Additional Systems

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A little bit of everything 

This last page sums all the different systems and tables that do not fit somewhere else. No matter if you’re in search for creating a potent magical item or searching to conduct a magical ritual: This is the place for you to thrive.

Please also keep in mind that you can always open a DM ticket if there are any uncertainties or you have other questions around a specific rule.

((Last Updated 12.8.2023))

Rituals

Ph’nglui mglw’nfah Cthulhu R’lyeh wgah’nagl fhtagn!

Rituals are a form of very complex magical procedures, that are often time and material consuming. While many rituals can be conducted by only one person, the mightiest of them are requiring the magical prowess of multiple ritual experts like clerics, warlocks and of course wizards.

When casting a ritual, please open a DM ticket with a few days notice to allow a staff member to be present to observe the rolls and collect the material components. Failure to have a staff member present may result in failure of the ritual.

A ritual is not considered complete until the staff team has rules it has been completed.

Please refer to the section about resurrection in order to determine the outcome.

Whether the caster Fails or Succeeds in a ritual, they will receive the ‘incurable weakness’ status for the specific IRL time below.

Basic General Ritual Table

This table is for the below Spells/Rituals:
Identify, Arcane Lock-(2 hours of exhaustion per door), Speak with Dead

Dice Range Fail or Succeed? Outcome Components
1-10 Ritual Fails The caster has ‘Incurable exhaustion 1’ for 1 day, and gains a ritual cooldown of 5 days. All components are Lost
11-20 Ritual Succeeds The caster has ‘Incurable exhaustion 1’ for 1 day, and gains a ritual cooldown of 3 days. All components are Lost
21-95 Ritual Succeeds The caster has ‘Exhaustion 1’ for 4 hours, and gains a ritual cooldown of 2 days. All components are Lost
96-100 Ritual Succeeds The caster has ‘Exhaustion 1’ for 2 hours, and gains a ritual cooldown of 1 day. Half of the components are Lost

In-Depth General Ritual Table

This table is for the below Spells/Rituals:
Druid Grove, Magic Circle, Gate, Hallow (Holy or Unholy), 

Dice Range Fail or Succeed? Outcome Components
1-10 Ritual Fails The caster is at death’s door (this is a status effect) and needs treatment.  The Character has ‘Incurable exhaustion 1’ for 7 days, gains one short-term madness, and gains a ritual cooldown of 7 Days. All components are Lost
11-20 Ritual Fails The caster is affected with a random curse, has ‘Incurable exhaustion 1’ for 5 days, and gains a ritual cooldown of 5 Days. All components are Lost
21-95 Ritual Succeeds The caster is exhausted for 1 day and gains a ritual cooldown of 2 days. All components are Lost
96-100 Ritual Succeeds The caster is exhausted for 1 day and gains a ritual cooldown of 1 day.  No other ill effects are gained. Half of the components are Lost

Undead Ritual Table

Dice Range Fail or Succeed? Outcome Components
1-20 Ritual Fails The CasterDies and becomes undead. To be returned to a living state the caster would need to have True Resurrection cast on them. (See Resurrection table)
The Receiver– Has ‘Incurable exhaustion 1’ for 7 days and gains a ritual cooldown of 7 Days.
All components are Lost
20-40 Ritual Succeeds The Caster– Has ‘Incurable exhaustion 1’ for 1 day, gains one short-term madness, and gains a ritual cooldown of 7 days.
The Receiver– Has ‘Incurable exhaustion 1’ for 7 days and gains a long-term madness.
All components are Lost
41-95 Ritual Succeeds The Caster– Has ‘Incurable exhaustion 1’ for 1 day, gains a random curse, and gains a ritual cooldown of 5 days.
The Receiver– Has ‘Incurable exhaustion 1’ for 7 days, and gains ‘Risen Sickness.’
All components are Lost
96-100 Ritual Succeeds The Caster– Has ‘Incurable exhaustion 1’ for 1 day, and gains a ritual cooldown of 3 days.
The Receiver– Has ‘Incurable exhaustion 1’ for 5 days, and gains one random curse.
Half of the components are Lost

Resurrection

Hello again…

Dying is not always a dead end (hah). Since aeons mages and saints are in search for life beyond the grave – or to avoid the same completely. While true immortality is very hard to achieve, there are many races that live hundreds of years by default – a fact that gives them more than enough time to die in the procedure.

Resurrection is the answer to these unfortunate mishaps but it is very demanding to the resurretor, who might also lose their life by trying to save the one who died untimely.

Rules

In the case of Resurrection, the one Resurrected will have ‘Incurable weakness’ for 14 IRL Days.
During this time, the Character will be unable to initiate PVP.  They may only Flee, Surrender, or Observe should a fight break out.  Casting spells will be at a disadvantage, and the Character will not be able to perform any rituals.

