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Ritual 1

The document describes three types of elemental ascendances - Primal, Unlife, and Infernal. Primal Beings are created through a ritual to ascend beyond human limits. They require animus to sustain themselves and gain powers as they consume more. While resilient, they are fragile when injured. Unliving beings are created through a ritual entering a state between life and death. They sustain themselves by draining animus from living beings. Unlike Primals, they are suited for predation and gain abilities like draining life/mana from corpses. Infernal beings (details not provided) involve sacrificing souls. The document provides requirements and procedures for the rituals to create each type of ascendant
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0% found this document useful (0 votes)
107 views

Ritual 1

The document describes three types of elemental ascendances - Primal, Unlife, and Infernal. Primal Beings are created through a ritual to ascend beyond human limits. They require animus to sustain themselves and gain powers as they consume more. While resilient, they are fragile when injured. Unliving beings are created through a ritual entering a state between life and death. They sustain themselves by draining animus from living beings. Unlike Primals, they are suited for predation and gain abilities like draining life/mana from corpses. Infernal beings (details not provided) involve sacrificing souls. The document provides requirements and procedures for the rituals to create each type of ascendant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Elemental Ascendance

Primal Beings are created through an elemental ascendance


rite; though possible to be done crudely the more thoroughly
conducted the ritual is the better the results.
Primal Beings are not wholly human anymore and as such
require Animus to sustain themselves which will increase as
they grow further and further into points they may need to
find external sources.
Primal Beings while more resilient by nature are also more
fragile when repairing extreme injury and as such while
peaceful ones may thrive violent ones will often struggle to
fend off dwindling out. [Fused-Animus % loss upon KO]

Requires

Empowered Morium; more EXP the better.

(100 is the 'natural maximum' initially

due to the fact thats the limit; ones made through sacrifice rituals can likely yield far more if
involving multitudes.)

Pentagram of proper material, refer to Magic GMs.

5 Moriums for each point on the Pentagram.

50 Strong Arcane Ink (+Player with 90%+ Artisanry to tattoo the


person in question.)

Respective "Advanced Gem" (Flawless Rubies and Whatnot)

To be near the respective element; a dry day works for fire,


ground/stone works for earth, the cold would need night and water or
rain, outdoors for air.

RITUAL
1. A skilled artisan must use the supply of Strong Arcane Ink to
tattoo a conduit leading along the chakra points of the ascendant in

question with a properly designed core point for the later


Elemental-Core to rest.

2. Ensure that the Ritual-Circle/Pentagram is of the right materials;


once this is done the magi need affix a morium to each point of the
pentagram to help it act as a empowering medium as well as a
better conduit.

3. One must prepare the Empowered Morium intended to be used as


the catalyst; and it should be made using the proper intended gem
for the proper art: Fire Ruby (Divination/Fire), Brilliant Amber
(Paganism/Earth), White Pearl (Arch-Magic/Ice), Turqoise
(General/Electric/Air).

4. Once the Empowered Morium is prepared the ritual of attunement


must be performed drawing copious amounts of the intended
primary element this will serve to gather enough to distort the
gathered animus' nature within the morium.

5. The Magi will during, before, or after step #4 to prepare and attune
their own mind, spirit, and energies to reflect that of the Primal
Element in question and create a Pact with the Empowered
Elemental Core to attune it with themselves and bind one to the
other this is important in the symbiotic relationship a human and
the core have.

6. The Core must be kept bound to the Ascendant in question; they


will need several days unconcious during this time the core will
begin to fuse to their very being becoming a part of them and
beginning the tedious process of altering their body.

7. After several days time the ascendant will regain conciousness;


albeit likely ill and a bit weak at first but given Primals' natures will
recover in short time.

Alterations
Alterations develop for a Primal Being as they consume more and more
animus beyond basic sustaining and grow.
Depending on if the ritual
was properly conducted or not some alterations may not develop.
1+ Improved regeneration at a rate of 4 HP/MP base and +0.015 per
additional Animus commited. Gains a 0.40% HP total increase per
animus stored.
50+ Conduit-Runology serves to empower the caster and nearby others'

elementally-aligned spells of the respective type.


