Mental Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%Syntax: Ritual scry (target) Cost: 25%See through the target's eyes for a brief second.Syntax: Ritual imprint (target) (message) Cost: 100%Places a desire on the target, making them see You...
Enhancements Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%Syntax: Ritual sacrifice Cost: 100%Sacrifices some of the character's apparent age to turn it into pure lifeforce energy. Is self targeted.Syntax: Ritual shadowcloak (target) Cost: 25%Applies a shadowcloak to...
Protection Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%Syntax: Ritual cleanse Cost: 100%When the ritual finishes any cursed objects in the caster's possession willhave their curse lifted.Syntax: Ritual mindward (target) Cost: 100%When complete the target will be...
Property Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%Syntax: Ritual silence (target) Cost: 25%Sends a spell of silence towards the target, when it strikes whatever propertythey are in will be enclosed in a mystical bubble which no...
log
Syntax: Log start/stop/pause/view/clearThis command starts logging RP that your character is doing or can see. Youcan use log view to see the log up to that point at any time.Syntax: Log report (notes)This command sends your logs to the societies in New Haven as a...
Hot Specialization
Requirements: Not UndeadCharacters with this stat are particularly comfortable in hot climates, theyget a 10 percent life force buff when in an operation in a desert terrainand up to +10 percent life force buff when in areas above 85 degrees F.They get a 10 percent...
Cold Specialization
Requirements: Not UndeadCharacters with this stat are particularly comfortable in cold climates,they get a 10 percent life force buff in any operation in a tundra terrain,or when it's snowing. They also may get up to +10 percent life force buffwhenever it is below 50 degrees...
mist abductions
When fighting the creatures in the mists, if you are injured, youmay be kidnapped and taken to a lair. You will be bound,may have armor and/or weapons and other valuables removed. Though thesecan usually be found in your stash once you return.The societies in New...