Rituals
Here you will find a complete list of all available rituals offered on Halcyon. Each ritual lists their class requirement, cost, and effect.
Ritual Rules
1. To conduct a ritual you will open a ritual ticket located within the Dungeon Master ticket section of discord.
Once your ticket is opened you will need to provide the following: State the ritual you wish to conduct. Take screenshot of the materials required for the ritual and post it to the ticket. Roleplay out the ritual and take screenshots of the roleplay.
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Information Required:
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Name of ritual you wish to conduct
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State your character's class and subclass
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Screenshots of the required materials in your inventory
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Screenshots of the completed roleplay
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Once you have provided the above a DM will review the information you may use the /ritual command to perform the ritual. Below you will find the chart.
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2. Ritual table
1: Failure, all materials are lost, the caster gets Severely Wounded.
2 - 10: The ritual fails, all materials are lost.
11 - 40: The ritual fails, half of the materials are lost.
41 - 90: The ritual succeeds.
91 - 99: The ritual succeeds, half of the materials are kept.
100: The ritual succeeds, all materials are refunded.
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3. Rituals may be attempted multiple times
For rituals that require a roll that must be completed using /ritual they may be attempted one additional time within 24 hours with a -5 modifier automatically added.
4. You may resurrect another character. After a character has been dead for more than two weeks and was not willingly killed they may be revived.
Detect Magic
Divination
1 Action
V, S, M
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Class Required:​
-
Artificer
-
Cleric
-
Bard
-
Druid
-
Paladin
-
Ranger
-
Sorcerer
-
Wizard
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Components Required:
-
1x Unstable Essence
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5x Arcane Residue
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For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any.
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The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dirt.
This is an RPR Spell, and does not require a DM Ticket!
Ceremony
Evocation
1 Hour
V, S, M
​
Class Required:​
-
Cleric
-
Paladin
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Components Required:
-
2x Ring (Wedding Only)
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2x Holy Water
-
10x Arcane Residue
You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
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Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
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Wedding. You touch adult humanoids willing to be bonded together in marriage.
Detect Poison and Disease
Divination
1 Action
V, S, M
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Class Required:​​
-
Cleric
-
Bard
-
Druid
-
Paladin
-
Ranger
-
Sorcerer
​
Components Required:
-
10x Mother's Leaf
-
5x Arcane Residue
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For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
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The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This is an RPR Spell, and does not require a DM Ticket!
Locate Animals or Plants
Divination
1 Action
V, S, M
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Class Required:
-
Druid
-
Bard
​
Components Required:
-
4x Feral Claw
-
10x Arcane Residue
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Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Hallow
Evocation
24 Hours
V, S, M
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Class Required:​
-
Cleric
-
Warlock: Pact of the Fiend
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Components Required:
-
10x Daisy
-
10x Briskleaf
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10x Mother'sleaf
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10x Giant's Root
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10x Valorbell
-
30x Arcane Residue
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You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles and may only include a single room with a dedicated shrine or altar, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
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Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground.
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Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground.
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Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial.
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Each cleric may only hallow a single location and a clan may only possess one hallowed location.
Commune
Divination
1 Minute
V, S, M
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Class Required:​
-
Cleric
-
Sorcerer: Divine Soul
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Components Required:
-
10x Daisy
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10x Briskleaf
-
10x Mother'sleaf
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10x Giant's Root
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10x Valorbell
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10x Holy Water
-
30x Arcane Residue
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You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
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Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.
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If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
Scrying
Divination
10 Minutes
V, S, M
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Class Required:​
-
Bard
-
Druid
-
Warlock
-
Cleric
-
Wizard
​
Components Required:
-
1x Crystal Ball
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30x Arcane Residue
-
Item from Target of Scrying
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You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
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Knowledge
Secondhand (you have heard of the target): +5 Save Modifier
Firsthand (you have met the target): +0 Save Modifier
Familiar (you know the target well): -5 Save Modifier
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Connection
Likeness or drawing/painting: -2 Save Modifier
Possession or garment: -4 Save Modifier
Body part, lock of hair, bit of nail, or the like: -10 Modifier
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On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
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On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
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Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
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Please open a Ritual DM Ticket in order to begin the process of casting this ritual.
Legend Lore
Divination
10 Minutes
V, S, M
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Class Required:​
-
Bard: College of Lore
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Cleric
-
Wizard
-
Warlock: Pact of the Undying
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Components Required:
-
10x Daisy
-
10x Briskleaf
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10x Mother'sleaf
-
10x Giant's Root
-
10x Valorbell
-
30x Arcane Residue
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Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
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The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
Please open a Ritual DM Ticket in order to begin the process of casting this ritual.
Commune with Nature
Divination
1 Minute
V, S
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Class Required:​
-
Druid
​
Components Required:
-
30x Plant Fiber
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30x Sand
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30x Arcane Residue
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You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
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You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
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terrain and bodies of water
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prevalent plants, minerals, animals, or peoples
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powerful celestials, fey, fiends, elementals, or undead
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influence from other planes of existence
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buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Dream
Illusion
1 Minute
V, S, M
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Class Required:​
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Cleric: Twilight Domain
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Druid: Circle of Dreams
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Bard: College of Glamour
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Warlock
​
Component Required:​
-
Ground up Valor Bell (Flavor)
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Ground up Brisk Leaf (Flavor)
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Ground up Mother's Leaf (Flavor)
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
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If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
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You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Greater Restoration
Abjuration
1 Action
V, S
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Class Required:​
-
Cleric: Life Domain
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Druid: Circle of Dreams
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Sorcerer: Divine Soul
-
Warlock: Pact of the Celestial
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Components Required:
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1 Precious Gemstone
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25x Arcane Residue
-
90 Gold
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
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One effect that charmed or petrified the target.
