Rites: Difference between revisions
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⚫ | 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#Magic Points|magic points]], and the ceremonial preparation of a space in which to work the magic. |
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⚫ | 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. |
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Detailed descriptions of all rites can be found in the [[Rites List]]. |
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==Preparing the Space== |
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The caster must prepare an area as part of the rite, marking it with appropriate lines, patterns or symbols using the materials below |
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 [[Crafting#Crafting Materials|produced by crafters]]. |
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'''Minimum Material Costs''' |
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! Sphere / Skill / Effect !! Minimum Material Cost |
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⚫ | The cost for [[Rites List#Ritual Magic|ritual magic rites]] is for rites performed outside the ritual circle; the [[Rituals#The Ritual Circle|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). |
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More powerful or complex rites may require other materials, including candles, incense, ink, scroll paper or other items. |
More powerful or complex rites may require other materials, including candles, incense, ink, scroll paper or other items. |
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==The Performance== |
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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). |
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). |
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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. |
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. |
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! Type of Rite !! Length !! Examples |
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:*'''Long rites''' (10 minutes): rituals'' |
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| Very Short || 30 seconds || Simple blessings and enhancements |
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| Long || 10 minutes || Rituals |
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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. |
A rite must as a minimum include the relevant [[Spellcasting#The Spheres|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. |
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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 |
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 [[Rituals|ritual]] is a long rite performed collaboratively by a group of magicians in a place of power. |
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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: |
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: |
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:*'''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. |
:*'''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. |
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⚫ | 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. |
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A character with a relevant spellcasting skill may spend [[Character Progression#Study Units|study units]] to [[Research|research]] rites related to that skill, provided they have selected that skill as one of their three [[Character Progression#Study Paths|study paths]]. |
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Several of the rites in the [[Rites List|rites list]], marked with an asterisk (*), aren’t available with starting skills, but are included as initial projects for research. |
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[[Magician|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#Magician Study Paths|Magician Study Paths]]''. |
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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. |
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'''Note:''' Improved and new rites are likely to have magical and [[Rites#Preparing the Space|material costs]] above the minimum. |
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⚫ | 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. |
Latest revision as of 21:21, 13 September 2024
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 |
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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 |
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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:
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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.