Astral Magic is the art of manipulating Dreaming itself. Astral Magic Rituals are ceremonies which characters may perform to produce certain effects. These are often referred to as Astral Magic Spells, or simply Rituals.
To cast a ritual, you must gather a specified number of people and then perform an action of some sort. These actions are generally up to you - you may script an elaborate ritual, or merely chant quietly to yourself. While you are casting, it must be apparent to any observer that you are casting a spell. The Ritual may have specific activities or components necessary to cast the spell.
There are two categories of Astral Magic Spells:
Dreamscaping Rituals create a territory for game play. Each territory may have an owner, called a Lord or Lady. See also: Territories.
Oneiromancy must be cast in a territory created by a Dreamscaping Ritual. They can effect characters or the game itself in numerous ways.
Dreamscaping Rituals
Arena
Arena |
Dreamscaping Ritual |
Casting Requirements: | none |
Typical Location: | Public parks. Places with a stage. Anywhere that boffer fighting does not disturb the dream. |
Action to Cast: | All ritual participants must remain in the area for an hour. During this time they must spar, duel, and otherwise challenge each other. Suggested: The Lord may host a combat tournament which takes at least half an hour. |
Methods to Challenge: | Dueling (5 out of 7), foot race |
Effect |
This area is now a Combat Arena. The Lord or Lady may host duels or tournaments, and may grant blessings to the victors. The Lord or Lady gets the following powers:
Master of Ceremonies
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Passive
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While you are in your arena, you may turn a willing target into a shade which can compete in arena duels. You may choose the shade's stats, but the shade can only fight someone who has agreed to duel it.
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Champion's Boon
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Daily
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When someone wins a duel which you observe, you may grant them 1 bonus skill. They must select this skill from their class list. Someone may only benefit from this reward once per day. The skill disappears at 6 AM.
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Performance Hall
Performance Hall |
Dreamscaping Ritual |
Casting Requirements: | none |
Typical Location: | musical venue, any place where music is played |
Action to Cast: | A live performance which lasts at least 30 minutes. There must be at least 2 people in the audience. During this time they must perform or watch performances. Music and spoken word are the most common types of performances. |
Methods to Challenge: | |
Effect |
This territory is now a Performance Hall. The Lord or Lady of the area gets the following powers:
Cheers
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Daily
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At the end of a performance, the people in the audience are granted one bonus health. Someone may only benefit from this reward once per day. The health disappears at 6 AM.
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Tip The Man
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Daily
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When someone puts on a performance which lasts at least 5 minutes, you may grant the performer 1 bonus skill. They must select this skill from their class list. The skill disappears at 6 AM.
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Feast Hall
Feast Hall |
Dreamscaping Ritual |
Casting Requirements: | none |
Typical Location: | Restaurant, Kitchen |
Action to Cast: | All participants must remain in the area for at least an hour. During this time they must consume food or drink. |
Methods to Challenge: | |
Effect |
This area is now a Feast Hall. The Lord or Lady of the area gets the following powers:
Cheers
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Daily
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At the end of a meal, anyone who has consumed food or drink may make a toast. Everyone involved is granted one bonus health. Someone may only benefit from this reward once per day. The health disappears at 6 AM.
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Haunt
Haunt |
Dreamscaping Ritual |
Casting Requirements: | none |
Typical Location: | The woods at night, spooky places |
Action to Cast: | The ritual participants must remain in the area for an hour. |
Methods to Challenge: | |
Effect |
This territory is now Haunted. A Haunt must always be "dangerous". The Lord or Lady of the area gets the following powers:
Beckon Shade
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passive
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You may turn a willing target into a shade. You may come up with the shade's stats, but are not in control of it. It's instructions are to attack any character in the Haunt. If possible, it should ambush and attack from hiding.
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Bolster the Hero
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If someone has dealt a death blow to three shades, they may seek your boon. You may grant them the following ability:
- Spirit Boon: Heal 2 to self x 1. (This can only be used once) You may not have more than one of these boons at a time.
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Oneiromancy
Ashes of the Phoenix
Ashes of the Phoenix |
Astral Ritual |
Description: | Someone is ritually sacrificed and phases out for one hour. Before they next phase in, they may reassign their class and skills, or create a new character. They may also choose to resurrect as a previous character. |
Casting Requirements: | 2 people. This ritual must be cast within three days of a new moon. This ritual may only be cast on someone once per new moon. |
Action to Cast: | After preparing the ritual for at least 10 minutes, one person will sacrifice another. The entire ritual must last at least 10 minutes, and may include any action which prepares for the sacrifice. The sacrifice itself is a death-blow delivered to the victim's torso.
After the sacrifice, the sacrificer must say the words "May you rise from your ashes." If these magic words are not spoken, the ritual will not work and the target will be killed (most brutally) instead. This is said to be an extremely painful way to die. |
Effect |
The victim of the sacrifice will "phase in" in one hour. When they return, they may have reassigned their class and skills, created a new character, or resurrected as a previous character. If the magic words were not spoken after the sacrifice, the victim remains dead as if he was killed normally. |
Land Hex
Land Hex |
Astral Ritual |
Description: | This spell will place a hex on the territory in which it is cast. The area is filled with Void energy which prevents the casting of Astral Magic. The Lord of the territory may conjure monsters which represent this energy. Once a certain number of monsters are defeated, the hex ends. |
Casting Requirements: | 1 person |
Action to Cast: | You must draw a hexagon on the ground and stand within it while casting this ritual. You must spend 10 minutes roleplaying the casting of the ritual. This may include actions such as pouring salt or blood on the ground, destroying art, or wailing hideously like a ghost. It must be clear to anyone observing you that you are casting a spell. At the very minimum, you must continue waving your hands in circular motions. |
Effect |
You may create a "curse card", which must be given or delivered to the Lord or Lady. The card indicates that no Astral Magic may be cast at this location until 20 monsters are defeated. The Lord gains the following power:
Beckon Shade
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passive
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You may turn a willing target into a shade. You may choose the Shades stats, but are not in control of it. Its instructions are to attack any character in the territory. If possible, it should ambush and attack from hiding.
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Harvest
Harvest |
Astral Ritual |
Description: | This spell creates a Resource Tag of the type "Quicksilver", "Cold Iron", or "Spirit Silk". |
Casting Requirements: | This must be cast in a territory which is fertile. It must be cast by the Lord or Lady of that territory. Casting this spell will make the territory infertile for 30 days. (please note the this on your group page). The caster of this spell may not cast Harvest again for 30 days. |
Action to Cast: | You must spend at least 10 minutes roleplaying the casting of the ritual. This may include actions such as digging, searching, or otherwise locating the resource somewhere within the territory. |
Effect |
You may print out and sign a Resource Tag for "Quicksilver", "Cold Iron", or "Spirit Silk". |
Forge Weapon
Forge Weapon |
Astral Ritual |
Description: | This spell creates a Weapon Tag of the type "Silver", "Iron", or "Essence". |
Casting Requirements: | You must spend four identical types of currency.
- If four pieces of Quicksilver are spent, the weapon type will be "Silver".
- If four pieces of Cold Iron are spent, the weapon type will be "Iron".
- If four pieces of Spirit Silk are spent, the weapon type will be "Essence".
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Action to Cast: | You must spend at least 10 minutes roleplaying the casting of the ritual. This may include actions such as hammering on the weapon, etching it with runes, or otherwise enchanting it. At the end of the spell, you must tear up the Resource Tags used in casting. |
Effect |
You may print out and sign a Weapon Tag which should be attached to a weapon prop. |