Ritual Magic
Rituals is the most inclusive type of magic, but does require some planning and time spent gathering materials. Rituals can range from the most simple (ex. creating a sleeping potion) to something very complex (and in extreme cases even devastating). In fact, it is sometimes said that arcane magic is the most powerful of all magics, as many supernaturals spend lifetimes perfecting and honing their crafts. Unfortunately we cannot list every possible spell, but have included a small list of potential spells that can be done by ritual magic. All characters with ritual magic are required to list in their application the specific skills of their caster.
Spells
Protection (of a person or place): Character receives an item (totem) to keep on their person. However, this item does have limits and does not make them invincible. For RP purposes the totem will protect a single character from 5 attacks before the power of the totem has been breached and the item is considered useless (i.e. must be re-made).
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Magic Nullification: This ritual is considered to be a more complex spell, and can render a person’s magic to be ineffective to the caster in a single scene. For this spell to work, the caster must create/obtain a totem object that they wear, or eat, or is somehow tied to their form. While the opposer may use other means to fight and cause damage, any magically acquired weapons/elements will be ineffective. However, the use of this item must be RPed out at the beginning of a scene (if worn).
Banishment Spell: This ritual allows the caster to create a seal around a certain area to free it from another race or a single person. However, this spell is not infinite and will wear off after 3 days playing time and must be re-cast.
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Charmed Objects: This ritual allows the caster to magically enchant objects, such as binding silver to a blade or holy water to a wooden stake. However, it also allows for the caster to create other charmed objects for simple purposes such as cleaning or making a business more efficient.
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Sleeping Droughts: While many herbalists can create a sleeping potion that aids the person taking it into falling asleep, ritual magic casters are able to make magically enhanced potions that cause the drinker to fall into a prolonged state of what /appears/ to be sleep. This potion can only last up to a total of 3 playing days depending on its strength, but can be reversed through an anti-drought (which can also only be created by a ritual magic user).
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Memory Charms: memory charms are objects that can have a myriad of different effects, but are limited to one effect per charm. Charms such as these are complex and the items are difficult to find. Some examples of memory charms effects are: erasing a single memory, retrieving a lost memory, replacing a single memory, inserting a memory, altering a memory.
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Truth Serum: creates a potion that if consumed renders the user incapable of lying for the remainder of a scene.
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Dream Catchers: This ritual creates a token item that aids its owner by preventing nightmares that are light-moderate in intensity. Some, more complex, rituals may make an object that replaces even good dreams with the desire of the caster. However, the object must be within a few feet of the owner (ie. overhead, on a nearby nightstand) for magic to be effective.
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Linking Rituals: The ability to bind two creatures together through body and mind; the joining of each by their blood -- think ‘blood brothers’. Once linked, the two can feel what the other feels. If they are sick, the other will feel the ailments of their sickness. If they are tortured the other can feel the pain and suffering of the torture. However, that also means that if one of the two is to perish so will the other. This skill can be used in a variety of different ways, but is most often use to bind two family members or two creatures/humans in love.