Mystic Residue

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Mystic Residue

Ritual Component

Name: Mystic Residue

Sub-Type: GM Controlled

Description: Residue from powerful magic.

Created By: Secret

Rarity Level: Secret

Item Number: Secret

Associations: Secret

Ritual Use: Secret

Residue from powerful magic.

Description

The stuff of magic sometimes left behind at the sites where especially potent magic has been performed.

No one is entirely sure why some magic glows and leaves behind trace elements and other magic does not. Some have taken to gathering the substance left behind in an effort to better understand it. Its not terribly stable though and when it is gathered any tests to be performed must be done hastily which makes study of the stuff even more challenging. Even more challenging is that no one is entirely sure how to reliably create enough to work with.

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.


Categories: Items | Ritual Components | GM Ritual Components


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