Mana Bipolar

Ritual
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In ritual zones all mystic effects are created through rituals, elaborate or otherwise. The aim of these rituals is to draw the required mana and to "shape" it so the required effect is possible. The three most common forms of ritual are runes, gestures and chants, though in reality it is often that the more powerful effects require combinations of these. Purely chanted rituals are generally found in programmed essence linear zones but chants are often used as part of a ritual to enhance or speed up the effects in mana bipolar zones.

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 Runic Rituals
Most Mystic schools throughout the greater galaxy tentatively agree that there are two major applications of runic rituals. One is to focus and gather mana. The other is to direct the mana into a pattern to create the desired mystic effect. Naturally it is possible to combine both types of runes into one mystical effect but most ritualistic mages find it easier to use each basic form of their art for each of these tasks, keeping their hands clear.
Because of the relatively static nature of runes, and because they can largely be created in advance runes are commonly used for the difficult and error prone part of the mystical working. Which that is of depends on local quantum zone and situations. In some zones gathering of mana is tedius and the shaping of it is relatively simple. In other zones there is plenty of mana but is the application of this mana a precise and exacting task.
Whatever the mystical effect you are looking for, in A-mrelari's bazaar you will find runes for each task, be it the gathering of mana or the directing of an effect. To create a full runic effect you will need both types of runes and learn to combine them. Or you could perhaps peruse the other types of rituals that are available in this bazaar also.

Glyphs

- Spellbinder
Quantity rating: 2
Difficulty level: 2
Creation time: 1 hour (depending on skill)
Duration: indefinite
Power requirement: 0 (more for extended range)

This small glyph attracts mystical effects. While its effective range varies with the quality of the glyph and the amount of power that is invested in it the effect is the same. Targetted spells strike at the glyph rather than at anything else, as long as they are loosed from within the range where the glyph is effective. Spellbinder glyphs are generally used defensively but are equally useful for offensive purposes. More specifically mystical assassins frequently use spellbinders in combination with undirected attacks.

- Scrying eye
Quantity rating: 2
Difficulty level: 3
Creation time: 1 hour (depending on skill)
Duration: Indefinite
Power requirement: 2 (more for extended range)

This glyph is usually applied to the back of a transparent surface, a mirror or a water filled bowl. It allows things within range of the glyph to be seen on the surface. The size of the glyph defines the size of the image, the power that is invested in the glyph during its creation defines the range. However, no scaling is applied; images have the same size as the objects. To work the glyph must be drawn in a single movement and the right variation of essence must be infused in the line while it is being drawn or the entire glyph will fail to work. While the duration of the glyph is essentially indefinitely it is possible to drain it if used too long or at too great a range. As the glyph drains it fades and the surface it enchants becomes opaque. It takes an averagely competent glyph master about an hour to complete a working scrying eye glyph. About half the time a failed glyph cracks the target surface, which explains why mirrors are more rarely used for this glyph. Some mystical guardians have this glyph signed on one of their eyes, allowing them a limited but essentially unrestricted sight.

- Repulsor
Quantity rating: 3
Difficulty level: 5
Creation time: 2 hours (depending on skill)
Duration: Indefinite
Power requirement: 5 (depending on force)

The repulsor glyph negates all movement towards it. The faster something moves towards the glyph the stronger it is pushed away by it. However there is a limit to the amount of power the glyph can handle and it needs time to recharge after being used. The power used by the repulsor glyph is stored as heat, which puts a practical upper limit on the use of it.

- Negator
Quantity rating: 6
Difficulty level: 8
Creation time: several weeks (depending on size)
Duration: indefinite
Power requirement: 50 (depending on the size of the object)

This is a special high power version of the repulsor glyph. It uses a large number of interconnected glyphs so that each glyph applies part of the force required to repell an object. This allows much larger glyphs to be created with a power that would cause a regular repulsor glyph to set everything on fire. Creating such glyphs can only be done by the most skilled rune masters and takes many weeks of intense concentration. A tiny mistake will create a weakness in the protection that can lead to the destruction of the object being enscribed.

