Rules Chapter-Two_Section5

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Chapter Two:

Universal Rules

Section Five: Rituals and Rites:

Rites

All Rites require Ritual magic to use, and require Concentration to perform. All Rites must end with the name of the Rite being clearly stated to everyone involved in the Rite. The Rite effect does not occur until the Rite is complete. The power cards for any Rite must be torn at the end of the Rite.

If you choose to end a rite before the required time there is no effect generated and the power is not spent.

Incantation based

LAY TO REST: RITE MAGICAL SPECIAL 1MIN

Requirements: Standard Incantation 2 or Light Incantation 2.
Actions: Role-play at least a 1-minute ceremony for the deceased and tear 2 Spell cards.

Effects: If cast on a recently deceased body (before Dawn of the day following their death) this effect immediately sends the pattern to the Plane of their Ancestor. Such a pattern cannot then be contacted using a Speak with dead effect, or be raised as Unliving. If begun within 1 minute of an unliving being Dismissed or Destroyed, the corrupted pattern is restored and goes to Plane of their Ancestor instead of returning to the Plane of Unlife. This is a second tier corpse effect, and will not work on a body that has a second tier corpse effect already applied to it.

RITE OF DEDICATION: RITE MAGICAL SPECIAL 1MIN

Requirements: Dark Incantation 2.
Actions: Role-play at least a 1-minute ceremony for the deceased and tear 2 Spell cards.

Effects: This effect claims the pattern of a recently deceased living or unliving being. The Rite must begin before Dawn of the day after the death/destruction of the target. Once the Rite is complete, the named Ancestor claims the pattern of the deceased. The pattern travels to the named Ancestor’s Plane rather than that of its own Ancestor. A pattern that has been dedicated in this way may not be summoned in any way unless the Ancestor who has the pattern permits it, and may well be hostile to the Ancestor that has claimed it. This is a first tier corpse effect, and will not work on a body that has a first or second tier corpse effect already applied to it.

SPEAK WITH ANCESTOR: RITE MAGICAL SPECIAL 10MIN

Requirements: Incantation 3.
Actions: Role-play at least a 10-minute ceremony to a specific, named Ancestor and tear 4 Spell cards.

Effects: This allows you to ask a detailed question of the specified Ancestor. A Referee must be present to observe the Rite. The question may be anything, but the Ancestor will reply to it only if it sees fit, and from its point of view. The Ancestor’s responses will not occur immediately and often will occur overnight. A Speak with Ancestor form may be collected from Game Control and filled out with details as required and countersigned by the Referee.

Necromancy based

CORRUPT BODY: RITE MAGICAL SPECIAL 1MIN

Requirements: Corruption 1.
Actions: Role-play at least a 1-minute ceremony over a dead body and tear 1 Spell Card.

Effects: Corrupts and rapidly decomposes a dead body so that the pattern is sent to the Plane of Unlife. The pattern does not go to its Ancestor. The body may rise as an uncontrolled zombie or skeleton at some future point, as dictated by the Head of Plot. This effect will leave a rotten, unrecognisable corpse behind. This is a first tier corpse effect, and will not work on a body that has a first or second tier corpse effect already applied to it.

GREATER CORRUPT BODY: RITE MAGICAL SPECIAL 1MIN

Requirements: Corruption 3.
Actions: Role-play at least a 1-minute ceremony over a dead body and tear 4 Spell cards.

Effects: Corrupts and rapidly decomposes a dead body so that the pattern is sent to the Plane of Unlife. The pattern does not go to its Ancestor, and may rise as an uncontrolled wraith at some future point, as dictated by the Head of Plot. This effect will leave no corpse behind. This is a second tier corpse effect, and will not work on a body that has a second tier corpse effect already applied to it.

Spellcasting based

TRACE TRANSPORT: RITE MAGICAL SPECIAL 10SEC

Requirements: Level 1 Mage Craft.
Actions: Perform a 10 second rite in a recently used transport or ritual circle and tear 1 Spell Card.

Effects: Discerns the destination or originating circle of the last transport into or out of the transport or ritual circle. This trace must begin within 10 seconds of the transport being performed. Excess transportees being returned from a transport will not automatically disrupt the Trace rite.

TELEPORT: RITE MAGICAL SPECIAL 10SEC

Requirements: Level 3 Mage Craft.
Actions: Perform a rite for 10 seconds and tear 4 Spell cards.

Effects: Transports the caster only to the nearest active transport or ritual circle. The time taken to Teleport will be as long as it takes OOC to get to the destination circle and should not be unnecessarily prolonged to gain IC advantage. If the target location has a ritual seal in place, then the transporters arrive at the next nearest functional circle.

General

TRANSPORTATION: RITE MAGICAL SPECIAL 1MIN

Requirements: Ritual Magic, be in a ritual or transport circle.
Actions: Perform a rite for 1 minute whilst remaining in a ritual or transport circle and tear 1 Spell Card. You must state at the start of the Rite that you are using the circle for transportation and state the name of the destination circle clearly at the end of the Rite so that all participants in the circle can hear you.

