Jump to content

[✗] [Alchemy] Ritual Alchemy


Olandyr
 Share

Recommended Posts

Z8G3bE0uS9aDyptfeUaVpdgMNK8wBnXpK5MKzq_78nG1vSp-z5tvV6Vss9GHizkeapdWsNSQoWcKsRtOmG-GUcjZl0h0yKeFnislrR8qM_KqRvSC9xCkJvYKihKVVm41BrXLMrbz
 

 

 

First theorised in transmutation circles, alchemists long searched for a way to give more permanence to their creations. It was on an otherwise regular, half-lit night that this was first discovered by an unknown priest of the canonist church. Unfortunately for many others, both he and the church went up in flames the same night. Since then many have sought to recover exactly what he did, or how he did it. As of late, a suitably impractical process has been discovered for a number of rituals.

Over many moons, and more errors than trials, recent alchemists have found a way to utilise potions for both the creation and the destruction of a ritual, so as to inhibit its otherwise wreckless potential. Such is the Dispersing Solution and the Settling Solution.


 


 

The Shape of Alchemy

 

When regarding alchemy, a potion’s process and the materials involved largely in it, one must not only consider which matters are mixed, but the way in which they mix. The rituals of alchemy - certainly the most basic ones, the likes of which are listed below - concern largely with shape. A ritual circle needn’t be perfect, but a broken or incomplete ritual circle serves no use to anyone wishing for anything efficient, and anyone unsteady of hand can’t be certain of results.
 


 

[T2] Dispersing Solution

A rather mundane potion alone, appearing as a slimy, blue-ish purple mixture. Invented for the purpose of enacting alchemical ritual circles. 


 

Spoiler

Base: Liquid Mana

Mundane | Connection x2
Fire | Burning x3
Air | Balance x1
Mundane | Clarity x2


Effects

 

This potion smells and tastes repugnant, which is fortunate for it is not designed for consumption. When poured upon a reacting mixture (anything specified for Rituals below), it will mix with the liquid and ingredients for [3] emotes before both itself and the mixture it reacted with will dissipate, leaving a marking on the floor in the range that both it and its reactant has effected. 

 

-May only be made by T2 Alchemists.
-If, for whatever reason, ingested in full, it will induce dehydration in the subject for 1 IRP day.
-Will only interact with potions specified (for the purposes of this piece, all those in ‘Rituals’).
-It will always take [2] emotes to react with whatever it’s reacting to, and may take longer if specified by the potion. This may not be sped up or delayed.



 

[T2] Settling Solution

 

A solution employed by alchemists to dispel and clean up a ritual. It looks identical to the Dispersing Solution.

 

Spoiler

Base: Liquid Mana

Mundane | Separation x3
Mundane | Impediment x2
Mundane | Freezing x2
Fire | Heat x3


Effects
 

When the solution is shaken and aggravated, it will turn a deep purple hue. If opened within [3] emotes, the contents of the potion will dissipate and, if within a ritual circle, end it. This is marked by brief, harmless smoke in the area where the ritual circle was prior.


 

-Has no harmful potential. The smoke does nothing but mark the ritual circle’s prior location, and ingestion of the solution will do nothing more than induce a minor headache. 




 

Rituals Explained

 

These rituals in particular are alchemic - rather mundane means of otherwise irregular affects. Once a ritual circle is created (as there is for most rituals), regardless of whether the chalk is removed, or the carvings patched over, a white outline (akin to a semi-permanent stain), will run across the perimeter of the ritual. This lasts so long as the ritual does.

Any voidal magic cast within a ritual circle will destroy it. So too will it be destroyed if any significant ground (1 block or more) is removed or disrupted. 

If a ritual circle is prepared in stressful conditions (combat, or anything otherwise applicable), once the ritual is put into effect the ritual performer should roll 1d20, upon an 18 or higher, it will fail and the circle (if composed of chalk), will be destroyed.
If a ritual circle is obviously in an unbecoming state (partially destroyed, tempered with and other similar sorts), it will fail.

