Rituals

RITUALS

Rituals are a list of specific steps or actions performed sequentially in order to achieve an end result. These end results are either a permanent effect, such as creating an implement/bonding to a familiar, or something large-scale or grand, like entering a separate realm. It’s been rumored that certain rituals can be sentient, but there are not enough people claiming such things to make this a trustworthy idea.

LIST OF KNOWN RITUALS

***Ritual of Cain*** - The ritual to mark another human and induct them into magic.

To perform it, both parties must consent to the marking, at which point the magician will use their own mana to brand the inductee’s hand. A circular mark with a unique design will appear and at moment, the inductee is a magician.

***The Dreamer Ritual*** - The ritual that both opens one’s mind to dreams, or closes it off.

To perform it, the magician must recite the provided incantation, and fall asleep within the following hour. Once asleep, the magician will either be *closed off* from dreams, rendering them unable to communicate or be visited by mares and dreamers, or they will be *opened up* to dreams, and they *can* encounter the dream spirits.

***Famulus Ritual*** -  The ritual for bonding yourself to a familiar.

Both parties will make their vows of what to grant to and demand of the other. Then, both give a drop of their life essence, let them mingle in a cup and the magician speaks the old words of power.

“Hoc est animabus nostris et principalius in ipso. Nentes stamina fata sumus. Me: [Magicians name] invitare te [Spirits name] in anima mea, protegendo. Et aperi mihi potestatem, et ut gerunt in favorem. Una: Venite facti maius esse quam uterque.

Familiar relationships vary from one to the other, but there are a few constants.

Two constans, though, are firstly that the Spirit can not die unless the magician does and secondly the magician can channel his magic through the Spirit. Other effects might be:

* The familiar will always be able to find the way to their master, and vice versa.
* The familiar is able to override or dilute afflictions on the master such as pestilence or mind control.
* The Master can easily break their familiars free from bindings or seals.

***Demesne Ritual*** - The ritual for claiming and acquiring a demesne. To perform it, the

magician must stake out their desired boundaries, and incite a magically-powered challenge, which will be sent to all nearby magicians. The ritual will technically be complete when all challengers are defeated, or enough time has passed without a response. It is possible for a magician to support the claim, meaning they forfeit their right to challange the other magician or even offering themselves as a champion in their cause, fighting a battle for them. If a magician makes no move to object until the moon has regained the same shape as in the night of the challenge, he automatically forfeits his right to object.

***Implementum Ritual*** - The ritual designed to create an implement, one of the three essential tools of a magician.

To perform it, one must take the desired object, which must be able to be carried or held in the hands, and place it and yourself within a specific magical diagram. Once within the circle, one must infuse the Object with power. The source could be one's own blood, a spirit's essence or whatever else. The stronger the source, the more powerful the Implement. But beware, a strong source can result in certain effects. For instance, using the essence of a strong Fire Jinn could empower all future fire spells but in turn weaken you to the effects of water magic.