100+ +1% Respective Resist per 20 animus stored.
250+ Able to use 1 Fused-Animus if no morium is available to cast
'unstable spells'.
450+ Influence of the Primal further empowers elemental spells by itself
and others around it for the respective element.
800+ Gains the [PrimalForm ability that enables the Primal-Entity to shift
into a powerful elemental form.

Complications
Just as consuming more animus into their morium beyond their initial
creation helps a Primal Entity grow more powerful; so too does it begin
making their unusual nature more obvious; and some difficulties they
have linger always.
HUNGER CHART:
0-50 Should need about 15% daily obtainable animus at this stage.
51-199 Should need about 30% daily obtainable animus at this stage.
200-399 Should need about 50% daily obtainable animus at this stage.
400-699 Should need 60% daily obtainable animus at this stage.
700-800 Should need about 70% daily obtainable animus at this stage.
800-1000 Should need about 80% daily obtainable animus at this stage.
-1 or beyond: Death (The Primal explodes into a pile of ash leaving it's
Morium-Core/Items behind, but not visible body)
0+ Vulnerability to Elemental Slayer, Requires Animus to sustain self, Can
lose some Morium-stored animus upon death, -1% Opposite Resist per 20
animus stored.
50+ Conduit-Runes upon the Primal now glow making it's unnatural nature
more obvious.
100+ Skin takes on a hue thats slightly off. (Fire types get slightly red,
cold types blue, etc..)
300+ Skin turns more 'off color'.
450+ The conduit-runes of the Primal shine vibrantly

___________________________________________________________________________

Unlife Ascendance
The damned, or unliving, are created through an
ascendance rite that rather than seeking to rise beyond
death it enters a state between life and death; the ritual
itself while dangerous is able to give birth to entities who's
very being unnerves even veterans that come near them.
The Unliving are not paragons of health and vitality as
their Primal cousins; rather they're sustained through their
destruction of the living around them draining the needed
sustenance from them.
The Unliving, like Primals, always fight to sustain precious
animus enough to fuel their unnatural bodies; but unlike
the Primals the unliving are more suited to doing such due
to their parasitic/predatory nature. [Also loses FusedAnimus % upon KO]

Requires

Empowered Morium; more EXP the better.

(100 is the 'natural maximum' initially

due to the fact thats the limit; ones made through sacrifice rituals can likely yield far more if
involving multitudes.)

Pentagram of Obsidian or Human Blood.

5 Moriums for each point on the Pentagram.

50 Daeblood and Human Blood

Sarcophagus

Dark Sapphire Gemstone

It must be night with a full or new moon.

RITUAL
8. A Pentagram made of either obsidian or human blood must be
made; and a morium placed at each point of the pentagram.

9. Empowered Morium needs to be prepared during a night of a full or


new moon.

10. Sacrophagus filled with Daeblood and Human Blood must rest at
the center of the pentagram at which time the ascendant needs to
have the Defiled-Morium inserted into their body and while still
bleeding they need to be submerged into the sacrophagus.

11. Any Sacrifices need be adjacent sacrifical circles as the ritual


begins; a strong willed mage may be able to perform it on
themselves, however; at this time the ascendant lies in the blood of
the sarcophagus as they recite the art to draw their own soul into
the Cursed-Morium imbedded in them while it seeks draw in what
sustenance and animus it can.

12. If successful the ascendant in question will have managed to overpower the collective will within the unnatural core and through such
manage to seperate their soul from their body into the morium
while it begins shifting and altering their now soulless body to
better act as simply a husk/vessal. Failure would mean the core
drew in even their own animus and killed them.

Abilities
[TerrifyingPrecense Does -HCI/DCI debuff in an area around the unliving
based on it's fused-animus level. (3x3 before 450 and 5x5 around it at
450+). Doing -5.02% at 1 fused-animus at -25% both at 1000. Slowly
costs mana over time and slows mana regen before 450 fused-animus.
[DrainEssence Works as OSI Spirit Speak does allowing recovering of
HP/Mana from dead bodies, except it uses
(FusedAnimus/10=SkillCheckEquivilantValue) for the calculations on
potency.
*Undead don't eat normally so all food/water acts as "Spoiled 0%" to
them; instead they use [DrainEssence before it reaches the point it can
recover the undead to feed themselves.

