Rites
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 may 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.
Some 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 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.
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.
Boons
Some rites grant boons, ongoing magical benefits that provide charges or passive effects. Examples include Fortitude, Regeneration, Deflection and Resilience. Boons may also be granted by other means, such as surgical procedures or alchemical preparations.
A character may only have three active boons at any given time, regardless of source. If a character already has three boons and receives another, they must choose which boon to lose.
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.
| Starting Rites
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 |
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, such as investing a wand with the corporeal spell Fumble requiring 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, such as where they are drawing power from and channelling it to, what form it will take and what it will do.
As with casting greater spells, rites cannot be performed in medium or heavier armour.
There are four lengths of rite, reflecting the power and complexity of the intended effect.
| 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 longer, group versions of existing short rites for greater effect. A ritual is a long rite performed collaboratively by a group of magicians in a place of power.
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. Rites should strongly reflect the caster's magical method, showcasing their personality and beliefs.
| 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 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 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 (*), are not 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 Study Paths.
Magicians may also research improved versions of any rite they know, with longer duration, multiple subjects, or more potent or versatile effects. For example, 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 material costs above the minimum. The requirements for any new rite learned through research will be noted on the character's research skill card.