Well, since you all asked...
Donning the SkinCTN: 21
Casting Time: 5 hours
Range: Touch
Duration: Permament
Prerequisites: Magecraft 15
Consequences: If the spell is failed, the caster loses control of their form and their features become a mixture of the shape they were trying to take and their natural one. This is permanent barring additional magic.
Description: With the freshly-taken skin of another creature at hand, the caster performs the ritual. At the ritual's climax, the caster dons the skin and, if successful, the skin sinks into their own and merges with them. Thereafter, they may spent 2 rounds to change their appearance and shape to that of their target. They appear in all ways exactly as the previous owner of the skin, with the exception of their shadow, which remains their own. In addition, the gross morphology of the other shape must be the same--humanoids can only use humanoid skins, centaurs could only use centauroid skins, and so on.
Donning the Skin is often used by the serpent folk to disguise themselves as they walk unknown among the kingdoms of men.
Base: Transform
CTN: 12 (base) + 20 (permanent effects) + 10 (major change) = 42 - 4 (moderate harm) - 14 (casting time) - 5 (requires rare material) = 19, raised to 21
Embracing the Heart of WinterCTN: 29
Casting Time: One hour
Range: Self
Duration: Permanent
Prerequisites: Magecraft 20, Craft (Sculpting) 10, Survival 10
Consequences: See below
Description: The ice witches of the frozen north revel in their connection to the remorseless power of winter, but some of them are willing to take this to a literal as well as metaphorical degree. By carving a part of their body out of a chunk of ice that has been frozen for at least 100 years and casting this ritual during the depths of a winter blizzard, the caster can transform part of their body to pure ice. The effects of the ritual vary based on the body part that is affected.
- Arm/Leg: If successful, the affected limb becomes immune to nonmagical cold damage and counts as wearing metal bracers/greaves (as appropriate). If failed, then all actions using the affected limb are at -4 and temperature above 50 degrees F cause one hit point of damage per minute. This is cumulative based on the number of failed limbs affected.
- Heart: If successful, the caster no longer feels fear and gains a +8 bonus to resist any attempt to influence their emotions, whether magical or nonmagical. If failed, the caster dies.
- Lungs: If successful, the caster breathes only once every few minutes, can hold their breath 60 times longer than normal, and gains a +4 bonus to resist any gaseous attack or spell. If the failed, the caster suffers a -2 penalty to all Saves vs. END and all Impedence from armor is increased by one
There are rumors of ice witches who have found ways to turn their entire bodies into pure ice to attain oneness with winter, but there are rumors of many things in the wilds beyond the civilized lands.
Base: Transform/Ward
CTN: 12 (base) + 20 (permanent effects) + 10 (major change) + 3 (against natural extreme) + 10 (ward vs various conditions) = 50 - 12 (casting time) - 5 (required components) -4 (moderate harm) - 5 (temporal conditions) = 29
Enchant WyrdbladeCTN: 25
Casting Time: 12 hours
Range: Touch
Duration: Permanent
Prerequisites: Magecraft 15, Metal Lore 10
Consequences: The weapon is ruined.
Description: One of the simplest of enchantment rituals,
Enchant Wyrdblade creates a magical weapon. It requires a sword of the finest craftsmanship or one made of orichalcum, and if the enchantment is successfully cast, the wyrdblade becomes capable of striking immaterial creatures such as spirits or ghosts, gains a +1 bonus to DR, and glows with a soft light. The light makes it impossible to succeed at Stealth checks while the blade is unsheathed, but it also reveals all immaterials creatures within it (to about 5 feet away). Despite the name,
Enchant Wyrdblade can be used on any weapon, not just swords.
Base: Aid/Change Environment/Reveal
CTN: 12 (base) + 20 (duration) + 5 (special sense) + +2 (minor effect) + 3 (5' radius) + 2 (damage bonus) = 46 - 16 (casting time) - 5 (materials) = 25[/list]