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== Aaru Rituals == '''LEGENDARY RITUALS''' These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness. '''Ritual of the Harvest:''' This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested. '''Ritual of Industry:''' This ritual focuses the attention and activity of people in an area and makes them more productive. '''Ritual of Solidarity:''' This ritual creates a large area mind effect that enhances feelings of solidarity and community. '''Ritual of City Erection:''' This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Aaru city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years. '''Ritual of Rubbish Disposal:''' This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Aaru are fond of connecting their sewerage and rubbish disposal systems to such portals. '''Ritual of Soulifactory Construction:''' This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides. '''MAJOR RITUALS''' These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components. '''Ritual of Roads:''' While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface. '''Ritual of True Warding:''' This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing. '''Ritual of True Protection:''' This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that… '''Ritual of True Defence:''' This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value & 5 elemental resistance for 1 day. '''Ritual of True Battle:''' This ritual is cast to enhance it’s recipients weapon attacks magically by +2. '''Ritual of Dimensional Anchoring:''' This ritual functions as the spell but with longer duration and larger area of effect. '''Ritual of Major Scrying:''' This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration. '''Ritual of Mending:''' This ritual creates an area in which a constant mend spell operates for a long duration. '''Ritual of Cleanliness:''' This ritual creates a small area that sterilises people, objects and anything else placed within it. '''Ritual of Health:''' This ritual creates a small area that grants any who enter within it fast healing /1 while in that area. '''Ritual of Solar Focuser Construction:''' This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Aaru settlements. '''Ritual of Kinetic Mat Construction:''' This ritual creates a Kinetic Mat; a sheet of star metal that when guided by an experienced pilot can fly at a fair clip. '''Ritual of Shadow Walking:''' This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area. '''MINOR RITUALS''' '''Ritual of Non-Occurance:''' This ritual erases evidence or memories of events within a 300ft radius area (including the ritual) that occur over the period of an hour. Any events, memories of the events and physical evidence of the events dissappear, restoring the area to how it was exactly an hour before excluding any objects or lifeforms removed from the area. This also effects creatures out side of the area of effect that were inside, or saw inside, the area of effect during the non-occurred hour. '''Ritual of Unrememberance:''' This ritual erases a month of memories from it's targets mind. The memories cannot be retrieved, viewed or divined through any means. '''Ritual of Rain/Shine:''' This ritual can either bring about rain or clear away clouds. '''Ritual of Feasting:''' This ritual acts as the spell Heroes Feast. '''Ritual of Alarm:''' This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species. '''Ritual of Empowerment:''' This ritual effects all who cast it granting them an effective caster level one level higher for the day. '''Ritual of Artillery:''' This ritual eventually creates a large bonfire that launches a widened fireball at a distant target. '''Ritual of Scrying:''' This ritual duplicates the effect of the Scry spell as long as the ritual is maintained. '''Ritual of Fixing:''' This ritual creates an area that constantly generates the effect of the spell Mend. '''Ritual of Telepathy:''' This ritual reads the inner most thoughts of its nearby target. '''Ritual of Domination:''' This ritual duplicates the effect of the spell dominate person but with a longer duration. '''Ritual of Dreams:''' This ritual can send a specific dream to its distant recipient.
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