Each Character can only have 1 of each type of resurrection cast on them per season ( Resurrection, True Resurrection, Reincarnation, Revivify )

Resurrection Table

Dice Range Fail or Succeed? Outcome Components
1-15 Ritual Fails The Caster– Dies and must be resurrected.
The Caster has  ‘Incurable exhaustion 1’ for 7 days, gains a random madness, and gains a ritual cooldown of 1 IRL week.
All components are Lost
16-40 Ritual Succeeds The Caster– Has ‘Incurable exhaustion 1’ for 5 days, gains a random curse, and gains a ritual cooldown of 5 Days.
The Receiver– Has ‘Incurable exhaustion 1’ for 7 daysAs the ritual is slightly imperfect, the character can also become Reborn if the resurrected opts in.
All components are Lost
41-95 Ritual Succeeds The Caster– Has ‘Incurable exhaustion 1’ for 1 day, and gains a ritual cooldown of 3 days.
The Receiver– Has ‘Incurable exhaustion 2’ for 5 days.
All components are Lost
96-100 Ritual Succeeds The Caster– Gains a ritual cooldown of 2 days, but has no other ill effects.
The Receiver– Has ‘Incurable exhaustion 2’ for 3 days.
Half of the components are Lost

 

Reincarnation Table

Dice Range Race
01-04 Dragonborn
05-13 Dwarf (Mountain, Gold, Gray)
14-21 Goliath
22-25 Tabaxi
26-34 Elf (Dark, High, Wood)
35-42 Harengon
43-46 Gnome
47-52 Kobold
53-56 Half-Elf
57-60 Half-Orc
61-68 Halfling
69-76 Orc
77-96 Human
97-100 Tiefling

 

Research

This cannot be so complicated, can it?

TLDR; Quick steps to researching:

  1. Find a research NPC in one of the hubs. If you are looking for advanced research for your profession, speak to the profession NPC in one of the hubs.
  2. The Research NPC will roll for you. Screenshot your success rolls and save them, just in case. If you do not have a snipping tool or are worried you will click out of the screen, do the Start button + PrtSc for a screenshot. (These Screenshots MUST be from your computer. Do NOT take photos of your computer with the chat. We need clear screenshots.)
  3. After your last success roll, the NPC will announce you’ve completed your research. This is when you would open a ticket with all your screenshots.

Where to Start?

Find the research NPC in your hub of choice. Speak to them and pick a subject of study. For your advanced profession research, speak to your profession NPC to find out where you must go to learn.

Once you’ve found the NPC that will teach you, wyou will be able to make a roll every day to attempt to learn the research. Different subjects require different #’s of successes, and roll at different DCs. The subject page for the research will describe this to you.

Please also refer to our list of research topics to find what you desire to learn.

Finishing up

(what should be on these Screenshots?)

  1. Speak with the librarian to select the book you wish to study. She will roll for you.
  2. Take a screenshot of your success rolls. Remember the Librarian will roll for you. 
    1. If you do not have a snipping tool or are worried you will click out of the screen, do the Start button + PrtSc for a screenshot.
    2. (These Screenshots MUST be from your computer.  Do NOT take photos of your computer with the chat.  We need clear screenshots.)
  3. Open a DM ticket after you’ve gotten your three successes, being sure that you’re including all your screenshots. A DM will then validate your efforts.

After the validity of the research is confirmed, that research is then applied to their character.

Mastery

Fake it till you make it

Mastery represents the measure of a character’s skill in their respective class and subclass. Achieving mastery, while not necessary, can unlock certain Class Features and Spells. In addition, Characters who have attained mastery can train others and help them unlock Mastery in turn.

Global Mastery Perks: 
– +1 to 2 Attributes of your choice
– Increased HP/Spell pool

Case-specific Perks:
– Additional class features
– Additional class resources
– Additional Spells

To attain mastery, a character must earn 6 mastery credits, and they have a few options to choose from. DO NOT OPEN YOUR TICKET UNTIL YOU HAVE EVIDENCE OF ALL 6 CREDITS PREPARED

Method 1

Firstly, a character can seek out another character who is already a master in their class and learn from them. Each completed session is worth 2 mastery credits.

A completed session should be at least 1 full hour of proper RP, with a considerable amount of RP that matches the theme of the mastery lesson. The character learning should show CLEAR GROWING from this lesson. (Players MAY NOT use 1 emote for the entire hour. This session will NOT be accepted)

Students can learn from a master once every 20 hours. They must timestamp each lesson using the /time command and then take a screenshot at the end of it. Organizing screenshots in a readable fashion is recommended.

Method 2

Secondly, in the case where there are no Masters available or a character simply is not able to learn from them due to IC reasons, a character can pursue Mastery on their own or with a group in an RP session that is based on learning and developing a character’s skill set in relation to their class.

Examples would include practicing spells, running an experiment, practicing one’s tracking skills, or, adventuring into a dungeon. It should detail what the goal of their character is trying to reach, and the development of a player’s class skills, or knowledge. (In regards to Spell casters doing experiments, etc.)

A completed session should be at least 1 full hour of proper RP, with a considerable amount of RP that matches the mastery session. The character, or characters, learning should show CLEAR GROWTH in their class from the lessons. (Players MAY NOT use 1 emote for the entire hour. This will NOT be accepted and it will be rejected)

Each completed session is worth 1 mastery credit.

Students can learn from each other once every 20 hours. They must timestamp each lesson using the /time command and then take a screenshot at the end of it. Organizing screenshots in a readable fashion is recommended.

Method 3

1 DM token can be redeemed for 1 mastery credit. DM tokens are earned by participation in DM events.

Attaining Mastery

Once 6 credits have been obtained, the player must open a DM ticket and present their roleplay for approval. DO NOT OPEN YOUR TICKET UNTIL YOU HAVE EVIDENCE OF ALL 6 CREDITS PREPARED

  1. If you do not have a snipping tool, hit the Start button + PrtSc for a screenshot.
  2. (These Screenshots MUST be from your computer.  Do NOT take photos of your computer with the chat.  We need clear screenshots.)

Upon approval, they will receive their mastery rewards.

Note:  The three methods are interchangeable. The token gained from Method 3 is equal to one Method 2 session. Two sessions using Method 2 are also equal to one Method 1 session. So one can earn Mastery by having, for example, 4 Adventure/Self Study lessons and 1 Tutorship lesson.

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