Seal Spirit
Ritual Cost: Depends on the creature being sealed away. Contact your GM. Always requires some object to seal the creature into.
Ritual Time: Also depends on the creature being sealed. A minor creature might take 5 minutes, a major one an upwards of an hour, where-as a powerful daemon might take several hours to seal. Contact your GM.
Ritual Requirements: Ability to use the Seal Spirit Power OR Focus in Arcane
Description: Seals away a spirit or a innately magical (warped, supernatural, etc.) character into an enchanted item, trapping them inside their physical container until it's broken or they're otherwise released from the outside. In order to trap the target, the caster must make a series of resistance checks against the target in order to seal them away, the number of which depends on the power of the target being sealed. The character may bolster their own resistance with spells or powers as per normal, or by a bonus of 6 per faerie's/demon's blood that they imbibe for the ritual, or they may sacrifice creatures in order to add their resistance bonus to the caster's for the purpose of the check if they have blood magic. The amount of denarii spent determines the quality of the container the target is trapped inside.
Craft Sealing Collar
Ritual Cost: One suitable item (usually a collar and usually at a cost of 20 denarii)
Ritual Time: 1 hour.
Ritual Requirements: Focus in Arcane talent -or- the Alchemist talent -or- the ability to use the Seal spirit power -or- the Dedicated Witch Hunter skill.
Description: Creates an item capable of sealing away a wearer's magical and spiritual powers. When the character has the item they wish to turn into a sealing item, they spend an hour enchanting it to become a sealing item, at which point it seals any wearer at a DC equal to the caster's base resistance. The DC may be given a bonus of +8 for each item of faerie's blood or demon's blood used during its creation, and characters with the Enchanter feat double that bonus to +16. The DC may also be increased by sacrificing a character for a bonus equal to that character's resistance if the crafting character has the blood magic feat. Character with the blacksmith skill may craft their own sealing item for half of whatever the merchant price would have been. In addition, the sealing item may be crafted with cold iron for an additional 50 denarii, lowering its DC by 5 but causing any warped or supernatural creatures to gain an instance of weakened while wearing it, or angelforged metal for 40 denarii, causing it to do nothing against "pure" characters (including seal them) but works as normal and the wearer gains an instance of weakened if they're warped, two if they're supernatural, and an additional instance if they're corruptive.