Site Index > Rules > Gameplay > Item Types > Rituals |
Rituals | |
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Section: | Gameplay
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Summary: | Rituals are reusable written items that perform effects like spells, but more powerful or specialized.
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Primary Topics: | How to use rituals
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Secondary Topics: | Ritual components |
Rituals are like spells, with a wide variety of possible effects.
Rituals aren't very beginner friendly because they can be expensive to use and hard to acquire, both in gaining the skill points necessary and items needed to use them. New players can safely skip these rules until they are interested in learning more. |
Rituals
Rituals allow the game to have many different magic effects, while keeping the list of spells at a fixed size. There is no limit to the number of rituals that could exist, and most magical effects that don't fit into the template of a spell will be a ritual. Most of the time rituals are paper items with instructions on them. Some creatures are capable of performing acts that function like rituals without having a paper to read off of, those creatures will describe how that works in their encounter codex entry. The following text exclusively refers to the paper variety of ritual.
Rituals are typically reusable items. Some specific rituals are one-use consumable items, these rituals will indicate if this is the case. Each ritual is a printed piece of paper that will contain all the information needed to perform it. Rituals may not be duplicated. Players can transcribe rituals into a cooler looking prop, which must be lootable, if they destroy the original copy.
When a character first learns a ritual skill they receive the basic rituals for that school of magic for free. These may be reacquired each event at check-in should the player lose them. Other rituals must be acquired as loot during play.
Preparing to Cast a Ritual
To cast a ritual a character must have: the skills required for that ritual, the components needed to perform the ritual (which are consumed), any foci required to perform the ritual (which are not consumed), and a copy of the ritual itself. Some rituals may also require additional participants.
Skills
You will need the skills listed on the ritual to perform it. The caster of a ritual must have all appropriate ritual skills and any other required skills. Typically this is one skill for each school in the ritual. Some rituals may even require other more unusual skills as well. When multiple skills are required multiple participants may work together to enact the ritual so long as each one provides at least one of the necessary skills.
When a ritual requires additional participants the ritual will state if those participants also need to know the relevant skills.
Ritual Components and Foci
Most rituals will require specific components that are consumed or foci, items that must be present to perform the ritual, that are not consumed. When the ritual itself is consumed on use, it will be listed as a component.
There are a wide variety of ritual components. Basic ritual components are any component from the seven schools of magic. These are the most commonly used ones for rituals. There is no fixed shape for basic ritual components, but there are often themes among the different schools. These ritual components are found as loot during the game.
Other components can be absolutely anything. These are known as special ritual components to distinguish them from basic ones. These scarce ritual components (such as Dragon's Blood or Ghost Stones), cannot ever be substituted with other items or powers, you must use the exact item called for. Generally scarce ritual components are required for plots or the rarest of rituals.
Recognizing ritual components requires the Identify Magic skill.
This is a non-exhaustive listing of defined special ritual components.
GM Controlled Components
Gamemaster controlled ritual components are designed to be used by GM's to tell stories with. They have no fixed purpose. These items could be used as part of the Remedy ritual to cure a plague or remove a hexed item. They could be part of a plot from a GM, or even simply a red herring. All of these items are quest items and must be returned to logistics by the end of the event. The story reason for this is because none of them are stable, each one loses its potency in some way or another by the end of an event.
Name | Sub-Type | Description
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Azure Lotus Dye | GM Controlled | A preparation made from a hard to find flower.
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Bottled Elemental Fire
| GM Controlled | Fire from the elemental plane.
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Caged Elemental Air
| GM Controlled | Wind from the elemental plane of air
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Crystalized Elemental Water
| GM Controlled | Water from the elemental plane
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Dryad Pollen
| GM Controlled | Pollen gathered from a Dryad's flowers
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Dust of Disappearance
| GM Controlled | An invisible dust.
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Evenandran Centennial Flower
| GM Controlled | A rare Evenandran flower.
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Fortified Elemental Earth
| GM Controlled | Stones from the elemental plane of earth.
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Goblin Iron Powder
| GM Controlled | A poisonous dust made from goblin iron.
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Mad Waste Sacred Soil
| GM Controlled | Carefully selected dirt from the Mad Wastes
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Mystic Residue
| GM Controlled | Residue from powerful magic.
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Ocean Coral Grit
| GM Controlled | Ground bits of coral from the oceans near Novitas
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Thermium Shavings
| GM Controlled | Shavings of the compound used to make Thermium
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Thunderguard Mountain Sulphur
| GM Controlled | Sulphur from Terran mountain runoff. |
Ritual Created Components
Ritual created components are special ritual components which are all specially created by one-use scarce rituals. A character who performs the appropriate ritual will be rewarded with the created component to hold onto until they decide to use it for some further purpose.