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One curse, including the target's attunement to a cursed magic item.
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Any reduction to one of the target's ability scores.
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One effect reducing the target's hit point maximum.
Private Sanctum
Abjuration
10 Minutes
V, S, M
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Class Required:​
-
Wizard
​
Components Required:​
-
40x Arcane Residue
-
10x Unstable Essence
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10x Strange Shards
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You make an area within range magically secure. The area may encompass an entire room or small building. The spell is permanent until dismissed. You may only have one per clan.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
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Sound can't pass through the barrier at the edge of the warded area.
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The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
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Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
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Creatures in the area can't be targeted by divination spells.
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Nothing can teleport into or out of the warded area.
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Planar travel is blocked within the warded area.
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Please open a Ritual DM Ticket in order to begin the process of casting this ritual. You must also open a ticket if you've already created a private sanctum and wish to dispel it.
Regenerate
Transmutation
1 Minute
V, S, M
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Class Required:​
-
Cleric: Life Domain
-
Druid: Circle of Dreams
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Sorcerer: Divine Soul
-
Warlock: Pact of the Celestial
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Components Required:
-
4x Holy Water
-
35x Arcane Residue
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
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The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
True Resurrection
Necromancy
1 Hour
V, S, M
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Class Required:​
-
Cleric: Life Domain
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Druid: Circle of Dreams
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Sorcerer: Divine Soul
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Warlock: Pact of the Celestial
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Components Required:
-
Diamonds worth 25,000 Gold
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1,000 Gold
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50x Arcane Residue
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50x Daisy
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Teleportation Circle
Conjuration
1 Minute
V, M
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Class Required:​
-
Bard
-
Sorcerer
-
Wizard
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Components Required:​​
-
20x Unstable Essence
-
50x Arcane Residue
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400 Gold
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As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan.
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This grants the clan a clan warp that can be used to access other clan warps as well as the main warp network. You must have 5 members within your clan.
Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay.
Druid Grove
Abjuration
10 Minutes
V, S, M
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Class Required:​
-
Druid
​
Components Required:
-
30x Basic Herb
-
4x Feral Claw
-
30x Arcane Residue
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You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 3 tile cube or as large as a 9 tile cube. Buildings and other structures are excluded from the affected area. Druids within the area area gain the following effects:
Grasping Undergrowth - Once per long rest while fighting within your grove you may call upon nature for aid. Allowing you to cast Entangle as a free action on your turn. The druid may choose any targets they wish within range to target and exempt any others.
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This is allowed to be used by druid's within their own grove or one that they are friendly to. The owner of the grove decides if another druid is friendly or not.
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Bountiful Nature - Once per week a druid may harvest from their grove. Gaining:
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1d6 Basic Herbs
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1d4 Plant Fiber
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1d4 Briskleaf
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1d6 Daisy
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1d4 Mother'sleaf
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1d4 Giant's Root
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1d4 Valorbell
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This shares a cooldown across all groves. A druid may only harvest from a single grove once a week.
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Reincarnate
Divination
1 Hour
V, S, M
​
Class Required:
-
Druid
​
Components Required:​
-
Diamonds worth 15,000 Gold
-
30x Arcane Residue
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You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
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The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.
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1 - 5: Aarakocra
6 - 10: Dragonborn (1d10 for color)
11 - 15: Drow
16 - 20: Dwarf
21 - 25: Genasi (1d4)
26 - 30: Gnome
31 - 35: Goblin
36 - 40: Halfling
41 - 45: Half-Elf
46 - 50: Half-Orc
51 - 55: High Elf
56 - 60: Human
61 - 65: Kenku
66 - 70: Kobold
71 - 75: Satyr
76 - 80: Sea Elf
81 - 85: Tiefling
86 - 90: Triton
91 - 94: Tabaxi
95 - 99: Wood Elf
100 - Choice of anything on the list.
Water Breathing
Transmutation
1 Action
V, S, M
​
Class Required:​​
-
Artificer
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Bard
-
Ranger
-
Wizard
-
Sorcerer
​
Components Required:
-
10x Feral Claws
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6x Holy Water
-
20x Arcane Residue
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This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
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The spell ends when PvP Intent is dropped.
Knock
Transmutation
1 Action
V, M
​
Class Required:​​
-
Artificer
-
Bard
-
Wizard
-
Sorcerer
​
Components Required:
-
4x Precious Gemstone
-
30x Sand
-
30x Arcane Residue
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Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
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A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
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If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
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When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Arcane Lock
Abjuration
1 Action
V, S, M
​
Class Required:​​
-
Artificer
-
Wizard
​
Components Required:
-
4x Unstable Essence
-
250x Gold Coin
-
10x Arcane Residue
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed by knock.​
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While affected by this spell, the object may not be forcibly opened by mundane means. (You may not break in or picklock an arcane locked door.) Knock must be cast in order to by pass the arcane lock.
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You may only have one arcane lock per clan. You must also open a ticket if you've already created an arcane lock and wish to dispel it.
Remove Curse
Abjuration
1 Action
V, S, M
​
Class Required:​​
-
Cleric
-
Wizard
​
Components Required:
-
3x Precious Gemstone
-
3x Feral Claw
-
15x Valorbell
-
15x Arcane Residue
At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded.
Lesser Restoration
Abjuration​
1 Action
V,S
​
Class Required:​​
-
Bard
-
Cleric
-
Druid
-
Paladin
-
Ranger (Level 12)
​
Components Required:
-
6x Daisy
-
4x Arcane Residue
​
Cures the target of disease, or one condition afflicting it. The condition can be bloodless, blinded, deafened, paralyzed, or poisoned.
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This is a button that may be used in RPR and does not require rolls