While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Rites

From Curious Pastimes Wiki

Rites are magical ceremonies with longer or more dramatic effects. As well as taking rather longer than spells – all rites are at least two minutes long – rites always require the expenditure of some material resources as well as magic points, and the ceremonial preparation of a space in which to work the magic.

Invocation, Ritual Magic and the various Greater Spellcasting and Conjunctional Magic skills all provide knowledge of a number of rites.

Detailed descriptions of all rites can be found in the Rites List.

Preparing the Space

The caster must prepare an area as part of the rite, marking it with appropriate lines, patterns or symbols using the materials below. This can include drawing an unbroken circle, especially when raising a ward. This consumes some material resources, mostly produced by crafters.

Sphere / Skill / Effect Minimum Material Cost
Corporeal One unit of ash
Elemental One unit of sand
Spiritual One unit of chalk
Fundamental One unit of powdered gemstone
Demonology One unit of powdered dye
Necromancy One unit of powdered bone
Thaumaturgy One unit of powdered metal
Invocation By sphere of effect
Ritual Magic One unit of powdered gemstone

The cost for ritual magic rites is for rites performed outside the ritual circle; the ritual circle itself already has a permanent boundary and does not require preparation (although ritualists usually make a point of ceremonially “cleansing” the circle in lieu of preparing a space).

The material costs for invocation rites depend on the sphere of the effect, e.g. investing a wand with the corporeal spell Fumble requires a circle of ash.

More powerful or complex rites may require other materials, including candles, incense, ink, scroll paper or other items.

The Performance

The rite itself is an improvised performance, expressing the caster’s intention and describing how they are achieving the effect (e.g. where they’re drawing power from and channeling it to, what form it will take and what it will do).

Rites should strongly reflect the caster’s magical method, showcasing their personality and beliefs.

There are three lengths of rite, reflecting the power and complexity of the intended effect. Rites should begin and end in sight of a referee.

Type of Rite Length Examples
Very Short 30 seconds Simple blessings and enhancements
Short 2 minutes Complex blessings and enhancements and simple invocations
Average 5 minutes Major summoning and binding rites and complex invocations
Long 10 minutes Rituals

A rite must as a minimum include the relevant sphere indicator and state the desired objective in order to take effect. Rites can incorporate music, movement, props and participation by the subject and audience.

By default, short and average rites are performed by one magician alone; some rites may be performed by multiple magicians pooling their power, or magicians may research group versions of existing rites. A ritual is a long rite performed collaboratively by a group of magicians in a place of power.

Advice for Performing Rites

Some players may feel overwhelmed by the thought of performing a minutes-long rite, but with practice it can become second nature. Keep these tips in mind:

  • Planning: Make a mental list of what your rite needs to include: preparing the space, expressing your intentions, describing how you’re achieving them, mentioning the relevant sphere(s), etc.
  • Structure: Have a rough outline in mind. Three-part “beginning, middle and end” structures are always helpful; one common approach with rites is, “Say what you’re going to do, say what you’re doing, say what you’ve done.”
  • Participation: If the rite has a subject, get them involved: add question-and-answer elements or simple choreography. Discuss with them what you’d like them to do in advance.
  • Props: Be sure to incorporate the required materials into the performance. Consider using ceremonial tools (staves, rods, knives or masks), musical instruments, candles or incense or other props, even if not required.

The Outcome

At the end of the rite, the attending referee will administer any effects, including handing over an effect card to the subject if needed. The standard effects of a rite are automatic (provided the caster meets the minimum requirements for the rite and spends the required magic points), but based on the strength of the caster’s performance and the quality of their cosmological knowledge, the referee may grant additional benefits.

Rites and Research

A character with a relevant spellcasting skill may spend study units to research rites related to that skill, provided they have selected that skill as one of their three study paths.

Several of the rites in the rites list, marked with an asterisk (*), aren’t available with starting skills, but are included as initial projects for research.

Magicians can also invent rites not listed here, including rites to summon or create more powerful supernatural creatures, bind creatures into physical objects or to invest thaumaturgical devices or other items. Some progression paths are suggested under Magician Study Paths.

Magicians may also research improved versions of any rite they know, with longer duration, multiple subjects, or more potent or versatile effects, e.g. Regeneration may be improved to allow the subject to heal multiple locations simultaneously, or Resilience may be improved so that the subject can use charges interchangeably to resist fear or mind effects.

Note: Improved and new rites are likely to have magical and material costs above the minimum.