Alterations

*Some effects improve later


*+ [DrainEssence Essential Ability; allows the undead to restore
hunger/thirst since they do not naturally use either.
*Gains a 0.50% HP total increase per animus stored. [+500% Innate total
at 1000 stored; not +500.]
1+ Gains a base +10% Life Drain upon Melee and Mana drain upon
magical attacks, and +0.05% Life Drain upon Melee attacks and Mana
Drain upon magical attacks per animus-stored. Torment Immunity
[Undead].
50+ [TerrifyingPrecense and gains Night Sight.
100+ +0.5 Physical, Cold, and Toxic Resist per Fused-Animus stored.
250+ Able to recover through [DrainEssence.
450+ [TerrifyingPrecense improves to be passively active at all times with
no maintenance and reaches further.
600+ (NolifeKing); Undead is no longer targeted by undead NPCs.
800+ PLACEHOLDER

Complications
0-50 Should need about 20% daily obtainable animus at this stage.
51-199 Should need about 40% daily obtainable animus at this stage.
200-399 Should need about 60% daily obtainable animus at this stage.
400-699 Should need 70% daily obtainable animus at this stage.
700-800 Should need about 80% daily obtainable animus at this stage.
800-1000 Should need about 90% daily obtainable animus at this stage.
-1 or beyond: Death (The Grey withers into a mummy looking withered
being; any force would cause it to become dust, it's Core remains behind.)
0+ Vulnerability to Undead Slayer, Requires Animus to sustain self, Can
lose some Morium-stored animus upon death, -1% Fire and -0.5 Energy
Resist per 20 animus stored.
50+ Unsettling unnatural eyes
100+ Skin takes on a more ash or grey hue thats slightly off.

300+ The eyes of the Grey are now re-adapted to an abnormal color of
grey, silver, yellow, or red.
450+ Skin turns more ash or grey in color and it gets a 'red' tag as it gives
off an unnatural chill.
_________________________

Infernal Ascendance
Many who pursue transhumanism through metaphysics
intend to be unlike others but infernal ascendance truly is
unlike others and the results are more radical and
unexpected and often times end in disaster.
Those who seek to become Dae-kin find if they succeed
they often wrestle to maintain their grasp on reality as
their mind often flits between this world and the next in
perception; but due to their more genuine-touch dae kin
also consume much more animus than most to sustain
themselves.
Dae-Kin are the most indomitable of all ascendants
physically and through raw-power, but suffer penalties to
sanity as well as their 'Fused-Animus' pool; though DaeKin do not reflect the majesty or potency of true-dae or
the Thrones ones' inhabiting a body and fusing with the
host-soul does bring out the most horrific potential it has.
Dae-Kin, like undead, do not eat normally and rather feast
upon animus and if they're able to souls themselves as
they're not just fighting to keep away hunger but madness
as well.

Requires

Empowered Morium; more EXP the better.

(100 is the 'natural maximum' initially

due to the fact thats the limit; ones made through sacrifice rituals can likely yield far more if
involving multitudes.)

Pentagram of Dae-Bone or Human Blood.

5 Moriums for each point on the Pentagram.

50 Daeblood

A Sacrifice[s] or Offering[s]

A Demon to Contract With

Arch-Way of Obsidian over the Pentagram

Dark Sapphire Gemstone

It must be night; an Eclipse can be awaited for a more potent result RP


wise.

RITUAL
Same as UNDEAD RITUAL; except a contract must be
made with a demon at night and sacrifices aren't
"necessary" but would definately help their standing with
their demonic-aid, success or failure of that end falls more
on the players' RP and the demon in question than any
'set ritual'.
Abilities
[UnholyFervor increases the movement speed of the daekin while active
to horse-speed and increases it's swing speed by (10% +0.02 per FusedAnimus stored.).
[UnnaturalPrecense] is a passive effect that makes casting more
difficult for non-party members and non-self in the area. (Treats all checks
at 15% harder for spells early on at 30% harder at 450+ stored.)
[DrainEssence Works as OSI Spirit Speak does allowing recovering of
HP/Mana from dead bodies, except it uses
(FusedAnimus/10=SkillCheckEquivilantValue) for the calculations on
potency.
*Dae don't eat normally so all food/water acts as "Spoiled 0%" to them;
instead they use [DrainEssence for recovery as well as nourishment; when
used on a player it will PD them but massively recover the Dae as well as

provide the targets' unspent animus and a recovery to the Dae's sanity.
[ShortFlight allows the Dae-kin to fly (leap) within LoS to the location;
it's notable though meant to be fast this isn't the same as teleportation.
[InfernalForm] is a passive that increases the Dae-Kins' [NON-HP] stats
by 0.03% per stored-animus.

