Formulaic Rituals: Difference between revisions

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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.
 
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.
 
|-
 
|-
|3
+
|2
 
|As above, but lasts until sunrise.
 
|As above, but lasts until sunrise.
 
|-
 
|-
!rowspan=4 | Chaos
+
!rowspan=5 | Chaos
!rowspan=2 | Alteration
+
!rowspan=3 | Alteration
|rowspan=2 | Yes
+
|rowspan=3 | Yes
 
|Yes
 
|Yes
 
|3
 
|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]].
 
|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]].
 
|-
 
|-
  +
|rowspan=2 | No
|No
 
|3
+
|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 [[Quickstart Rules#Visual Cues and Tags|Mundane Resistant tag]] when using this.
 
|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 [[Quickstart Rules#Visual Cues and Tags|Mundane Resistant tag]] when using this.
  +
|-
  +
|1
  +
|As above but cast on yourself.
 
|-
 
|-
 
!rowspan=2 | Transference
 
!rowspan=2 | Transference
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|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.
 
|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.
 
|-
 
|-
!rowspan=4 | Destruction
+
!rowspan=5 | Destruction
 
!rowspan=2 | Ruination
 
!rowspan=2 | Ruination
 
|rowspan=2 | No
 
|rowspan=2 | No
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|Destroy something that can’t be destroyed by conventional means.
 
|Destroy something that can’t be destroyed by conventional means.
 
|-
 
|-
!rowspan=2 | Conviction
+
!rowspan=3 | Conviction
|rowspan=2 | Yes
+
|rowspan=3 | Yes
  +
|rowspan=2 | No
|No
 
|4
+
|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.
 
|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
 
|Yes
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|Enchant a character to endure physical trauma, such as dangerous surgery, wounds and poisons, but this will not help to heal them of it.
 
|Enchant a character to endure physical trauma, such as dangerous surgery, wounds and poisons, but this will not help to heal them of it.
 
|-
 
|-
!rowspan=4 | Creation
+
!rowspan=5 | Creation
 
!rowspan=3 | Amplify
 
!rowspan=3 | Amplify
 
|No
 
|No
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|Extend a 5 minute emotion EFFECT on a person to last until sunrise.
 
|Extend a 5 minute emotion EFFECT on a person to last until sunrise.
 
|-
 
|-
|2+
+
|1+
|Increase the effect of [[Motivate]]. +1 additional [[RESIST]] per 2 power.
+
|Increase the effect of [[Motivate]]. +1 additional [[RESIST]] per power.
 
|-
 
|-
!Empower
+
!rowspan=2 | Empower
|Yes
+
|rowspan=2 | Yes
  +
|rowspan=2 | No
|No
 
|3
+
|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.
 
|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.
 
* [[Rogue]]: Gain Quick Wits if you don’t have it.
 
* [[Rogue]]: Gain Quick Wits if you don’t have it.
 
* [[Warrior]]: Gain one stamina.
 
* [[Warrior]]: Gain one stamina.
 
* [[Invoker]]: Gain one energy.
 
* [[Invoker]]: Gain one energy.
  +
|-
  +
|1
  +
|As above but cast on yourself.
 
|}
 
|}
 
<div id="ConsecrateNote">* 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.</div>
 
<div id="ConsecrateNote">* 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.</div>

Revision as of 16:37, 13 November 2019

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:
  • Creation: You feel energetic, confident and dismissive of consequences.
  • Destruction: You feel focused and decisive and inclined to ignore distractions.
  • Order: You feel driven to achieve your goals and any feelings of guilt are muted.
  • Chaos: You feel inspired and creative, and inclined to buck convention.

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.
  • Rogue: Gain Quick Wits if you don’t have it.
  • Warrior: Gain one stamina.
  • Invoker: Gain one energy.
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.