Rituals within the Restricted Rituals category may only be used by those who have learnt of its procedure by an individual who has learnt, used and taught it.

The materials concerned for making a ritual (such as, for example, Resolve Temperature), are treated as a potion. It must be labelled appropriately, such as “Resolve Temperature Solution” (or just Resolve Temperature), and they count toward made potions. Despite this, it has no effect by itself. 



 

Rituals

 

Alchemic Rituals are, in essence, gradual processes by which various effects are carried out, whether it be the formation of a far more complex potion, or the instilling of elements in their surroundings.

When enacting alchemic rituals, the base serves as what must be spread across the radius of where it’s to be enacted (any excess liquid outside of the range will be left over). 1 measure fills 3x3. The other ingredients must be put in the base, and once the Dispersing Solution is added, the circle will be created.

Ritual recipes, by themselves, are entirely mundane - the equivalent of mixing random, normal drinks together. It’s with the Dispersing Solution that they take effect in the spread out radius. 

The only unique properties any of the mixtures have is that they are contained by chalk.

The area in which it’s to be spread must be carved out and distinguished from the outer space, as such rituals are scarcely performed with ease.


 

 

[T2] Resolve Temperature 
 

Resolve Temperature, the most basic, though fragile, of rituals. Used by alchemists and explorers alike to keep states habitable. 

 

Spoiler

Base: None
Mundane | Connection x1
Fire | Heat x1
Water | Cold x1


Process

 

The powders of Connection, Heat and Cold must be lined across the perimeters of the ritual, then the Dissolving Solution must be poured. Once the two have reacted over the course of [2] emotes, the temperature will begin to settle into that of a much more balanced, habitable one over a further [2] emotes.

 

Effects

 

Once the area [6x6-25x25] is marked out (whether it be with chalk, carvings, containing or anything of the sort), and the process carried out, for 1 OOC week the temperature will be kept in a habitable equilibrium. Heat and cold will be calmed to normal temperatures in the ritual circle.

 

Unfortunately, it also has adverse effects in its process of resolving these varying levels. Any extreme degrees of temperature will be turned adverse - fire within the ritual circle will not be extinguished, but rather feel bitterly cold, whilst hail, snow and the like will burn and singe that which it makes contact with.

If the ritual circle is destroyed, waves of heat and cold will flush out from all sides of the ritual circle, though not strong enough to cause any harm.

 

-Does not extinguish fires, only cools them. Intense fires will be capable of inducing frostbite.
-Does not get rid of snow or harsh winds, but rather makes them capable of singing and inducing 1st to 2nd degree burns.

-Requires RO permission to be used in an open place (such as a house not owned by the alchemist). In the event that it cannot be obtained, it may last until the end of the encounter.




 

[T2] Instil Drought

 

Instil Drought is a small ritual which may range from 3x3 to 5x5 in radius. Any water is forbidden from entering the circle so long as it is enacted. 

 

Spoiler

Base: Water
Mundane | Connection x1

Mundane | Curtailment x3
Fire | Heat x2

 

Effects

 

Once the area [3x3-5x5] is marked out (whether it be with chalk, carvings, containing or anything of the sort), and the mixture + Dispersing Solution reacted, for 3 OOC days any water within the area of effect will evaporate harmlessly, and no water will be able to enter its area.

 

If any voidal water is conjured inside the ritual circle, the effects will be dispelled, resulting in brief ripples in the air and splashes of water to be expelled.

 

-Requires RO permission to be used in an open place (such as a house not owned by the alchemist). In the event that it cannot be obtained, it may last until the end of the encounter.

-Any voidal water (dominantly that of Water Evocation, or a related enchantment) cast inside the circle will break it.




 

[T3] Preservation Circle

 

The Preservation Circle exists to keep things in the same state, safely used for expiring meat - or much more grimly used for the purposes of persisting genus.