[MonstrousAbomination the Dae-kin using the power and animus of all


the souls and essence they've fed on thus far twists their form into a
monstrous being that while powerful will slowly burn away at the very
essence sustaining it. Causes high sanity damage to the dae-kin,
Burns Stored-Animus while active; self-deactivated at 300
remaining.

Alterations
*Some effects improve later
*+ [DrainEssence Essential Ability; allows the Dae-Kin to restore
hunger/thirst since they do not naturally use either.
* Improved regeneration at a rate of 6 HP/Stamina base and +0.015 per
additional Animus commited. Gains a 0.75% HP total increase per
animus stored.
1+ [DrainEssence is able to Recover, Night Sight, Torment/Illness
Immunity
50+ [UnholyFervor and [UnnaturalPrecense]
100+ +0.75 Physical, Fire, and Toxic Resist per 20 Fused-Animus stored.
250+ [ShortFlight and [InfernalForm]
450+ [UnnaturalPrecense] intensifies.
600+
800+ [MonstrousAbomination

Complications
HUNGER CHART:
0-50 Should need about 40% daily obtainable animus at this stage.

51-199 Should need about 60% daily obtainable animus at this stage.
200-399 Should need about 80% daily obtainable animus at this stage.
400-699 Should need 120% daily obtainable animus at this stage.
700-800 Should need about 160% daily obtainable animus at this stage.
800-1000 Should need about 200% daily obtainable animus at this stage.
-1 or beyond: Death (The Dae-Kins, possibly in a eruption of acid or fire if
through combat but if they hit -1 animus they're consumed by their
demon.)
0+ Vulnerability to Dae Slayer, Requires Animus+ to sustain self, Can lose
some Morium-stored animus upon death and Sanity, -1% Cold and -1
Energy Resist per 20 animus stored
50+ Unnaturalness is fairly obvious by now and player gets a 'Red Tag' as
their very existance will unnerve things.
100+ Unnatural Hue of Eyes [Player/GM Disgression]
300+ Further Oddness [Depends on sort of Dae-kin; again GM Disgression]
450+ Should be fairly obvious this entity isn't human by now.

_________________________

Celestial Ascendance
Many who would think of "Ascending" as becoming
something genuinely beyond the mortal realm of
reasoning or ability to exist; but for the ascendants
mentioned before who do exist and are imperfect there
are the extremely few who succeed at genuinely blurring
the line between diety and mortal even without demonic
influence.
RITUAL
13. A Pentagram made of alchemical silver with a Empowered Morium
that is elementally infused for each element in a point. (Fire Ruby,
Turqoise, White Pearl, Brilliant Amber, Dark Sapphire)

14. Empowered Moriums need to meet their respective rituals for


attunement; then an arch-way of alchemical silver need to be built
over the pentagram.

15. A Blue Diamond must be Empowered It must be on the last day of


a year, a solar eclipse, or the final day of a season to perform this
ritual.

16. The Ascendant needs to be tattoo'd with the strong arcane ink by a
artisan and then laid with the Consecrated-Core within wraps on the
center of the Pentagram with the core always touching.

17. Beginning with the Master of Aeromancy (General) at the Top


point the ritualists must invoke their cardinal elements, moving
closewise to the east point the Master of Geomancy (Paganism),
followed by the Master of Pyromancy (Divination), then the
Master of Aquamancy (Arch-Magic) and the Mastery of Spirit
(Diabolism) last. Invoking each primal elements' empowered
morium to awaken them before the final to stirr the ConsecratedCore in the ascendant.

18. If the "Creation Rite" is successful it will draw all the animus and
power out from the attuned 5 moriums into the primary one
dissolving itself into the host and both are transmuted into a alien
and unusual 'form'.

