Table of Contents

Rituals

Rituals in the Advent campaign will be handled with Power Rolls rather than making someone pay 10 points for the Grand Conjunction that works once each generation. There are numerous permutations of this roll so each separate skill will list several possible rituals.

Warding

Warding spells are the most basic version and one of the few that can achieve nearly permanent effect. Warding a place or object involves the use of magic circles, invocations, and inscription. Typically, through the use of these spells the wizard erects a barrier that is invisible and intangible to mortals but damnably difficult to get past as a supernatural creature.

Summoning

There are things beyond the kin of mortal kind who answer to the right call. Summoning is knowledge of that right call. This is a most dangerous art for many of the grimoires on the subject were written by devils and djinn themselves. They trap careless mortals into thinking that they have the power to command whatever spirits they conjure but in the end it is they who end up as vessels for some malevolent spirit. Not all summoning is evil, if that is a word allowed in the company of wizards. Some seek to summon the spirit of someone lost to them. Others seek the knowledge of the fae. There are a myriad of reasons that one would master summoning but it is always the fools seeking to conjure demons who “make the news.”

Alchemy

Astral Magic

Grand Rites