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A detailed description of the metaphysical magic ability known as Adjuration, a craft that deals with spirits and ghosts.



Adjuration is a craft that deals primarily with the banishment and containment of non-corporeal entities. It is an outlawed art in the Aelyrian Empire and is only practised in utmost secrecy, the craft being passed on from master to apprentice with very little outside interference. Adjurators as a whole have found many ways to stay under the radar of the law, ranging from rank intimidation to hiding in plain sight. Because they often deal with the dead and undead adjurators may often be mistaken for necromancers and there is a certain degree of natural antipathy against necromancers in the ranks of adjurators.

Unlike Necromancy, adjuration is a craft that is very heavily practical in nature; a need to stay underground has meant that they primarily use objects and tools that may be mistaken for every day objects. It often involves sacrificing animals and using the power of blood and the laws of the multiverse itself rather than relying on energies from the plane of death. As such adjurators can never command hordes of ghosts or spirits, but may negotiate with them for favours.

[top]The Ritebound

The Ritebound is a term is used to describe ghosts and spirits alike, while the two are very different they answer to many of the same rules and laws that the adjurators take advantage of. It is worth noting that although they all pay heed to the same laws, adjurators do not deal with the Ritebound en masse. Every ghost and spirit is a new experience, sometimes an ally, sometimes an enemy, sometimes neither.

[top]Powers over the Ritebound

Adjurators are capable of crafting tools and implements that give them ways to hurt, please, banish, exorcise, delay, or summon the Ritebound. Although their craft with this will increase with their skill, they will almost always require negotiating with the spirits in question to do anything much beyond these basic things. While spirits may be more powerful than ghosts and their favours more potent, negotiating with them is often very difficult as they usually desire things entirely alien to a normal thinking.

[top]Tools of the Trade

There are as many different tools as there are adjurators as they all make their own. Some are simple spirit-cages, a box of some kind inured with writing intended to trap the Ritebound in a small, portable compartment. Others are intended for more devious things; a highly skilled adjurator might create the Thief's Light, a candle made from a human hand that paralyses whoever is in the room with it when it is lit.

[top]The Basics

Writing wards and creating tools does not come without certain limitations. Often an adjurator will require things that are not easy to get a hold of, other times they may use the most mundane of items. Salt is generally considered important to adjurators, as crossing it tends to give the Ritebound pause. Sacrificial animals of various kinds have proven to have different powers with their blood is often used for the writing of wards as well as potential appeasement to the more bloodthirsty spirits. The exact efficacy of the substance use will depend mainly on the Ritebound in question with some preferring blood, others preferring a certain type of blood and some even disliking blood entirely, preferring to deal with simply chalk.

Among other tools can be mentioned the Vision Water, an alcoholic beverage that allows those who imbibe it to see the Ritebound. While it loses much of its use after the adjurator has undergone the Glossalia Blessing it still remains a valuable aid in rituals and when trading with ghosts.


Perhaps the most important tool of all is Glossalia, a language spoken nearly exclusively by spirits, which many ghosts also have a passing knowledge of. Knowledge of Glossalia is generally a must for creating wards and more of the more advanced tools adjurators use.
Further reading: Glossalia


Using a combination of geometrical figures and Glossalia, an adjurator can create wards which may keep the ritebound trapped inside or outside of it. Often these take the form of elaborate circles, but they may also be employed around doorways or windows to keep spirits out of buildings. The most basic of the wards is a simple circle made from salt, a practical measure which may keep all but the most powerful of the Ritebound at bay, but it does nothing else. Crossing this circle in any way, physical or metaphysical, will render it useless however, so the adjurator is often trapped inside with little to do but match wits with the Ritebound on the other side. While novice adjurators generally learn how to make simple circles and other small tricks to keep the Ritebound out of a place the creation of wards can quickly scale up in complexity as an adjurator gets more skilled. Typically a ward will include various religious connotations and secret names of the gods, it is the at least partially the power of these names which makes the wards capable of holding the Ritebound and causing them to hold to deals.

The complexity of the ward will generally depend on the skill of the adjurator, typically each ability a ward has is referred to as a quality, a low level adjurator might only be capable of putting one quality into a ward, such as keeping one of the Ritebound in or out, whereas at the highest level an adjurator might be capable of creating one that has five qualities. In addition to qualities wards also become sturdier and generally better as the adjurator increases in experience.

Sometimes wards might even be applied to portable items to create spirit cages and other items with similar properties.

Wards have generally little to no effect on corporeal creatures.

[top]Sympathetic Magic

When raising a ghost or summoning a spirit, adjurators typically require some manner of connection to the entity in question, this may be their name in the case of spirits, or perhaps just being in a place they are attributed to be in touch with. Ghosts are a little more troublesome, often requiring their past belongings or pieces of their body.

