primary Ritualist must invoke the powers of protection and say “Let this ritual be complete!” to end the ritual.

[The Primary Ritualist writes all the enhancements on the Haven’s information card.]

Greater Consecration / Greater Desecration [Greater Divine Ritual]

Summary: This ritual creates a long lasting area of consecrated or desecrated ground, depending on the greater power to which the space is dedicated that lasts three years.

Required Components: [x] Rare Minerals, 2 Ritual Powders, 3 Ritual Wands

Ritualists: 1

Total Participants: 3 (16)

Expiration: Three Years

Targets: Area inside the string

Tools Used: Red string, [information card], writing implement, burning implement (candle, torch), bowl, stakes/tacks (optional)

Location: Must be cast in the location to be Consecrated/Desecrated

Other Requirements: None

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: No

Effect: This ritual creates either consecrated or desecrated ground, depending on the greater power to which the space is dedicated. This ritual may not be cast upon a space that includes a Haven to which the Ritualist is not connected. The effect lasts for three years.

If the enchanted space is a building, the red string used in the ritual process may be removed after the ritual is complete, and the boundaries of the building may be used as the extent of the consecrated/desecrated space. If instead the space is an open area, the boundaries of the space are fixed at the string upon completion of the ritual. If the string or anchors are disturbed, they should be returned to their original location as soon as is feasible. Once the ritual is complete, cutting the string has no effect on the consecration.

When the ritual is complete, the information cards must be prominently displayed in locations around the space to mark it. These cards must also include the following information: “This space is [consecrated/desecrated], the string defining the boundary of this space cannot be moved or cut.” (everything but the symbol can be written on the card ahead of time). The symbol is written on the card as part of the ritual process.

An individual that is aware of the Consecration and has a matching Devotion, Religion, or Patron may choose to complete a Short Rest in half the normal time. As they do so, they should offer up a prayer to the greater power of the Consecrated area.

An individual that is aware of the Desecration and does not have a matching Devotion, Religion, or Patron may not complete Short Rests in that space.

Ritual Process:

Before the ritual begins, the Primary Ritualist should measure out the circumference of the space to be consecrated or desecrated, using the red string to encapsulate the space. Once it is cut to the appropriate length and the Participants are instructed as to their parts and responses, the ritual may start.

The Primary Ritualist must begin with an invocation to the powers to whom they are dedicating the space and must declare whether the area is to be consecrated or desecrated.

Next, red string must be taken up and measured out to encapsulate the chosen space; this must be done by a Secondary Ritualist. The measurer must take the string and stretch it out as far as possible with their arm span. At base, the ritual allows for ten arm-spans worth of string to be measured out; every Rare Mineral dedicated to the ritual will enchant one additional arm-span’s worth of string. During this time, the Primary Ritualist must chant for each time the measurer opens their arms:

“For the price of this rare stone, I strengthen the power of this (un)holy space.”

Once the string is measured out, it must be anchored with tacks, stakes, or other fixed objects in the environment so that the space to be enchanted is enclosed. A tree would work, but a chair or easily moved rock would not. The string must be attached to each anchor point by a different Participant, potentially requiring many individuals to be involved. Before applying each anchor point, the Primary Ritualist calls out:

“Let your effort anchor this (un)holy space.” As each person applies an anchor point, they respond “For the glory of [name of greater power].” 

The Participant must then touch the anchor point with a Ritual Wand, expending some of its power with each point touched.

Once the space is enclosed, the Primary Ritualist must burn the Ritual Powder as incense close to the center of the space to be consecrated/desecrated in an offering to the greater power. They then inscribe the symbol of the greater power on prominently displayed signs in locations around the space to mark it as belonging to the greater power.

Finally, all Participants must end the ritual with a call-and-response invocation to the greater power.


The Primary Ritualist will call out:

“Great one, we beg your providence.

Our prayers to you we now dispense.

Fill this bounded (un)holy space,

with your power and your grace.”


The other Participants will respond:

“We lend our power and our belief to [consecrate/desecrate] this site for the glory of (greater power).” 

When this is done, the Primary Ritualist will close the ritual with “Let the ritual be complete!”

Health to the Company [Greater Divine Ritual]

Summary: Heals everyone in a group and gives them an additional Maximum Life Point.

