Enchanter Rituals

# Rituals of Mastery

A ritual takes 1  unless otherwise stated.

If the user does not already know a ritual of equal level, the cost is doubled and the user may upgrade to a stronger unit.

## Lesser Ritual of Mastery ( 10)

*This ritual grants the caster a new first level ritual.*

*Can be cast anywhere*

## Ritual of Mastery ( 30,  60 for first level 2)

*This ritual grants the caster a new second level ritual. If the caster is currently unable to cast second level rituals, it will be leveled up as well.*

*Can be cast anywhere*

## Ritual of Grand Mastery ( 180,  360 for first level 3)

*This ritual grants the caster a new third level ritual. If the caster is currently unable to cast third level rituals, it will be leveled up as well.*

*Can be cast anywhere*

# Level 1

## Animate Sword ( 1,  2)

*A sword that is enchanted with this ritual will become alive, almost. It will float in the air and obey simple orders the Enchanter or his other commanders. The ritual can only be cast in fortresses and similar locations where there are plenty of suitable swords to enchant.*

*Can only be cast in fortified citadels*

Summons an Animated Sword.

## Animate Bow ( 1,  2)

*A bow that is enchanted with this ritual will become alive, almost. It will float in the air and obey simple orders the Enchanter or his other commanders. The ritual can only be cast in fortresses and similar locations where there are plenty of suitable bows to enchant.*

*Can only be cast in fortified citadels*

Summons an Animated Bow.

## Animate Armor ( 10,  3)

*This ritual makes a full plate armor come to life and it will be able to obey simple commands form the Enchanter. The ritual can only be cast in fortresses and similar locations where there are plenty of suitable sets of armor to enchant.*

*Can only be cast in fortified citadels*

## Animate Spear ( 1,  3)

*A spear that is enchanted with this ritual will become alive, almost. It will float in the air and obey simple orders the Enchanter or his other commanders. The ritual can only be cast in fortresses and similar locations where there are plenty of suitable spears to enchant.*

*Can only be cast in fortified citadels*

Summons 2 Animated Spears.

## Craft Gargoyle ( 5,  5,  2)

*The Enchanter crafts a Gargoyle from ordinary earth and brings it to life with a complex ritual. This ritual is both time consuming and expensive, but the gargoyle is a solid construct that is difficult to harm in combat.*

*Can only be cast in temples and fortified locations*

## Create Flesh Golem ( 5,  5,  2)

*By taking five random corpses and stitching them together into one large humanoid being the Enchanter can create a Flesh Golem. The creating of a Flesh Golem is relatively quick and inexpensive, but it is not nearly as powerful as golems made out of more solid materials.*

*Can be cast anywhere*

## Sculpt Terracotta Soldier ( 2)

*The Enchanter forms a soldier out of mud and brings it to life with a simple enchantment. The process takes a long time, but it does not require any resources other than large quantities of mud.*

*Can only be cast in swamps and bogs*

## Animate Tools ( 10,  3)

*The enchanter makes a cartload full of tools come alive. The tools will float and dance in the air and obey simple orders from anyone that wants their help cleaning a house, fetching water, thatching roofs or repairing broken carts. The ritual is quite time consuming and can only be cast in places where people work and live. If cast in a mine, mining tools are created. The animated tools increase gold and iron output form the settlement. The enchantment animating the tools is local and the tools can't leave their place of creation.*

*Can only be cast in gold income locations*

Summons Animated Tools.

