Formulaic Rituals: Difference between revisions

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{| class="wikitable"
===Consecrate===
 
* Element: Any
+
!Element
  +
!Ritual
* Power: 1 or 3
 
* Thaumic Refrain: No
+
!Thaumic Refrain
  +
!Ref Needed
Consecrate a small area an element, creating a roleplaying effect in line with an element, such as:
 
  +
!Power
  +
!Effect
  +
|-
  +
!rowspan=2 | Any
  +
!rowspan=2 | {{Definition|Consecrate}}
  +
|rowspan=2 | No
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|rowspan=2 | No[[#ConsecrateNote|*]]
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|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.
 
* Creation: You feel energetic, confident and dismissive of consequences.
* Destruction: You feel focused and decisive, and any feelings of guilt are muted.
+
* Destruction: You feel focused and decisive and inclined to ignore distractions.
* Order: You feel driven to achieve your goals and inclined to ignore distractions.
+
* Order: You feel driven to achieve your goals and any feelings of guilt are muted.
* Chaos: You feel relaxed, inspired and creative, and dismissive of convention.
+
* Chaos: You feel inspired and creative, and inclined to buck convention.
   
This ritual creates an EFFECT on the location as a 5m diameter circle that causes anyone in the area to feel the effect while they’re there. A 5 minute consecration can be created with 1 poncelet of power. With 3 poncelets the consecration lasts until sunrise.
+
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.
  +
|-
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|2
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|As above, but lasts until sunrise.
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|-
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!rowspan=5 | Chaos
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!rowspan=3 | Alteration
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|rowspan=3 | Yes
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|Yes
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|3
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|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]].
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|-
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|rowspan=2 | No
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|2
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|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.
  +
|-
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|1
  +
|As above but cast on yourself.
  +
|-
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!rowspan=2 | Transference
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|rowspan=2 | No
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|No
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|1
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|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.
  +
|-
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!rowspan=4 | Order
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!rowspan=2 | {{Definition|Abjuration}}
  +
|rowspan=2 | No
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|No
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|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.
  +
|-
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!rowspan=2 | Attune
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|rowspan=2 | No
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|Yes
  +
|0+
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|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.
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|-
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!rowspan=5 | Destruction
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!rowspan=2 | {{Definition|Ruination}}
  +
|rowspan=2 | No
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|No
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|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
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|Destroy something that can’t be destroyed by conventional means.
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|-
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!rowspan=3 | Conviction
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|rowspan=3 | Yes
  +
|rowspan=2 | No
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|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.
  +
|-
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|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.
  +
|-
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!rowspan=5 | Creation
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!rowspan=3 | 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.
===Alteration===
 
  +
|-
* Element: Chaos
 
  +
|rowspan=2 | Yes
* Power: 4
 
  +
|rowspan=2 | No
* Thaumic Refrain: Yes
 
  +
|1
You can weave magic to temporarily change a willing person. This can be used to alter appearance to conceal, change or add an elemental touch until sunrise for 4 poncelets of power. This changes appearance only; the benefits and drawbacks of concealed touches remain.
 
  +
|Extend a 5 minute emotion EFFECT on a person to last until sunrise.
 
  +
|-
Alternatively it can grant an EPIC EFFECT until sunrise that can be activated to RESIST all non-MAGIC non-EPIC damage to SINGLE for an encounter. If the call contains non-damaging effects, those still apply. If you take a MAGIC call (even if RESISTed), this effect is nullified for the rest of the encounter. You must wear a Mundane Resistant tag when using this. The effect partially draws upon your vitality and while under it your capacity to endure mortal wounds is reduced by one.
 
  +
|1+
 
  +
|Increase the effect of [[Motivate]]. +1 additional [[RESIST]] per power.
===Transference===
 
  +
|-
* Element: Chaos
 
  +
!rowspan=2 | Empower
* Power: 4 or Variable
 
  +
|rowspan=2 | Yes
* Thaumic Refrain: No
 
  +
|rowspan=2 | No
Moves an EFFECT or COMPEL from a character, object or location to a target object or willing character. Transferring an EPIC EFFECT or COMPEL reduces to it to a non-EPIC equivalent with the same duration, and a non-EPIC EFFECT or COMPEL reduces duration to 5 minutes. The power required depends on the EFFECT or COMPEL’s level.
 
