Formulaic Rituals: Difference between revisions
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Latest revision as of 13:36, 24 January 2020
Element | Ritual | Thaumic Refrain | Ref Needed | Power | Effect |
---|---|---|---|---|---|
Any | Consecrate | No | No* | 1 | Consecrate a small area, creating a roleplaying effect of your choice in line with an element, such as:
This ritual creates an EFFECT on an area up to a 5m diameter circle for 5 minutes that causes anyone in the area to feel the effect while they’re there. The area should be delimited in some way. |
2 | As above, but lasts until sunrise. | ||||
Chaos | Alteration | Yes | Yes | 3 | You can weave magic to temporarily change the appearance of a willing character. This can be used apply an EFFECT to alter appearance to conceal, change or add an elemental touch until sunrise This changes appearance only; the benefits and drawbacks of concealed touches remain. The EFFECT can also disguise a character to make them look different to their normal appearance, but not like a specific person or another species. This will make them unrecognisable to many, but it notably doesn't work on people who've met the target before and can Sense Magic. |
No | 2 | You can enchant a willing character to appear shadowy and indistinct, making it harder to hit them in vital areas. They gain EFFECT: Take an elemental stress WOUND. You RESIST all non-EPIC damage to SINGLE for the next encounter. The EFFECT ends after you take a MAGIC call (even if fully RESISTed). You must wear a Mundane Resistant tag when using this. | |||
1 | As above but cast on yourself. | ||||
Transference | No | No | 1 | Move a non-EPIC EFFECT or COMPEL from a character to another target willing character or an item to another target item. Reduces the duration to 5 minutes if over that. | |
Yes | Varies | Move an EFFECT or COMPEL from a character, item or location to another target item or willing target character. This will diminish it in some way. Transferring to a target of the same type will almost always be possible but transferring to targets of a different type may not be. | |||
Order | Abjuration | No | No | 1+ | Targets the ritual lead to grant them repulsive magical energy. The ritual lead gains two charges of MAGIC REPEL per Ducatto of power. If the ritual lead moves from the ritual site the charges are discarded. The ritual lead may not attack or use other active skills until the charges are used or discarded (but they may block and parry). Holding the power of this ritual and for more than 5 minutes may be hazardous to your health. You can’t be the target of this and a similar ritual like Ruination at the same time. |
Yes | Varies | Set up an EFFECT on an area to try to contain or exclude certain creatures, especially elementals. The area should be delimited in some way. Level of success may be variable. | |||
Attune | No | Yes | 0+ | Attune your psyche to an unknown EFFECT, COMPEL or item to get information about its thaumaturgic properties and potentially history and other elemental properties. More power may yield more information. You can expect side effects, shared between the participants.
Curiously, this ritual will never yield information about the alchemical partials of a substance. | |
No | 1 | Attune your psyche to a living creature that can't normally speak. All participants can converse with the creature for 5 minutes. The creature will gain a very rudimentary intelligence if completely unintelligent, but otherwise doesn't become any more intelligent. | |||
Destruction | Ruination | No | No | 0+ | Target the ritual lead to grant them destructive magical energy. The ritual lead gains one charge of MAGIC TRIPLE and one more per Ducatto of power. If the ritual lead moves from the ritual site the charges are discarded. The ritual lead may not attack or use other active skills until the charges are used or discarded (but they may block and parry). Holding the power of this ritual for more than 5 minutes may be hazardous to your health. You can’t be the target of this and a similar ritual like Abjuration at the same time. |
Yes | Varies | Destroy something that can’t be destroyed by conventional means. | |||
Conviction | Yes | No | 2 | A willing character gains an enhancement allowing them to push on despite horrific injuries. The target gains EFFECT: Take an elemental stress WOUND. Until sunrise you can CURE ALL yourself once. This can be used while healthy or within 10 seconds of incapacitation, but if you use it while incapacitated take a WOUND at the end of the encounter. | |
1 | As above but cast on yourself. | ||||
Yes | Varies | Enchant a character to endure physical trauma, such as dangerous surgery, wounds and poisons, but this will not help to heal them of it. | |||
Creation | Amplify | No | Yes | Varies | This ritual targets an EFFECT or COMPEL and strengthens it, causing it to have a much greater effect or duration than before and potentially to change the effect to be more comprehensive. This may cause unexpected side effects. If the EFFECT has drawbacks, expect them to be amplified more than the benefits. You can target a COMPEL that will expire before the ritual is complete, as long as it's present at the start.
For example, an emotion effect caused by Hearts and Minds could be amplified to encourage a lasting change in behaviour. Side effects may include the effect spreading to those casting the Amplify ritual, or the entire interactive. |
Yes | No | 1 | Extend a 5 minute emotion EFFECT on a person to last until sunrise. | ||
1+ | Increase the effect of Motivate. +1 additional RESIST per power. | ||||
Empower | Yes | No | 2 | A willing character gains an enhancement allowing them to push themselves further in combat. The target gains EFFECT: Take an elemental stress WOUND. Until sunrise you gain one Hit or a combat resource. | |
1 | As above but cast on yourself. |
* If you're creating a roleplaying effect you've created before, this can be done without a ref. If you're trying something new, you must consult with a ref.