## Create Mimic ( 5,  5,  2)

*Even though an Enchanter could create a Mimic from just about any furniture, the chest is usually the preferred piece of furniture to use. This gives the mimic a very large mouth with which to attack it's prey and chests are also exceedingly good at drawing the attention of any would be raiders. It is possible to tell a Mimic apart from an ordinary piece of furniture by touching it, as it is quite slimy. The slime is sticky and will make it difficult to move and escape from the Mimic, even though a chest shape is badly suited for movement.*

*Can only be cast in villages and smaller settlements.*

# Level 2

## Craft Guardian ( 15,  5,  4)

*With this ritual the Enchanter creates an immobile Guardian statue. The Guardian sees everything and blasts intruders with lightning.*

*Can only be cast in land locations*

## Create Necrotod ( 35,  10,  3)

*The bones of ten corpses are gathered to form the Necrotod, an animated snake made of bones. In addition to the corpses, the ritual requires a fair bit of gold and time to preform.*

*Can only be cast in land locations*

## Create Wood Golem ( 20,  20,  3)

*This enchanter chops down a small forest and builds a huge wood golem out of the best trees. The ritual can be preformed in both northern forests and southern jungles, but the ancient forests are able to resist the effect. As with most golem creations, the process is both time consuming and expensive.*

*Can only be cast in forests and jungles*

## Create Stone Golem ( 40,  40,  5)

*This enchanter consumes the hidden power inherent in a coal mine and makes the mine rise as a Stone Golem. Stone Golems are both huge and made out of stone, which makes them almost impossible to destroy with ordinary weapons. As with most golem creations, the process is both time consuming and expensive.*

*Can only be cast in a Coal Mine*

## Create Ice Golem ( 50,  50,  5)

*This ritual transforms the ice of a frozen freshwater lake in a huge Ice Golem. Ice Golems can only be made where nd when it is cold, because the water must be frozen. As with most golem creations, the process is both time consuming and expensive.*

*Can only be cast in a Frozen Lake*

## Create Clay Golem ( 50,  50,  4)

*This ritual transforms a swamp into a mighty Clay Golem. Clay Golems retain some of the volatile properties of mud and any wounds they suffer will close almost instantly. As with most golem creations, the process is both time consuming and expensive.*

*Can only be cast in a Ancient Temple*

## Enliven Statue ( 2)

*With this ritual the Enchanter will bring a humanlike statue to life and make it obey simple orders. The ritual can only be preformed in temples where there is an ample supply of statues and each casting of this ritual has a chance of destroying the temple.*

*Can only be cast in Ancient Temples*

## Enchanted Gate ( 50,  25,  3)

*This ritual improves the defensive capabilities of the citadel by enchanting the iron gate. When enchanted the gate is magically reinforced and charged with lightning, striking down anyone trying to break it down.*

*Can only be cast in fortified locations*

## Iron Grafting ( 10)

*This ritual puts armored plates on a Flesh Golem and replaces the Golem's hands with iron weapons.*

*Can be cast anywhere*

## Animate Quills and Scrolls ( 10,  3)

*The enchanted makes a chest full of quills, ink pots and scrolls come alive. The quills will float and dance in the air and obey simple orders from anyone that wants help accounting, documenting trade contracts and writing autobiographies. The ritual is quite time consuming and can only be cast where people work and live. The animated tools will increase the trade gained from the settlement by +1, up to double the original value. The enchantment animating the quills is local and they can't leave their place of creation.*

*Can only be cast in trade locations*

## Animate Ballista ( 25,  3)

*This ritual makes a ballista come to life. The animated ballista floats in the air and no longer needs a stand. It therefore moves as fast as regular armies. It reloads itself and has a higher rate of fire than ordinary ballistas. The ritual can only be cast n fortresses and other similar locations where there are suitable parts available.*

*Can only be cast in fortified citadels*

## Dogs of Gold and Silver ( 50,  10,  3)

*The Enchanter creates two magnificent dogs of gold and silver and grants them false life. The dogs are excellent trackers and have acute senses The dog of silver will swiftly attack enemies, while the dog of gold stays close to it's creator and defends him from harm.*

*Can only be cast in land locations*

## Create Juggernaut ( 50,  5)

*The Enchanter plunders an ancient temple and uses the sacred statues and ritual paraphernalia of the temple to create a huge shrine on wheels and gives it sentience and mobility. The juggernaut, like most messengers of the divine, wanders around on it's own whims and attracts followers who search for religious guidance.*