Required Components: 3 Ritual Powder, 1+ Coin

Ritualists: 1

Total Participants: 2 (16)

Expiration: Long Rest

Targets: All Participants including the Ritualist

Tools Used: Candle / Source of Flame

Location: Consecrated / Desecrated Ground

Other Requirements: Primary Ritualist cannot be Undevoted

Dark Territory Suit: Arms

Dark Territory Marshal Required: No

Effect: This ritual will entirely Heal all missing Life Points and will Long Grant Plus One Maximum Life Points to all Participants. It must be performed on ground that has been Consecrated or Desecrated to the Devotion of the Primary Ritualist.

1 Coin is required for each Participant including the Primary Ritualist. After the ritual is completed, the Primary Ritualist should call out “By My Voice to Participants of this Ritual, Long Grant Plus 1 Life Point and Heal to Full”

Ritual Process:

Each Participant must sit without touching another Participant during this ritual.

First, the Primary Ritualist must invoke the power in which they have faith.

Next, the Primary Ritualist must place each Ritual Powder in a different location around the gathered Participants and light them as incense, while asking the greater power to hear their words for a blessing of health and recovery.

The Primary Ritualist then moves to each Participant in turn, receiving a Coin from each target and intoning, “Coin for health.” Each Participant must respond with the same: “Coin for health.”

The Primary Ritualist then offers up all of the gathered Coin to the flame while intoning, “Let this fortune now abide, and the wounds of all subside.”

Finally, the Primary Ritualist must invoke the greater power, thanking it for blessings and finish with “Let this ritual be complete!”

[The Primary Ritualist should then Call “By My Voice to Participants of this Ritual, Long Grant Plus One Life Point and Heal to Full.”]

Projection [Greater Divine Ritual]

Summary: Allows a number of characters to astrally project in order to scout while Insubstantial.

Required Components: 1+ Ritual Powder, 1 Ritual Wand per Insubstantial Participant

Ritualists: 1

Total Participants: 2 (7)

Expiration: 30 Minutes+

Targets: Up to 6 Participants

Tools Used: Candles, source of flame, incense (or sand timer of 1 hour or less)

Location: An peaceful outdoor location out of sight of buildings or crowds.

Other Requirements: Lantern Spirit (for some destinations, such as module spaces)

Dark Territory Suit: Gems

Dark Territory Marshal Required: Yes

Effect: The Primary Ritualist and up to five other targets become insubstantial and can travel to other areas to investigate; as insubstantial entities, they will be unable to physically interact with the world, but may be able to safely travel to locations that would be dangerous for corporeal individuals. Participants have until the incense has finished burning to return to the location where the ritual was cast.

If the Participants return before the incense is extinguished, they return to corporeal form, losing the insubstantial Condition; however, if the incense is extinguished - either naturally or artificially - before the Participants have returned, upon the Participants’ return they will lose the insubstantial Condition and take a Death Final Effect. One Participant must stay behind to safeguard the incense, and may burn additional Ritual Powder when the previous incense has extinguished to preserve the lives of their fellow Participants. Some locations may be unreachable without a Lantern Spirit.

Ritual Process:

The Primary Ritualist must begin by invoking the powers of knowledge or the spirits.

Next, a Participant must place several candles around the gathered Participants and light them, speaking aloud the following phrase, “As smoke from flame will now arise, let us be as spirit spies.”

One Participant, who will remain behind, must light the Ritual Powder as incense. As they do so, they must say, “I will remain, to guard flame and form alike.”

[In areas where fire is prohibited, Participants may substitute a sand timer that measures thirty (30) minutes or less for the incense. Each additional Ritual Powder used allows the sand timer to be turned over once.]

The Primary Ritualist must instruct each traveling Participant to close their eyes and meditate upon the transition between the physical and ephemeral.

Next, each traveling Participant must slowly recite a chant that represents their transition from physical to spiritual, such as “My body lightens, dissipates, subject to the winds of fate.” As they do so, the Ritual Wands will fall to ash.

Finally, the Primary Ritualist must end the ritual with an invocation to the powers of knowledge and the spirits and say “Let this ritual be complete!”, [at which point all Participants (except for the Participant who chooses to stay behind) will become insubstantial.]

Master Divine Rituals


Deal with Death [Master Divine Ritual]

Summary: Bargain with a Keeper.