Name
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Anointed Incense
| Ritual Created | Incense used for high holy situations
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Calcified Magic
| Ritual Created | Magic condensed into a solid form.
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High Fae's Agreement
| Ritual Created | A magically bound, signed contract with a high fae.
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Master's Thesis
| Ritual Created | Research into the secrets of magic.
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Polluted Malfeasance
| Ritual Created | A physical embodiment of corruption and evil.
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Pure Quintessence
| Ritual Created | A magical construct representing 'good'
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Purified Orichalcum
| Ritual Created | A gem transformed and imbued with magical good intentions.
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Terran Bloodstone
| Ritual Created | A magical gem with a spark attached.
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Vial of Quicksilver
| Ritual Created | Captured moonlight. |
Plot Marshal Controlled Components
Plot marshal controlled ritual components are exclusively the domain of the Plot Marshal and Second to decide when to send out. These items are as common or rare as the they deem appropriate. Players may attempt to submit PIPs to try to obtain these items, but it is solely up to the Plot Marshal and Second to decide if such PIPs have any chance of succeeding.
Name
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Ashes of Veracity
| Plot Marshal Controlled | A white dust with truth revealing properties
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Blightsteel Ingot
| Plot Marshal Controlled | A nugget of pure blightsteel
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Blightsteel Shavings
| Plot Marshal Controlled | Filings from blightsteel
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Dragon's Blood
| Plot Marshal Controlled | The blood of a dragon
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Dust of Lies
| Plot Marshal Controlled | A powder with illusory properties.
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Elemental Axiom
| Plot Marshal Controlled | Raw elemental matter.
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Elven Steel Ingot
| Plot Marshal Controlled | An exceptionally pure sample of Elven Steel
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Focusing Crystal
| Plot Marshal Controlled | A crystal used in special prayers.
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Ghost Stone
| Plot Marshal Controlled | A spiritually attuned stone.
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Idrecchi Ichor
| Plot Marshal Controlled | A foul black ooze. |
Casting the Ritual
Each ritual has on it a set of instructions for what must be done to perform that specific ritual. Follow the instructions exactly. If the ritual requires an incantation, the instructions will tell you when to read the incantation. You must use the incantation listed on the ritual and you must read it off the piece of paper, it cannot be read from memory. Otherwise this functions exactly like spell incantations.
Once you have completed the instructions on the ritual, it has been successfully performed. Now follow the information listed in the "Effect" portion of the ritual.
Rituals do not generally require power points to cast, however as each ritual is different it is possible one might need them. The ritual will say if it does.
Bound Rituals
Some rituals are so powerful they are bound to the person who assembled it. The harder a ritual is to assemble the more likely it is to be bound. Only the person the ritual is bound to may perform it.
GM Required Rituals
Some rituals have long reaching effects that players can't enact themselves. Others have very precise instructions on how to cast them that need a neutral adjudicator present. These rituals require a GM to be present when they are performed. Let the shift GM know that you are going to perform the ritual, and they will arrange for someone to be present. This could be the wind, an NPC or even a GM who is PCing and is expected to be present.
Dispelling Rituals
Rituals are far more powerful than normal spells. Most rituals require the Cleansing ritual (which is a scarce ritual) to dispel them and cannot be removed by the Dispel Magic spell. Each ritual will indicate how (or if) it can be ended prior to the duration expiring.
Loot Rituals
Some rituals are only available as loot during play. Loot rituals can either be one-use or they can be multiple use. One-use rituals are generally found as is and can be performed immediately. Multiple-use loot rituals generally must be assembled before they can be performed.
To assemble a loot ritual, a character must acquire a variety of elements, often scarce items. Those elements are:
- Essence of the Ritual: A scarce alchemical that contains the raw magical concept of the desired ritual. This will be in a vial, and will always list exactly what the final ritual actually does on it. You won't know what the ritual costs to perform, but you'll at least know what the ritual actually DOES so you know if it's a ritual you want to take the time to work on assembling.
- Intent of the Ritual: This is a scarce scroll that will have the incantation of the ritual you're assembling written on it. Most rituals have multiple common intents circulating, each designed by someone who had a certain idea in mind for usage of that ritual. If you don't like the text you have on an intent, you may want to wait to get another more to your liking, you're going to have that incantation on the finished product forever.
- Ritual Paper: A scarce part used by all assembled rituals. This paper is potent enough to hold the arcane energy together to make the final ritual.
- Ritual Binding Elixir: A scarce alchemical used by all assembled rituals that helps merge all the parts together into one cohesive whole.
- Ritual Ink (5 doses): A standard alchemical item used to scribe the finished product
- Ritual Quill: A specially prepared quill (made with Tinkering) that is needed to scribe the finished product. It is consumed by the process of making the ritual.