*Can only be cast in a Ancient Temple*

# Level 3

## Create Oak Golem ( 40,  40,  6)

*This ritual consumes an ancient forest in order to create a powerful Oak Golem. Only ancient forests have the power required to create an Oak Golem and the process is also time consuming and expensive.*

*Can only be cast in a Ancient Forest*

## Create Iron Golem ( 60,  60,  7)

*This ritual consumes the hidden power inherent in an iron mine and makes the mine arise as an Iron Golem. Iron Golems are both huge and made of iron, which makes them just about impossible to destroy. As with all powerful golem creations, the process is both time consuming and expensive.*

*Can only be cast in a Iron Mine*

## Create Onyx Golem ( 70,  70,  8)

*This ritual consumes the hidden power inherent in an gold stream and makes the surrounding mountain arise as an Onyx Golem. Onyx Golemss are huge and made of onyx, which makes them almost impossible to destroy. As with all powerful golem creations, the process is both time consuming and expensive.*

*Can only be cast in a Gold Stream*

## Create Crystal Golem ( 80,  80,  9)

*This ritual consumes the hidden power inherent in crystal deposits and makes the crystals fuse together and rise as a Crystal Golem. Crystal Golems are huge and made of crystal, which makes them very difficult to destroy. As with all powerful golem creations, the process is both time consuming and expensive.*

*Can only be cast in gem deposits and crystal forests*

## Create Silver Golem ( 90,  90,  9)

*This ritual consumes the hidden power inherent in silver mine and makes the mine arise as a Silver Golem. Silver Golems are both huge and made of siver, which makes them just about impossible to destroy. As with all powerful golem creations, the process is both time consuming and expensive.*

*Can only be cast in a Silver Mine*

## Create Gold Golem ( 100,  100,  10)

*This ritual consumes the hidden power inherent in a gold mine and makes the mine arise as a Gold Golem. Gold Golems are both huge and made of gold, which makes them both nearly impossible to destroy and extremely valuable. As with all powerful golem creations, the process is both time consuming and expensive.*

*Can only be cast in a Gold Mine*

## Home Portal ( 60,  60,  6)

*The Enchanter is able to create a permanent portal through which armies can travel vast distances instantly. This ritual creates the home portal, further portals can be placed wherever the Enchanter happens to be. The portals can be used by other enemies as well and other Enchanters share the same portal space and will be able to go from their portals to another Enchanter's portals.*

*Can only be cast in a Crystal Tower*

## Home Portal ( 60,  60,  6)

*The Enchanter is able to create a permanent portal through which armies can travel vast distances instantly. This ritual creates one such portal. The portals can be used by other enemies as well and other Enchanters share the same portal space and will be able to go from their portals to another Enchanter's portals.*

*Can only be cast in land locations*

## Infuse Magic Library ( 50,  50,  6)

*The enchanter enchants the very books in an entire library and gives them awareness. The collective awareness and lore of hte books are then transfers to a more suitable vessel, one of the enchanter's metal golems. The library takes charge of it's metal vessel, but will continue to serve the enchanter as a mage commander of his golem armies. The library-commanded golem is no longer mindless, but it does not sleep and has yet to encounter fear. The library is able to cast metal arcana base on it's golem vessel's body.*

*Can only be cast in level 2 libraries*

## Infuse Magic Library ( 100,  100,  9)

*The enchanter enchants the very books in an entire Academy of Higher Magic and gives them awareness. The collective awareness and lore of hte books are then transfers to a more suitable vessel, one of the enchanter's metal golems. The library takes charge of it's metal vessel, but will continue to serve the enchanter as a mage commander of his golem armies. The academy-commanded golem is no longer mindless, but it does not sleep and has yet to encounter fear. The library is able to cast metal arcana base on it's golem vessel's body.*

*Can only be cast in level 3 libraries*

## Brass Bull ( 500,  50,  7)

*The Enchanter creates a huge bull of cast brass and gives it false life. The Brass Bull is almost impervious to normal weapons and its breath is scorching flames.*

*Can only be cast in land locations*

## Create Artifact ( 25,  50,  2)

*This ritual creates an artifact.*

*Can be cast anywhere*