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Ritual Skills | |
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These skills allow those who know them to perform complex rituals that allow for very powerful magic.
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. |
Description
Each of the ritual skills applies to a different school of magic. Characters can obtain rituals through various means, but only those who dedicated themselves to intense study or perfecting their magic craft can cast them.
Effect
To learn a ritual skill a character must first either master a school of magic or learn the ritual skill through the Scholar Roleplaying skill. It costs 1 skill point to learn a ritual skill after mastering a school, or it is free when learned from being a Scholar. If you gain a level of Scholar and learn a ritual skill you had already gotten from skill points, the skill point is refunded.
Once a character has learned a ritual skill they can perform any ritual that requires that skills as long as they have the physical materials necessary to do so. Upon learning a ritual skill, they also gain access to some basic rituals based on which skill they learned. Pick these rituals up at the preproduction desk at check-in the event you gain the ritual skill.
Many players forget to pick up their basic rituals from the logistics desk when they first learn a ritual skill, and it is not uncommon for these rituals to get lost as well. When this happens, you can request new copies of the basic rituals at check-in. Note this is only for the basic rituals; loot rituals have to be earned again if they are lost.
Some rituals require additional skills to perform. They will be listed on the ritual itself.
List of Ritual Skills
Skill Name | Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Rituals of Aegis | Magic | School Mastery or Scholar Roleplaying Skill | 1 | You can cast Aegis Rituals.
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Rituals of Battle
| Magic | School Mastery or Scholar Roleplaying Skill | 1 | You can cast Battle Rituals.
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Rituals of Compulsion
| Magic | School Mastery or Scholar Roleplaying Skill | 1 | You can cast Compulsion Rituals.
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Rituals of Enchantment
| Magic | School Mastery or Scholar Roleplaying Skill | 1 | You can cast Enchantment Rituals.
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Rituals of Nature
| Magic | School Mastery or Scholar Roleplaying Skill | 1 | You can cast Nature Rituals.
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Rituals of Necromancy
| Magic | School Mastery or Scholar Roleplaying Skill | 1 | You can cast Necromancy Rituals.
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Rituals of Restoration
| Magic | School Mastery or Scholar Roleplaying Skill | 1 | You can cast Restoration Rituals. |
References
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.
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. |
Casting Rituals
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.
School Mastery
This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Scholar RP Skill).
Characters can become masters of every school they qualify for.
Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.
A Master of a School is the only one who can benefit from a Master's Staff.
Scholar Roleplaying Skill
Unlike other roleplaying skills Scholar may be taken by any player regardless of what role-playing skills they may possess. Though the name might imply someone who spends all day studying books and learning through formal teaching, it doesn't have to be that. Scholars can be shamans of a Dellan tribe, wise people, craft people well trained in the arts, explorers who have met many different cultures, or any number of other learned individuals.
Skill Name
| Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Scholar 1 (Beginner)
| Role-Playing | Plot Marshal Permission | 4 | Learn lore of the world between events. Speak an uncommon language. Learn one ritual skill.
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Scholar 2 (Trained)
| Role-Playing | Plot Marshal Permission and Scholar 1 (Beginner) | 4 | Speak one more uncommon language. Learn two new ritual skills. Substitute basic ritual components 1/event/scholar level.
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Scholar 3 (Proficient)
| Role-Playing | Plot Marshal Permission and Scholar | 4 | Speak two more uncommon languages. Learn two new ritual skills. May craft tomes.
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Scholar 4 (Expert)
| Role-Playing | Plot Marshal Permission and Scholar | 4 | Learn one uncommon language and a rare language. Learn two more ritual skills. Learn a signature spell.
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Scholar 5 (Master)
| Role-Playing | Plot Marshal Permission and Scholar | 4 | Work with Rules Staff to create a custom ability. |
Categories: Skills | Magic Skills | Rituals
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