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Mad Waste Sacred Soil | |
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Name: | Mad Waste Sacred Soil
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Sub-Type: | GM Controlled
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Description: | Carefully selected dirt from the Mad Wastes
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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 |
Carefully selected dirt from the Mad Wastes
Description
This soils anti-magic properties can be very useful for some rituals.
The Mad Wastes of the Dell disrupt magic, and yet those very properties can prove beneficial when carefully applied. Using just any soil from the Mad Wastes is foolish however, it will either prove to be not effective enough or too effective, altering the magic being performed in unpredictable ways. Instead care must be taken to learn from the tribes who live there and only use the correct soils. Often this means speaking to the shamans of these Dellan tribes and earning their trust.
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.
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.
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| Ritual Components
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