Formulaic Rituals

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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.

3 As above, but lasts until sunrise.
Chaos Alteration Yes Yes 3 You can weave magic to temporarily change the appearance of a willing person. 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 person to make them look different to their normal appearance, but not like a specific person. 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 3 You can enchant a willing target 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.
Transference No No 2 Move a non-EPIC EFFECT or COMPEL from a character to another willing character or an item to an item. Reduces the duration to 5 minutes if over that.
Yes Varies Move an EFFECT or COMPEL from a character, item or location to a target item or willing 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 2+ Prepares repulsive magical energy to be thrown at enemies. 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.
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. You can expect side effects, shared between the participants. the creature doesn't become any more intelligent, so it may be variably helpful in practice.
Destruction Ruination No No 1+ Prepares destructive magical energy to be thrown at enemies. 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.
Yes Varies Destroy something that can’t be destroyed by conventional means.
Conviction Yes No 4 A willing target 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 to take a WOUND at the end of the encounter. This can be used while healthy or within 10 seconds of incapacitation.
Yes Varies Enchant a target 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.

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.
2+ Increase the effect of Inspire. +1 additional RESIST per 2 power.
Empower Yes No 3 A willing target 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.
* 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.