- Glyph of Sight (Sound, Fumes)
Quantity rating: 3
Difficulty level: 4
Creation time: 10 mins
Duration: Indefinite
Power requirement: 5 (depending on clarity)

A simple glyph that allows images (or sounds or smells) to be picked up from within the range of the glyph and be transmitted to another location. In many ways it is the reverse of the scrying eye glyph. The later opens a window to any location within range of the glyph, the first must be near the location to be seen. The advantage of the glyph of Sight is that it is a passive mystical effect. Unless the glyph itself is spotted its effect can not be detected. It also allows much clearer images and some control over scale and detail of the image, unlike the scrying eye glyph which creates an image like a window into another location. And of course it is possible to create Glyphs of Sound and Glyphs of Fumes which allow the transfer of sounds and smells which is impossible with the scrying glyph.

- Animator
Quantity rating: 6
Difficulty level: 6
Creation time: 1 hour
Duration: -
Power requirement: 50 (depends on weight)

This glyph consists of two parts, the mirror image of each other. One part is applied to an inanimate object, typically two pieces of rock, but anything can be used here. The other part is applied to somebody's joint. When both glyphs are applied the joint can no longer be used because doing so will actually move the objects being animated. Theoretically it is possible to animate a golem using these glyphs, in practice its use is limited to operating doors and heavy objects that can not be moved by machinery or other mystical means. The animator glyph is simple to apply but relatively inefficient, requiring vast amounts of essence to do what could be done by hand with less power. The duration of this glyph is undetermined because with every move of the animated joint there is a chance of glyph fading, depending on the skill of the glyph master who drew it. Until the glyph fades it can only be undone by the master, and only by untracing the glyph at the joint; the animated object can not be tampered with.

Sigils

- Sigil of Speed
Quantity rating: 7
Difficulty level: 7
Creation time: 3 moment
Duration: Indefinite (special)
Power requirement: 10 per moment

This sigil speeds up movement of the object, or person, it is applied to. However it also requires a considerable amount of power just to maintain it. If applied to a living creature this power must be supplied by the life force and the drain can be lethal if the sigil is left in place too long. On objects the sigil requires an additional rune or glyph to collect the power it needs and it can easily drain its environment dry of essence, destroying any other magic. While the sigil is easy to apply it is equally easy to disrupt, specifically by disrupting the flow of essence into it.

- Sigil of Closure
Quantity rating: 2
Difficulty level: Varies
Creation time: Varies
Duration: Indefinite
Power requirement: 1

This sigil closes and locks a door from the inside. Variations of the sigil of closure exist for almost every difficulty level. Naturally the more difficult sigils offer greater protection. This includes hiding the presence of the door in the first place. The door can still be destroyed but not forced open. The sigil of closure offers no absolute perfection, every door can be opened by a determined lockpick but a powerfull sigil makes it very difficult. The difficulty level of the sigil determines the perception check that must be passed to notice the door in the first place and the number of consecutive skill checks to open the door.

- Sigil of Light
Quantity rating: 1
Difficulty level: 1
Creation time: 1 moment
Duration: Indefinite
Power requirement: 1 (depends on brightness)

This sigil creates a permanent light. Depending on the brightness it uses some essence during the drawing of the sigil and a similar amount of essence every hour afterwards. The power requirement doubles with every step the brightness is increased. Starting at 1 with the brightness of fluoresence. Candlelight brightness is level 4 and requires 8 essence. Electric light brightness requires 32 essence and sunlight brightness requires 256 essence.

- Sigil of Shadows
Quantity rating: 1
Difficulty level: 1
Creation time: 1 moment
Duration: Indefinite
Power requirement: 1 (depends on darkness)

Drains light in the same way a sigil of light creates light.

- Sigil of Scrambling
Quantity rating: 2
Difficulty level: 4
Creation time: 6 moments
Duration: Indefinite
Power requirement: 2

Blurrs contours and sounds that pass near the sigil. This does not hide whatever the sigil is drawn on but makes it next to impossible to identify it. It also is an effective prohibition against earsdropping. Sigils of scrambling are commonly used in bars and other public places that offer privacy. Unscramblers against this sigil exist but are considerably more complicated to draw. They usually sit next to the sigil of scrambling, drawn slightly smaller, to create a sphere of undisturbed sight and sound within the influence of the sigil of scrambling.