Required Components: 3 Hide, [X] Coin, 1 Foundation Resource Infusion (Death), 2 Ritual Powder

Ritualists: 1

Total Participants: 3 (10)

Expiration: 1 Hour

Targets: 1 Participant

Tools Used: bones, bowl, writing implement, parchment, incense

Location: A place of death, such as a graveyard or location where someone has recently permanently died.

Other Requirements: Lantern Spirit

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: Yes

Effect: This ritual will summon a Lantern Spirit into the presence of the Ritualist(s); once the request is accepted, the Spirit will take the target to the Spirit Well to bargain with the chosen Keeper. The Keeper may be bargained with to achieve any number of purposes such as: harming/slaying a foe, preventing the detriments caused by death, or any other bargain conceivably within their power. The ritual does not guarantee a Keeper’s aid, and additional offerings must usually be made in order to convince the Keeper to act on one’s behalf.

Ritual Process:

The Primary Ritualist first begins the ritual by placing a circle of bones around the casting space (the bones need not be connected), naming the individual(s) to whom the bones belonged and how they perished as the bones are laid.

Additional Participants must chant one line calling to the sought out Keeper(such as “We call to the Millwarden.”) in a quiet voice over and over again until the ritual completes; this line should be determined by the Primary Ritualist.

Large groups of Participants will please the Lantern Spirit and make it more likely to listen with patience. Any signs of disrespect from any Participant will sour the Lantern Spirit’s demeanor, including signs of arrogance, boredom, or indifference.

Then, the Ritualist must invoke the powers of Death aloud, calling to the Keeper and requesting aid. Once the invocation has completed, the Primary Ritualist must place the bowl within the center of the bone circle, and offer Coin to the powers of Death. For each Coin donated to the bowl, the Keeper will be more positively disposed toward the Target and will likely accept a better deal.

The Ritualist must light both sets of Ritual Powder as incense, leaving enough space in between them for the Lantern Spirit to appear. As they do, the Primary Ritualist must speak aloud, “As these tools of my craft carry my words beyond the Veil, a second time I humbly beseech your power, Keeper.”

The Primary Ritualist must then inscribe their request for the Keeper onto a piece of parchment, wrap the parchment in the Hide, then place the parchment upon the ground between the burning Ritual Powder, speaking the request aloud as they do.

Finally, the Ritualist must place the Foundation Resource Infusion upon the Hide-wrapped parchment and call to Death in one final invocation, then say “Let this ritual be complete!” All Participants then await the appearance of the Lantern Spirit.

At this point the Lantern Spirit will be bound to listen to or read the Ritualist’s request, and if it is deemed worthy of negotiation will cause the Target to become a Spirit and proceed to the Spirit Well to visit the requested Keeper. Once the negotiations have concluded, the Target will return to the location the ritual was performed, and Dispel their Spirit Status.

Holy Bond [Master Divine Ritual]

Summary: Binds an item to a character’s soul. If the item is lost or stolen, it can be recalled magically. If it is destroyed it can be reconstituted.

Required Components: 4 Ritual Powder

Ritualists: 1

Total Participants: 2 (6)

Expiration: Permanent

Targets: One Item and one Participant

Tools Used: Wand, Source of Fire, Parchment, Ink

Location: Anywhere

Other Requirements: The target Item cannot already be bonded via any other effect. The Target Participant must have an Attunement slot for the item.

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: No

Effect: The target individual and the target item are bonded. This should be noted on the information card for the item, and if there is no item card, one must be created, carefully describing the item so that there is no confusion. The item must be one either be one that does not require attunement, or is already attuned to the target character. If it did not previously require attunement, it now does, and immediately attunes to the Target Participant.

At any Rest, the target individual can go to Staff with any information about the item (where it was last seen, who might have had it, etc.) and request its return. Staff will return the item to the character at their earliest convenience. In addition, if the character sees the item in the hands of any other individual, they can use a Verbal “[Name or Description] Disarm [Item]” at-will.

Ritual Process:

The Primary Ritualist first kneels before the Target item, holding it in both hands and offers a prayer to their chosen greater power, requesting their blessing and protection.

For Example:

"O deity of light and might,

We seek your blessing on this rite.

With weapon held and heart sincere,

We pledge our loyalty, ever so clear.