- Additional Items: Some rituals will require other additional unusual items to assemble them. If a ritual requires other things, they will always be listed in the Essence of that ritual.
When all of these things have been gathered a player may turn them in using the pre-production system between games to get a finished copy of the ritual. This does not require any skills to do.
Sigils
Some certain rituals that are nearly exclusively performed by NPCs require a non-lootable quest item known as a sigil. These rituals are tricky to execute and easy to disrupt. To represent this they will always be performed over the course of a long period of time. During this time the rituals leave behind sigils where the ritual is intended to be completed. If those sigils are disrupted by the Sigil Erasure ritual the original ritual will not work as intended. The original ritual will have instructions on it for what happens when the sigils are disrupted.
Ritual Listing
Basic Rituals
Ritual Name | School(s) | Required Skill(s) | Consumed Components | Reusable Components | Duration | Target | Description
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Alchemical Ascension | Hybrid | Any Ritual Skill | 100 to 2000 coin | None | Extra Long (Event) | Self | Gain any combination of +1 Body, +1-5 Power, or +1 Might & Accuracy all breaking cap.
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Breath of Fire
| Nature | Rituals of Nature | 1 Nature Component | 1 Ritual Candle | Extra Long (Event) | Character | Can exhale fire for '4 Primal!' twice per game day.
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Craftman's Raiment
| Enchantment | Rituals of Enchantment | 3 Enchantment Components, 10 coin worth of gems | 1 Ritual Candle | Long (Game Day) | Character | Enhances one character's equipment with Enhance Armor, Ablative Armor, Enchant Shield, and up to three Wraithbanes
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Consecrate
| Necromancy or Any | Rituals of Necromancy or Special | 2 Necromancy Components | 1 Ritual Candle, Shrine (Optional) | Long (Game Day) or Permanent | Building, Shrine, or Ghost | Create a Sanctified field on a building or consecrate a shrine.
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Desecrate
| Necromancy | Rituals of Necromancy | 2 Necromancy Components | 1 Ritual Candle, Shrine (Optional) | Long (Game Day) or Permanent | Building or Shrine | Either create an Unhallowed field on a building OR de-consecrate a shrine.
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Disenchant
| Enchantment | Rituals of Enchantment | None | 1 Ritual Candle | Instant | A Craftable & Lootable Item | Destroy a craftable item to fuel another ritual with phantom ritual components.
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Final Rest
| Necromancy | Rituals of Necromancy | None | 1 Ritual Candle, Final Rest Bell | Instant | Corpse, Undead, or Ghost | Permanently send a spark to the well, killing it's owner.
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Harmony
| Aegis | Rituals of Aegis | 2 Aegis Components | 1 Ritual Candle | Extra Long (Event) | Self | Gain the effects of the Synchronize spell now and at every convergence for the rest of the event.
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Ironbark
| Nature | Rituals of Nature | 1 Nature Component, 10 coin value of gems | 1 Ritual Candle | Long (Game Day) | Character | Grant the target floating natural armor equal to their current of body points.
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Mirrorball
| Aegis | Rituals of Aegis | 2 Aegis Components | 1 Ritual Candle | Long (Game Day) | Self | Prevent the next two tag bags that hit you. For each tag bag prevented throw another tag bag with the same call.
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Perfect Deceit
| Compulsion | Rituals of Compulsion | 1 Compulsion component | 1 Ritual Candle | Long (Game Day) | Character | When affected by the Truthful condition the subject is forced to lie instead of tell the truth.
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Polyglot
| Compulsion | Rituals of Compulsion | 2 Compulsion Ritual Components | 1 Ritual Candle, a Book | Long (Game Day) | Self | Character can speak all common and uncommon languages.
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Regeneration
| Restoration | Rituals of Restoration | 2 Restoration Components | 1 Ritual Candle | Long (Game Day) | Character | Heals the character every 10 minutes for the duration.
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Remedy
| Restoration | Rituals of Restoration | 3 Restoration Components, Other Optional Components | 1 Ritual Candle | Instant | Character(s) | Cures various ailments and conditions
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Sigil Erasure
| Hybrid | Any Ritual Skill | A (10c value) silver coin | A ritual candle, a gem worth at least 50 coin | Instant | Sigil | Destroys one sigil.
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Soldier's Luck
| Battle | Rituals of Battle | 1 Battle Component | 1 Ritual Candle | Long (Game Day) | Character | Ignore the effect of the next 'Slay!' or 'Pierce!' call that hits you (but still take any damage).
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Valor
| Battle | Rituals of Battle | 1 Battle Component | 1 Ritual Candle | Long (Game Day) | Character | Grants +1 Might and Accuracy, stacks with itself. |
Categories: Gameplay Rules | Item Types | Rituals | Ritual Components
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