Similar processes are often used when adjurators wish to send a spirit or ghost after someone. For an experienced adjurator sometimes even just a name is enough. It is this belief that names have power which often lead to adjurators adopting trade names.


A zemi is an improvised adjurator's tool. There are many varieties of zemi. While zemi typically allow the adjurator to detect nearby Ritebound of some specific sort, other types allow them to cast out certain kinds of spirits, to detect the presence of certain ghosts, and other, similar effects. While zemi require little by way of construction, they generally have a thematic link to what they are meant to do: so, for example, an ensorcelled broom may be used to cast out earth spirits.

With the exception of very high level adjurators zemi will only work for the one who made them. Experienced adjurators might even be able to create zemi on the spot, speaking a few words of glossalia over a broom to be able to use it cast out spirits for instance.

It is worth noting that such magical items tend to be very specific in their use and may be entirely worthless if the adjurator has misjudged and has prepared for a water spirit instead of a disease spirit.

While zemi are generally less powerful and shorter lived than other tools the adjurator might craft, they require less preparation and cannot be used by anyone other than the one who made them.

[top]Skill Tree


Apprentices mostly deal with whatever is around them and work to manipulate what is already there as best they can. The novice adjurator requires Vision Water or some variation thereof to be able to see and commune with spirits, they are for the most part paired with a more experienced adjurator who helps them find their way. An apprentice adjurator is capable of creating simple wards and zemi, and conducting business with the Ritebound at only the most basic of levels.
Glossalia Blessing
A painful rite of passage that marks someone's entrance into the true ranks of the adjurators, it generally takes the form of an elabrate ritual and includes a symbolic blinding and the cutting of a deep slit in the novice's tongue. At the end of the ritual, if they survive, the apprentice can now see and speak with spirits without the need for Vision water, though perhaps more importantly the ritual creates a connection between the adjurator and the spirit world.


Journeymen may bring the ghosts of the deceased back into this world and they might summon up spirits when required, but they still lack something of an edge when it comes to making deals with these entities. At this level the adjurator can create wards that summon or banish the Ritebound and can fashion wards complex enough that they can do more than one thing, so that a summoning circle might also contain the raised ghost or summoned spirit.
A journeyman adjurator can affix a spirit or ghost to another living being by ritually sewing them into their skin, although the results of such a union can be unpredictable it rarely ends well for the one who is bound.


As adepts become embroiled in the subject of their art they become capable of more than merely hoping that the Ritebound will honour their deals. Binding the very ideas or truth or deception into their wards they become capable of forcing truth or lie from the Ritebound. Adept wards may incorporate up to three different qualities.
Witch Walking
Through the ritualistic eating of a ghost and subsequent vomiting up the ectoplasm the adjurator becomes capable of spending short periods wandering around in spirit form and leaving their body behind.
The Charnel Craft
Using a combination of glossalia, mundane nearby items, and blood the adjurator can create short term zemi on the fly, these artefacts capable of such things as casting out spirits, revealing possessions and similar are only useable by the adjurator and generally have a very limited lifespan.


Master adjurators are capable with all manner of Ritebound and command instant respect wherever they go. For less powerful ghosts and spirits they may not even need wards to contain them, using just a poem or a song to stall the the Ritebound.
The Danse Macabre
Such experienced adjurators have been known to craft the tools to allow them to create a Danse Macabre, summoning forth all the ghosts a city has to offer and setting them off in a celebration unlike anything this world has seen. With such a vast amount of ghosts present however the control an adjurator has over the teeming masses is very limited.
The Room of a Thousand Windows
The adjurator with the aid of all the power and knowledge that time and experience has given him might throw the corporeal form of a person into the spirit world, where they may forever wander the world as a ghost, capable of peering in at life but never of interacting with it.

An individual returned from such a state might even get their old bodies back, or they might have become something else in the time between time and return as something hideously malformed and malicious.


The most experienced adjurators are those whose names are whispered in the spirit world, they have become a legend unto themselves and may be able to redefine what it means to be an adjurator. Capable even of creating powerful zemi on the fly that even others might be able to use.
The Well at the End of Time
Instead of dreaming these august adjurators using the appropriate rituals might send their minds into the realm of spirits and ask questions of the ancient spirit kings feasting around the Well Where All Things End and Begin.
A Kingdom Buried in Sand
The august adjurator might even conceivably recreate an entire city, bringing forth an entire ghost city or even kingdom to do the adjurator's bidding.



Contributors: Mimesis, Grim, Darian
Created by Darian, September 21, 2014 at 07:10 PM
Last edited by Mimesis, May 22, 2016 at 10:05 AM
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