- Sigil of Invisibility
Quantity rating: 4
Difficulty level: 5
Creation time: 6 moments
Duration: Indefinite
Power requirement: 1 per moment, per attempt to notice

Simple sigil that does not actually make anything invisible, just makes it hard to notice, unless concentrating on seeing something (willpower). Every time this sigil is invoked to push away attention it drains some essence. If left alone for 6 moments this power will be replenished but until that time the sigil is almost ineffective. It is possible to infuse more than the minimal amount of essence in this sigil for additional protection. Though the difficulty level rises with every 6 additional essence to be infused.

- Sigil of Blessing
Quantity rating: 3
Difficulty level: 2 to 9
Creation time: 1 day
Duration: Indefinite
Power requirement: 1

This powerfull sigil repels unholy forces both conscious and unconsious. It is difficult and time consuming to create but offers good protection when succesfull. Unholy forces can't approach the sphere of influence of this sigil, which is some 5 meter. The difficulty level of the sigil determines against how powerfull unholy forces the sigil is still effective. With every move within the protected range the unholy force must pass a number of consecutive checks or it is repelled till outside the protective sphere.

- Sigil of Fire (Wind, Lightning, Shock, Death, etc)
Quantity rating: 3
Difficulty level: 2
Creation time: 4 moments
Duration: Indefinite
Power requirement: 5

This simple sigil invokes the the aspect of some kind of force, usually a destructive one. In itself it has no power but it can be used to shape essence and to access other planes of existence (if the local mystical q-dex allows elemental planes of course).

Circles

- Collector
Quantity rating: 2
Difficulty level: 7
Creation time: 2 hours
Duration: Indefinite
Power requirement: 0

This circle of power collects essence from the ambient for feeding into another spell or circle. The circle does not work fast and is unsuited for any fast effects but if left undisturbed can collect a staggering amount of essence. It collects in average 1 unit of essence every hour.

- Flash circle
Quantity rating: 8
Difficulty level: 7
Creation time: 5 moments
Duration: Indefinite
Power requirement: 0

A fast, one shot, essence collecting circle. As soon as this circle is closed it starts to drain all essence in reach into the circle and continues to do so while the essence flow is maintained. As soon as the the flow is interupted the essence is released into the circle for use in other mystical rituals or spells.

- Focus
Quantity rating: 6
Difficulty level: 7
Creation time: 1 hour (depends on skill)
Duration: Indefinite
Power requirement: 0

Focusses essence in the centre of this circle. The better the circle is created the more powerfull effects can be achieved. Typically part of a collector circle. When disturbed all essence focused is released at once in the circle, generally destroying anything contained. In effect the focus acts as a multiplier for the essence so it all feeds into another spell or ritual.

- Amplifier circle
Quantity rating:
Difficulty level:
Creation time:
Duration:
Power requirement:

As with the focus circle this acts as an amplifier. In addition it is a directional focus for targeted effects. Usually it is part of other runic designs, e.g. to connect a circle to corners or to the elements. This type of circle is an essential part of offensive magics that rely on static rituals.

- Ward-off
Quantity rating: 3
Difficulty level: 3
Creation time: 4 moments
Duration: 1 day to 2 weeks
Power requirement: 1

A simple circle that scares off life-forms. The higher the lifeform the stronger the effect. It requires a willpower check to overcome the effects of this circle but the effect is limited to some 30 meters from the center of the circle. While it might be a good idea to protect camping places with a ward-off this turns out not to be the case. The effect occurs within the entire range, making staying there distinctly unpleasant.

- Ward
Quantity rating: 6
Difficulty level: 7
Creation time: 2 hours
Duration: Indefinite
Power requirement: Varies

A ward is a Circle that protects against a specific event or effect. Near every zone that allows ritualistic magic has a variant of this circle. Common types are: Presence, Movement, Wind, Life, Death, Fire, Essence Wards. The first protects against scrying and teleportation amongst other things). Movement wards can not be crossed by objects. All wards work by stopping any object or effect that it wards against just outside the circle. A specialised form of wards is the inversed ward, which prevents an affect from leaving the circle. This type of ward is considerably more complicated to create but is an essential part of summoning magic where a dangerous creature must be contained until it can be bound by other means.