  +
|2
* non-EPIC: 4 poncelets
 
  +
|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.
* EPIC: Variable
 
  +
* [[Rogue]]: Gain Quick Wits if you don’t have it.
 
Transferring non-EPIC EFFECTs and COMPELs from characters to characters or objects to similar objects will always work. Transferring EPIC EFFECTs, or transferring to a target of a different type requires consultation with a ref.
 
 
===Abjuration===
 
* Element: Order
 
* Power: 2+
 
* Thaumic Refrain: No
 
Prepares repulsive magical energy to be thrown at enemies. Upon success the ritual lead gains one charge of MAGIC REPEL per two poncelets 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.
 
 
This ritual can potentially be used to set up an EFFECT on an area to try to contain or exclude certain creatures, especially elementals.
 
 
===Attunement===
 
* Element: Order
 
* Power: 1+
 
* Thaumic Refrain: No
 
Allows the contributors to attune their psyche to an unknown EFFECT, COMPEL, object or location. This synchronisation allows them to immerse themselves in the present and history of the target and gain a reasonable understanding of its mechanics, or allows them to gain some understanding about critical points in the target’s history. With more power comes more information. Each participant will each gain a slightly different view, possibly providing more information if they have a variety of skills and viewpoints. This causes stress and potential consequences of varying strength, shared between the participants. Nevertheless, this ritual remains one of the most effective ways of investigating unknown EFFECTS and magical items available. Analysing magical effects and objects will almost always yield some information. Analysing mundane objects and locations is much less likely to yield useful information (mundane Investigation is better at this).
 
 
===Ruination===
 
* Element: Destruction
 
* Power: 1+
 
* Thaumic Refrain: No
 
Prepares destructive magical energy to be thrown at enemies. Upon success the ritual lead gains one charge of MAGIC DOUBLE per poncelet 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.
 
 
Ruination can potentially be used to destroy things that can’t normally be destroyed. See a ref for the magnitude required.
 
 
===Conviction===
 
* Element: Destruction
 
* Power: 6
 
* Thaumic Refrain: Yes
 
The target gains an enhancement allowing them to push on despite horrific injuries. The target gains an EPIC EFFECT until sunrise that allows them CURE ALL and then WOUND themselves once. This can be used while healthy or within 10 seconds of incapacitation. This ritual partially draws upon the character’s vitality and their capacity to endure mortal wounds is reduced by one.
 
 
This ritual could potentially help a target to endure other physical trauma, such as dangerous surgery or painful wounds and poisons, but will not help to heal them of it.
 
 
===Amplify===
 
* Element: Creation
 
* Power: Variable
 
* Thaumic Refrain: No
 
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. The ritualists can guide the way in which it changes, but not reliably. This may cause unexpected side effects. If the EFFECT has drawbacks, expect them to be amplified more than the benefits.
 
 
For example, an emotion effect caused by Inspire 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.
 
 
===Empower===
 
* Element: Creation
 
* Power: 4
 
* Thaumic Refrain: Yes
 
A target gains an enhancement allowing them to push themselves further in combat. They gain an EFFECT until sunrise that allows them to gain a combat resource in a way dependent on their combat school:
 
* [[Rogue]]: Gain Quick Wits if you don’t have it. If you do then you can spend 5 seconds to regain your use of Quick Wits once per encounter.
 
 
* [[Warrior]]: Gain one stamina.
 
* [[Warrior]]: Gain one stamina.
 
* [[Invoker]]: Gain one energy.
 
* [[Invoker]]: Gain one energy.
  +
|-
* None: No effect.
 
  +
|1
This effect partially draws upon the character’s vitality and while under it their capacity to endure mortal wounds is reduced by one.
 
  +
|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>

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:
  • 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.