19. During recovery if the bonding and transmutation is successful in


several days time the ascendant will awaken an Otherkin; if it fails
they could be transmuted into a horrific feral creature that runs
amok or even explode.

NOTE: It's worth mentioning Otherkin and Dae-kin are both more
'extreme' ascendants and may be grounds for attracting negative
other-worldly attention.

Requires

Empowered Morium [Blue Diamond]; more EXP the better.

(100 is the

'natural maximum' initially due to the fact thats the limit; ones made through sacrifice rituals
can likely yield far more if involving multitudes.)

Pentagram of Alchemical Silver.

5 Empowered Moriums (10 animus) for each point; 1 Dark Sapphire, 1

Fire Ruby, 1 Brilliant Amber, 1 Turqoise, 1 White Pearl

50 Strong Arcane Ink

A Legendary Mage of each School (101%+)

Arch-Way of Alchemical Silver over the Pentagram

It must be the last day of a year, a solar eclipse, or the final day of a
season to perform this ritual. (Or it can be a meteor shower.)

Abilities
[SustainOthers
[MitigateInjury (TAKES injury onto self!) Takes an injury from the target
and gives it to self; works on illnesses as well but Otherkin are immune all
illnesses.
[GrantInjury (REQUIRES having a injury) Gives an injury you have to the
target, cannot transfer illnesses as otherkin CANNOT have illnesses.
Unlocked at 450+ Fused-Animus
[InvokeAuthority is a single target ability that denies it movement or
use of magic (not abilities) for so long; cool down on re-use and potency
could be entirely fused-animus based.
[DisplaceSelf is a dimensional-ability that allows the Otherkin to displace
itself through divine will at the location it is looking at. ((Low cooldown
teleport, still requires LoS))
[PerfectBody] +1 Each Resist per 40 animus stored.
[EternalForm] Increases the stats of the Otherkin by 0.30 per stored
animus, Otherkin gains 20% increased damage to "all" spells.
[NegateEntity uses sheer divine authority to blink the target entirely out
of existance for a limited amount of time leaving them in a limbo between
realities before they return. [[Duration and Cooldown are based on FusedAnimus Total, Unlocked at 600+ Fused-Animus]]
[DivinePrecense] is a passive that offers 3 HP Regen (+0.015% regen
per fused-animus) regeneration to party members around the otherkin;
but not itself, at 450+ Fused-Animus this ability extends to 5x5 reach with
a base of 5 HP regen instead of 3 and all natural creatures become
passive to the otherkin; monsters are not included.) (Intended to equate

to 10 HP regen to party members when it's at 1000).

Alterations
1+

Improved regeneration at a rate of 4 HP/Mana base. (Doesn't scale


later.)

Immunity to Physical Illnesses/Aging and Torment

Ability to [MitigateInjury

Do not 'need' to eat or drink.

50+ [InvokeAuthority and [DivinePrecense] gains natural Night Sight.


100+ [PerfectBody] +1 Each Resist per 40 animus stored.
250+ [DisplaceSelf and [EternalForm]
450+ [DivinePrecense] intensifies, ability to [GrantInjury. Ability to cast
without a morium as it is a divine being.
600+ [NegateEntity
800+ [

Complications
HUNGER CHART:
0-50 Should need about 20% daily obtainable animus at this stage.
51-199 Should need about 40% daily obtainable animus at this stage.
200-399 Should need about 80% daily obtainable animus at this stage.
400-699 Should need 120% daily obtainable animus at this stage.
700-800 Should need about 140% daily obtainable animus at this stage.
800-1000 Should need about 160% daily obtainable animus at this stage.
Note: It's unintended for Otherkin to be able to use unevil means to
sustain themselves beyond 500 Fused-Animus without gaining all possible

animus each day.


-1 or beyond: Death (The Otherkin dies; up to GM disgression how weird
this may or may not be.)
0+

Otherkin consume alot of animus.

50+ Radiant/Glowing Eyes.


100+ Skin is now unnatural and otherworldly in very nature; when
touched or hit it doesn't exactly feel 'there' as lower dimensional entities,
while able, struggle to fully interact with it.
300+ Abnormal hue to skin, Being will appear unnaturally flawless health
wise.
450+

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