 

Spoiler

Base: Blood
Mundane | Connection x2
Mundane | Balance x4
Mundane | Harmony x1
Air | Purity x3

 

Effects

 

Once the area [3x3] is marked out (whether it be with chalk, carvings, containing or anything of the sort), and the mixture + Dispersing Solution reacted, for 3 OOC days, anything in the circle will be preserved in the state it is, excluding living things. Iron will not rust, meat will not expire, genus will not be lost, and similar things. Scabs upon an animal will still heal, water will still flow, and so on. Time is not stopped, only the processes of things.

If a voidal connection is conjured within the ritual circle, it will be broken, resulting in ripples in the air, and a lingering stench for a further few minutes.


-Does not affect living things. People will still age, wounds will still heal, etc.

-Requires RO permission to be used in an open place (such as a house not owned by the alchemist). In the event that it cannot be obtained, it may last until the end of the encounter.




 

Restricted Rituals

 

[T3] Turn Symbols

 

A ritual that exists for only a moment, requiring cooperation from another (or impressive multitasking skills) to be efficiently enacted. Turn Symbols transmutes one thing to another, with time and effort.

 

Spoiler

Base: Water

Mundane | Connection x2
Mundane | Instability x3


Process

 

For this ritual, a specific pattern must be carved/written out [3x3] in the shape of whichever  Symbol(s) they wish to obtain. The Turn Symbols mixture must be poured, then the Dispersing Solution. Over the course of [4] emotes ([2] of the dispersing solution, plus a further [2]), the marked-out symbol will be formed in a capacity of x5. It has no attached symbols.

 

A 1d20 must be rolled, wherein upon an 18 or higher, nothing will be formed.

 

-May not be used in combination with Inscribing Unction.

-Will only form x5 at a time. No more and no less.

-This ritual’s process, and the attached mixture must be learnt IRP.

-The powder must be signed as an RP item by the player who made it.
-It will only be x5 of one specific symbol. No sign is attached.
-Must be learned IRP.



 

[T3] Spurn Fire

 

A brief, hazardous ritual first used to bring warmth to communities. Now, with the world’s development, its use has become a lot more volatile.

 

Spoiler

Base: None

Mundane | Heat x1
Mundane | Rage x2

Fire | Burning x3

Mundane | Instability x3

 

Process

 

The area of the ritual [3x3-6x6] must be marked out in chalk, or carved out. The dispersing solution must be poured through the area before the ingredients to Spurn Fire are added, contrary to the other rituals. For the initial [2] emotes, the Dispersing Solution will bubble, then, for [2] emotes after, the heat in the area will considerably rise. On the total 5th emote, the effects of the potion will be put in place.

 

Effects

 

Once Spurn Fire is set, on the 5th emote any flammable objects within the ritual area will be set alight (cloth, fuel, meat, wood). For the first 2 emotes, this is harsh enough to set 1st degree burns, and then for every 2 emotes the degree to which it could damage increases.

 

-May not be used in combination with Inscribing Unction.

-May not be used in combination with Instil Drought.
-The ritual circle vanishes immediately after, and it sets nothing on fire after the 5th emote.
-Must be learned IRP.

-Clear tells as to the increasing heat must be given, such as smoke coming off anything flammable.

-Must have RO permission to be used in an open place.

 

[T3] Obscuring Circle


The Obscuring Circle is a ritual of persisting invisibility, which might be mistaken for magic, were it not for its apparent flaws.
 

Spoiler

Base: Brine
Mundane | Connection x2

Mundane | Dark x2
Earth | Silence x3

 

Effects

 

Once the area [3x3-6x6] is marked out (whether it be with chalk, carvings, containing or anything of the sort), and the mixture + Dispersing Solution reacted, for 1 OOC day any who step into the circle will have both themselves and any equipment they’re carrying unable to be seen, so long as they hold their breath.

For each emote one is in the circle and holding their breath to retain invisibility, 1d20 must be rolled, with the level of success lowered by 4 each emote. The first emote is a guaranteed success, whilst the 2nd emote requires a roll of 16 or lower, the 3rd emote 12 or lower, and so on. Nobody may hold their breath continuously for more than 6 emotes. 

Any major actions (such as swinging a sword), will decrease the next roll by 8.
Spells may not be cast in the circle, due to the concentration required for them.


