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High Fae's Agreement | |
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Name: | High Fae's Agreement
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Sub-Type: | Ritual Created
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Description: | A magically bound, signed contract with a high fae.
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Created By: | Secret
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Rarity Level: | Secret
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Item Number: | Secret
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Associations: | Secret
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Ritual Use: | Secret |
A magically bound, signed contract with a high fae.
Description
When signed by a high fae regardless of the name they sign with, this paper is capable of allowing other rituals to take advantage of the agreement.
The high fae are difficult to compel to do much of anything. Even when you think you have it figured out, maybe you didn't. Was that really their name or yet another trick? Thankfully this specially prepared paper is capable of binding to any fae who signs it regardless of what they sign on it. This in turn can be used to take advantage of other extraordinary rituals.
References
Ritual Components
Most rituals will require specific components that are consumed or foci, items that must be present to perform the ritual, that are not consumed. When the ritual itself is consumed on use, it will be listed as a component.
There are a wide variety of ritual components. Basic ritual components are any component from the seven schools of magic. These are the most commonly used ones for rituals. There is no fixed shape for basic ritual components, but there are often themes among the different schools. These ritual components are found as loot during the game.
Other components can be absolutely anything. These are known as special ritual components to distinguish them from basic ones. These scarce ritual components (such as Dragon's Blood or Ghost Stones), cannot ever be substituted with other items or powers, you must use the exact item called for. Generally scarce ritual components are required for plots or the rarest of rituals.
Recognizing ritual components requires the Identify Magic skill.
This is a non-exhaustive listing of defined special ritual components.
GM Controlled Components
Gamemaster controlled ritual components are designed to be used by GM's to tell stories with. They have no fixed purpose. These items could be used as part of the Remedy ritual to cure a plague or remove a hexed item. They could be part of a plot from a GM, or even simply a red herring. All of these items are quest items and must be returned to logistics by the end of the event. The story reason for this is because none of them are stable, each one loses its potency in some way or another by the end of an event.
Name | Sub-Type | Description
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Azure Lotus Dye | GM Controlled | A preparation made from a hard to find flower.
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Bottled Elemental Fire
| GM Controlled | Fire from the elemental plane.
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Caged Elemental Air
| GM Controlled | Wind from the elemental plane of air
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Crystalized Elemental Water
| GM Controlled | Water from the elemental plane
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Dryad Pollen
| GM Controlled | Pollen gathered from a Dryad's flowers
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Dust of Disappearance
| GM Controlled | An invisible dust.
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Evenandran Centennial Flower
| GM Controlled | A rare Evenandran flower.
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Fortified Elemental Earth
| GM Controlled | Stones from the elemental plane of earth.
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Goblin Iron Powder
| GM Controlled | A poisonous dust made from goblin iron.
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Mad Waste Sacred Soil
| GM Controlled | Carefully selected dirt from the Mad Wastes
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Mystic Residue
| GM Controlled | Residue from powerful magic.
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Ocean Coral Grit
| GM Controlled | Ground bits of coral from the oceans near Novitas
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Thermium Shavings
| GM Controlled | Shavings of the compound used to make Thermium
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Thunderguard Mountain Sulphur
| GM Controlled | Sulphur from Terran mountain runoff. |
Ritual Created Components
Ritual created components are special ritual components which are all specially created by one-use scarce rituals. A character who performs the appropriate ritual will be rewarded with the created component to hold onto until they decide to use it for some further purpose.
Name
| Sub-Type | Description
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Anointed Incense
| Ritual Created | Incense used for high holy situations
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Calcified Magic
| Ritual Created | Magic condensed into a solid form.
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High Fae's Agreement
| Ritual Created | A magically bound, signed contract with a high fae.
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Master's Thesis
| Ritual Created | Research into the secrets of magic.
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Polluted Malfeasance
| Ritual Created | A physical embodiment of corruption and evil.
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Pure Quintessence
| Ritual Created | A magical construct representing 'good'
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Purified Orichalcum
| Ritual Created | A gem transformed and imbued with magical good intentions.
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Terran Bloodstone
| Ritual Created | A magical gem with a spark attached.
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Vial of Quicksilver
| Ritual Created | Captured moonlight. |
Plot Marshal Controlled Components
Plot marshal controlled ritual components are exclusively the domain of the Plot Marshal and Second to decide when to send out. These items are as common or rare as the they deem appropriate. Players may attempt to submit PIPs to try to obtain these items, but it is solely up to the Plot Marshal and Second to decide if such PIPs have any chance of succeeding.
Name
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Ashes of Veracity
| Plot Marshal Controlled | A white dust with truth revealing properties
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Blightsteel Ingot
| Plot Marshal Controlled | A nugget of pure blightsteel
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Blightsteel Shavings
| Plot Marshal Controlled | Filings from blightsteel
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Dragon's Blood
| Plot Marshal Controlled | The blood of a dragon
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Dust of Lies
| Plot Marshal Controlled | A powder with illusory properties.
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Elemental Axiom
| Plot Marshal Controlled | Raw elemental matter.
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Elven Steel Ingot
| Plot Marshal Controlled | An exceptionally pure sample of Elven Steel
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Focusing Crystal
| Plot Marshal Controlled | A crystal used in special prayers.
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Ghost Stone
| Plot Marshal Controlled | A spiritually attuned stone.
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Idrecchi Ichor
| Plot Marshal Controlled | A foul black ooze. |
GM Controlled Components
Gamemaster controlled ritual components are designed to be used by GM's to tell stories with. They have no fixed purpose. These items could be used as part of the Remedy ritual to cure a plague or remove a hexed item. They could be part of a plot from a GM, or even simply a red herring. All of these items are quest items and must be returned to logistics by the end of the event. The story reason for this is because none of them are stable, each one loses its potency in some way or another by the end of an event.
Categories:
Items
| Ritual Components
| Ritual Created Components
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