- Summoning circle
Quantity rating: 8
Difficulty level: 6 (lesser circle) or 8 (master circle)
Creation time: 9 days
Duration: Indefinite
Power requirement: 150, 15 for usage of the circle

Actually two circles that allow the distance between them to be crossed by a single step. Difficult to create and expensive to maintain. The master circle of the pair can combine aspects of more than one lesser circle, allowing to create a nexus from which other places can be reached. However the difficulty of creating a master circle increases exponentially with the number of lesser circles it incorporates, and failure ruins the entire circle.

- Abyss
Quantity rating: 8
Difficulty level: 8
Creation time: 3 days
Duration: One usage
Power requirement: 75

The abyss is basically half of a summoning circle, with the other end opening in another plane, usually a demonic or elemental plane. From there an inhabitant from that plane can be brought into the circle and cross the barriers between the different existences. Since those creatures in general do not appreciate being abducted extensive precautions must be taken to survive the experience.

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 Gestural Rituals
Gestures are powerful conductors of mystical force and have been used by nearly all arcane and mystical schools. The essence, or sometimes the mana, is collected by the mage and then using gestures shaped to the desired effects and finally delivered with more gestures. This works especially well in those quantum zones were the arcane world follows the material world as well as the other way around. Thankfully for the mage this is true in most quantum zones with a modicum of mystical possibilities so the principle works in a great many places. Of course the difficulty is in the details of which gestural rituals will affect the essence and mana in each zone. But at A-mrelari's we have tomes of knowledge from nearly every zone ever visited by our mages. Even Omnet's representatives have been seen browsing our vast store of gestural rituals looking for information about mystical effects in obscure zones.
By its nature most gestural rituals are part of the offensive and defensive magic and has little to do with the more subtle aspects of magic. Throwing, shaping and blocking are easily expressed with gestures and used so frequently that such patterns only need to be reinforced for the magic to work but are already partially established. The power of this art is in its speedy results and many mages spend their lifetime searching for further shortcuts that will enable them to have the upper hand in arcane duels. While essence and mana may follow the patterns in the material world this does not happen easily and typically gestures need to be repeated many times before the pattern is established firmly so the essence will follow it and have the desired mystical effect. In magical combat this obviously can be very dangerous. When levinbolts are flying there is no time for elaborate rituals to throw up a shield. Gestural rituals therefor must be subtle and set up patterns that lead the essence but require only minimal changes to create a variety of effects, reducing the time to cast to typically a tenth or less from unprepared spellcasting.
Finally a rarely used but potentially extremely powerful form of gestural rituals is that of dance. While many rituals require the use of more than hands and arms, dance rituals have the advantage of groups of sentients establishing a pattern together, often imprinting it very strongly. A number of minds all set on creating a specific pattern will establish it quickly and very strongly, often enough to long outlast the actual spellcasting by a long time. The dance rituals that are used throughout the greater universe to protect places rarely need to be repeated more than once a year for the magic to maintain its power. Though it is harder to find a group of mages to create these rituals the effects are well worth the effort and there is a fair selection of dance rituals available at this store for the interested.

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Chanted Rituals
Chants are the most subtle, and most difficult, variety of ritualistic magic. Their mystical power is derived from the fact that they establish patterns on many levels at the same time. Sound itself is a pattern of vibrations that in many quantum zones is similar to the natural state of essence. This similarity enables sound to affect essence, and sometimes mana, more easily. However in itself sound is undirected. The second stage of chanted rituals is that of the chants themselves. These too are patterns, shaped by the sounds or perhaps carried by them. The essence is shaped along the lines defined by the patterns of the chant, allowing elaborate and incredibly detailed mystical constructs to be created. This subtlety is unmatched by any other ritualistic magic. Runes can be used for subtle effects as well but lack the fluidity of the chants and setting up such elaborate runes requires a lot of time and a well warded working place. Once set runic rituals can not be altered while a trained chorus can modify chants at any moment with a fair chance of keeping the mystical structure intact. The one big disadvantage that chanted rituals have is that they are fairly undirected and limited to the range where the chants are loud enough to establish a mystical pattern. Dissonant sounds can be used effectively to shatter mystical constructs created by chanted rituals, but there are ways to defend a ritual against such intrusions.

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