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Rites: Difference between revisions

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==Preparing the Space==
Rites are magical ceremonies with longer or more dramatic effects. As well as taking rather longer than spells – all rites are at least 30 seconds 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.


The caster must prepare an area as part of the rite, marking it with appropriate lines, patterns or symbols. This can include drawing an unbroken circle, especially when raising a ward.
Some [[#The Performance|longer rites]] may be performed by multiple magicians, pooling their magic to achieve a larger effect. Every magician in the rite must contribute at least 1 magic point. Details for how many performers can contribute to a rite appear in each rite’s [[Rites List|description]].


Most rites included with starting skills (those not marked with an asterisk * in the [[Rites List]]) do not require material components or a referee witness. The caster must still roleplay preparing the area, but no materials are consumed. If a rite requires material components or referee presence, this will be noted in the rite description.
By default, rites have a single target, who may not be the performer. Rites that can affect multiple targets, or which the performer can perform on themselves, will specify in the description.


For researched rites (marked with *), [[Rituals|ritual magic]], [[Invocation|invocation]] rites, and any new rites learned through research, material components are required as shown in the table below. These rites should begin and end in sight of a referee.
The various invocation, ritual magic, 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 [[Crafting#Crafting Materials|produced by crafters]].


{| class="wikitable"
{| class="wikitable"
Line 27: Line 21:
| Demonology || One unit of powdered dye
| Demonology || One unit of powdered dye
|-
|-
| Necromancy|| One unit of powdered bone
| Necromancy || One unit of powdered bone
|-
|-
| Thaumaturgy || One unit of powdered metal
| Thaumaturgy || One unit of powdered metal
Line 35: Line 29:
| Ritual Magic || One unit of powdered gemstone
| Ritual Magic || One unit of powdered gemstone
|}
|}

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).

The material costs for [[Rites List#Invocation|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 [[Crafting Designs#Magical Tools|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 channelling it to, what form it will take and what it will do).

As with [[Spellcasting#Basic Spellcasting Rules|casting greater spells]], rites cannot be performed in [[Armour Categories|medium or heavier armour]].

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

{| class="wikitable"
|-
! Type of Rite !! Length !! No. of Performers !! Examples
|-
| Very Short || 30 seconds || 1 || Simple blessings
|-
| Short || 2 minutes || 1 || Complex blessings, simple wards and invocations
|-
| Average || 5 minutes || 1-3 || Major summoning and binding rites, complex invocations
|-
| Long || 10 minutes || 3-9 || Rituals
|}

'''Very short''' and '''short''' rites are always performed by one magician alone. Longer rites may permit (or require) multiple magicians to pool their efforts; see individual rite descriptions for details. Magicians may [[Research|research]] longer, group versions of existing short rites for greater effect. A [[Rituals|ritual]] is a '''long''' rite performed collaboratively by a group of magicians in a [[Rituals#Places of Power|place of power]].

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. Rites should strongly reflect the caster’s [[Magic#Magical Method|'''magical method''']], showcasing their personality and beliefs.

{| class="wikitable" id="Advice for Performing Rites" style="background-color: #ECE2FF"
|-
| '''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. This applies especially to your [[Bind Path Focus|path focus]]!
|}

==The Outcome==

At the end of the rite, the attending referee will administer any effects, including handing over a tearable 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.

==Rites and Research==

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''']].

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.

Magicians can also invent rites ''not'' listed there, 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]]''.

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 (rather than choosing one or the other at the time of casting).

Note that improved and new rites are likely to have magical and [[Rites#Preparing the Space|material costs]] above the minimum.

Revision as of 17:28, 1 April 2026

Preparing the Space

The caster must prepare an area as part of the rite, marking it with appropriate lines, patterns or symbols. This can include drawing an unbroken circle, especially when raising a ward.

Most rites included with starting skills (those not marked with an asterisk * in the Rites List) do not require material components or a referee witness. The caster must still roleplay preparing the area, but no materials are consumed. If a rite requires material components or referee presence, this will be noted in the rite description.

For researched rites (marked with *), ritual magic, invocation rites, and any new rites learned through research, material components are required as shown in the table below. These rites should begin and end in sight of a referee.

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