Rather unfortunately, any hidden individuals will themselves be unable to see so long as they are (or furthermore, their head is) in the circle. Any items with enchantments on them will not be hidden, regardless of where they are on an affected individual’s figure. The stability of such a ritual is fickle, so much so that any voidal connections cast within, or [3] or less blocks away from the circle will cause it to shatter, leaving distortions in the air, and blinding anyone in it for [1] emote further.

 

-Enchanted items, no matter how hidden they are on one’s person, will not be hidden when the rest of their body goes invisible. 

-If one stops holding their breath (or doesn’t hold their breath), they will not go invisible. Thus, they will not be blinded either.
-If one cannot breathe, they cannot go invisible.
-The invisibility lasts only so long as they are in the ritual area.

-Requires RO permission to be used in an open place (such as a house not owned by the alchemist). In the event that it cannot be obtained, it may last until the end of the encounter.

-Must be learned IRP.

 

[T3] Vigour Circle

 

Often utilised by competing warriors for fighting spectacles, or alchemists for making light of brittle bones. The Vigour Circle both uses and puts pressure on the adrenaline of an individual.

 

Spoiler

Base: Blood

Mundane | Connection x1
Air | Agility x2
Mundane | Strength x2
Earth | Endurance x2


Process

 

Once the area [3x3-15x15] is marked out in carvings/chalk, and the Dispersing Solution poured upon the ingredients of the Vigour Circle, they will react, but not dissipate by themself. This mixture must be set aflame, which is extremely easy due to their high combustibility. Once set alight, it takes [1] emote to burn, and then [2] emotes for the ritual’s effects to set.

Effects

 

Once Vigour Circle is set, any who enter the circle will find them elevated to the peak of their race's strength, and effectively ‘pumping’ with adrenaline. Any wounds within the circle will not be felt until afterwards, save for those which might be fatal. 

 

The moment anyone previously actively using the circle (such as fighting, carrying, etc) steps out of it, they will be hit by a wave of drowsiness and exhaustion that will render them practically useless in physical strength for [the amount of emotes they were in the circle + 3].
This lasts 3 OOC days.

 

Should it be broken, all around it (in a 2x2 block radius) will feel a momentary anger, and ripples in the air will be a clear sign of its destruction.

-May not be used with Inscribing Unction.

-Will not exceed the limitations of their given race.

-There is no way to avoid the exhaustion afterwards, save for magical means. 

-Will not mend injuries, or lessen them, only numb them. This also means that unless actively looking, those in the circle will not be able to tell how injured they are.

-Does not negate fatal wounds/death upon receiving fatal wounds. 

-Requires RO permission to be used in an open place (such as a house not owned by the alchemist). In the event that it cannot be obtained, it may last until the end of the encounter.
-Must be learned IRP.


[T3] Inscribing Unction

 

A smooth gold oil made to give rituals more lasting effects, first used by a canonist priest to better conduct heretic burnings.

 

Spoiler

Base: Ectoplasm
Earth | Endurance x2
Mundane | Balance x2
Mundane | Order x1
Old Man’s Finger x1

 

 

Process

 

Once the endurance, balance and order have been put into the ectoplasm base, the Old Man’s Finger must be submerged in blood, cut up and then ground so that both its meat and bones are a refined (or partially unrefined, as it may be) dust. This must be put in the incomplete unction, and then the entire potion put over a flame until its a smooth, oil-like mixture.

 

Effects

 

Once rubbed across the complete area of a ritual circle, the ritual will be able to last permanently, until manually removed by raising the ground on which any part of the outline is, a Resolving Solution is used or voidal magic is cast within its boundaries.

[1] measure covers 3 blocks of a ritual circle.

 

-May not be used on alchemic rituals that specify incompatibility.

-Requires RO permission to use in an owned territory, this does not count the alchemist’s own house.

-May only be used on rituals that last longer than 1 OOC hour.
-Must be learned IRP.
-Must be ST signed.




 

Link to post
Share on other sites

This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...