Illumination allows the Caster to enchant a physical representation to glow with a soft light similar to the Light spell. Illumination, however, is tied to the physical structure of a Building and cannot be removed. Illumination does allow the Caster to create one or many "triggers" which can control whether the lights are active or inactive. Once cast anyone who can activate the trigger or switch can control whether the building is filled with light or not. The level of light provided is dependent on the quality and quantity of physical representations provided for the Ritual (i.e. available light fixtures/sources). The Reverse of this Ritual, Darkening, removes the Illumination Ritual and/or renders a Building incapable of being Illuminated by any means (magical or non-magical) for the duration of the Ritual or until the Darkening Ritual is removed by casting Illumination or Destroy Magic. Illumination or Darkening must be clearly marked on the Marshal Notes for the Building.
Out Of Game: The physical representation for Illumination must be something which is capable of generating light and has a switch or lightswitch which functions as the "trigger".
This Ritual requires 2 reagents as listed on the scroll.
I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE Illumination / Darkening <declare choices> Ritual