By your grace and power divine,

Let this weapon be forever mine.

With each strike and every thrust,

I vow to wield it with honor and trust.

So let it be, by my oath and decree,

And let this bond last for eternity."

Then the Primary Ritualist sprinkles the Ritual Powder across the Target Item, sanctifying it in the name of the greater power.

Then, the Target Participant recites a personal oath of loyalty to their deity and to the Target Item, promising to use it to further the will of their deity.

The Target Participant then offers a bonding sacrifice: a drop of blood [No Life Point loss], to seal the bond between them and the Target item.

The Primary Ritualist then stands and raises the item above their head, reciting a final prayer of gratitude to their deity for their aid in the bonding process.

Once the Ritual is complete, the Target Item and Target Participant are bonded. [The Primary Ritualist should explain the effects of the bond to the Target Participant, and fill out the Item Card for the new abilities of the Target Item.]

Soul Render [Master Divine Ritual]

Summary: The target individual is destroyed and reconstructed using the will of the gods.

Required Components: Ritual Powder x4, 1 Bag of Enchanted Hyperium, 1 Eternal Blossom

Ritualists: 1 (3)

Total Participants: 2 (6)

Expiration: Instantaneous

Targets: One Willing Living Character

Tools Used: Bones, Bowl, Water, Ritual dagger or weapon.

Location: Consecrated Ground within sight of the The Spirit Well

Other Requirements: The target may not have received a Soul Render this event. A Lantern Spirit must be present or the ritual automatically fails.

Dark Territory Suit: Illuminations

Dark Territory Marshal Required: Yes

Effect: Rewrites a character from the ground up. If the Ritual is successful, the character is taken to the Spirit Well to walk through the creation process. The Character becomes a new Character, and is granted XP and CP equal to their prior character’s totals. If it fails, the character resurrects without change.

Ritual Process:

First the Primary Ritualist must gather the necessary materials and individually bless them in the name of the greater power they are beseeching for the Rendering of the Soul. The Ritual Dagger or weapon must be last.

The person being reincarnated is placed in a position of comfort and safety, such as lying on a mat or a soft surface within the Consecrated Ground, and must utter a prayer to the greater power requesting the new form they are to take.

The Primary Ritualist then places the Ritual Powder upon the living Target, and recites the Bequest of the Lantern, calling upon the Lantern Spirits to guide the spirit of the Target being reincarnated into a new form, as the Ritual Powder binds to the Spirit:

"Lantern Spirit, shining bright,

Guide this soul through darkest night.

Bring them back from death's embrace,

And help them find a peaceful place.

Lead them to a life reborn,

Free from pain, free from scorn.

By your power, great and true,

Bring this soul to life anew.”

Then the Target kneels before the Primary Ritualist, and proclaims themselves ready to be reborn anew: “Lantern Spirit, guide my path, for I am ready.”

The Primary Ritualist must then coat the Ritual Dagger or Weapon with the Bag of Enchanted Hyperium and immediately plunge it into the Target’s heart, ensuring their death. [The Primary Ritualist should call “Death to Willing Final” on the ritual Target, using the Ritual Dagger or weapon.]

The Primary Ritualist then anoints the broken pieces of the former body with water, representing the washing away of their old self and the rebirth of their new self while chanting the Scripture of Renewal:

"Spirit of old, hear my call,

Rise again and stand up tall.

From the ashes, be reborn,

And in new life, be adorned.

Shake off the dust, let go the past,

And let your new form shine at last.

Take flight on wings of hope and light,

and Soar into a world so bright.

So let it be, with all my might,

May your spirit be reborn in this wondrous sight."

At the completion of the Scripture, the Primary Ritualist then must place the Eternal Blossom upon the corpse and Touch the Target’s body and call “Shatter Corpse to Ritual Target Final” consuming the body and Eternal Blossom in divine flame.

Once the body dissipates, the Primary Ritualist should then close the ritual with the traditional “Let this ritual be complete!” and watch over the Spirit’s exchange: the Spirit of the Target should approach the Lantern Spirit and make the request to be reborn anew, stating the new form they wish to take.

Should the Lantern Spirit agree, the Spirit is accompanied to the Spirit Well to be reforged among the Gods. Should the Lantern Spirit deny the request, the Spirit must walk alone to the Spirit Well, and speak with the Keepers.