Effects: Transports the Ritualist and up to 15 people, plus anything that they are carrying, in the circle to the named circle. Dead bodies can only be transported if carried (as per the rules for moving characters), but do not count against the limit of 15 people. Once a transport rite has begun no other transport rites will work from the circle until that rite is complete or abandoned. This does not affect incoming transports, which will appear normally and not disrupt the rite that is being performed. If the target location has a ritual seal in place, then the transporters arrive at the next nearest functional circle. Transportation Rites cannot take you off-Plane, or off Erdreja, as this requires a full ritual. Note that all circles including transport circles have a unique name and this must be stated as the destination.
Once the initial 1 minute of the Rite has completed, the transportation effect may be activated immediately by stating the name of the destination circle clearly too all participants and tearing the Spell Card. If this Rite is maintained for more than 2 minutes then it will fail.
If there are more than 16 people transporting (including the Ritualist) then all within the circle will initially transport (raise your hands in the air). The Ritualist can then choose the 15 people they wish to take, note that during this period no IC time passes and only the Ritualist may speak to nominate who will be transported. This choosing must be completed within 30 seconds and anyone not chosen after this time will be returned to the original circle. If there are less than 16 people in the circle then all are transported
Please report to Game Control on successful completion of the rite to verify that the circle you are transporting to exists and has no additional effects in place. Note that no time passes in character for the characters in the transport and any durational effects they are under will be suspended until they reappear but time will pass as normal for everyone outside the transport. The time taken to transport will be as long as it takes OOC to get to the destination circle and should not be unnecessarily prolonged to gain in character advantage.
If, and only if, the Ritualist does not have any power left they can still successfully transport but their Torso will be Destroyed by Artefact damage upon arrival.

Ritual Magic

RITUALS

Ritual magic can be used to create effects that are more powerful than normal magic can produce. Rituals can be used to enchant items, summon creatures from other Planes, create gates into other Planes, and grant special powers to characters and much, much more. A ritual is performed by a ritual group, made up of a Ritualist and contributors, in the confines of a ritual circle.
Any rituals that require an immediate effect, such as summoning a creature or creating an instant magical or plot effect, should be communicated to Game Control or the Sanctioning Officer at the earliest opportunity and no less than one hour before the ritual.
The LT provides the opportunity for player characters to perform rituals during the main events. These rituals are performed with access to full lighting and sound facilities. Rituals may also be performed at sanctioned events with prior consent of the event organisers and sanctioning officer. Note there will not always be a usable ritual circle available at a sanctioned event.
Further details on booking and performing rituals can be found in the Guide to Rituals booklet, available on request from Game Control.

RITUAL GROUPS

Ritual groups are formed from a Ritualist (a character with the Ritual Magic skill) and up to 15 contributors (a character with the Contribute to Ritual skill). A Ritualist must have at least fifteen points of ritual power available before they can perform a successful ritual. This power can come from the Ritualist's own skill, from contributors or from items (see Chapter 3, Section 1 – Special Items, Magic Items and Powers, page 40). If any member of a ritual group not actively precipitating in the ritual, it may have a detrimental effect on the rituals. If the Ritualist leaves the circle via the void gate or dies, the seal goes down and the ritual finishes immediately (and will be marked). Members of a ritual group may perform no more than one ritual per day unless they have a skill, lammie or loresheet that allows more.
A ritual may only have one active Ritualist. This Ritualist is the central focus for the ritual power and is the lead member of the ritual group.

BOOKING TO PERFORM A RITUAL

A fixed number of ritual slots are available at Main Events. Having Ritual Magic does not guarantee that your character will have the opportunity to perform a ritual at an event. Without a booked ritual slot, you will not be able to perform a ritual. Rituals must be performed in the presence of official ritual markers. In the case of a sanctioned event then the Sanctioning Officer may stand in for the Ritual Markers.

PERFORMING A RITUAL

A successful ritual must be performed in a ritual circle; a ritual performed outside of a ritual circle will be classed as a rite (see Chapter 2, Section 5 – Rituals and Rites, Rites, page 36). A ritual group must have a minimum of fifteen points of power in order to attempt a ritual, below this number you will not be allowed to continue with your ritual. Should you attempt a ritual with less than 15 points or drop below 15 points during the ritual you will almost certainly lose control of the ritual and cause damage to both yourself and anyone present in the circle.
A ritual should be between 10 and 20 minutes in length, being outside of this will cause a ritual to fail far more readily. Ritual circles reach full power at 5 minutes, before this time, the ritual can be stopped without causing any harm.
All members of the ritual group must be present at the start of the ritual and remain within the circle for the majority of the performance. During the performance, contributors may have cause to enter the void gate. While in the void, the contributors’ link to the ritual is fragile. Should they remain outside of the circle for longer than 3 minutes their link with the ritual will be severed (deducting their power from the total power of the ritual) and the character will be subject to the ravages of the Void (as determined by the Ritual Markers or a senior Referee).
It is recognised as part of a ritual that some players may be required to play roles that appear from the void gate in a similar way to monstering. Such roles are considered to be a non-contributor role and do not count to the total power of the ritual.

RITUAL CONTENT

Please remember that LT main events are family events; therefore keep rituals in good taste. Rude, vulgar, graphically horrific and OOC offensive rituals will be stopped by the LT for OOC reasons. Players performing such rituals may be banned from LT events.

RITUAL MARKING

Two Ritual Markers mark each Ritual. The Ritual Markers arrive at a score. This decision is final. Rituals are marked on two main categories: relevance and entertainment. A total of 5 points are assigned to each category, giving a total possible mark of 10 points.
The relevance value is a reflection of how the main action within the ritual portrays the nature and intent of the ritual and explains how the outcome is to be achieved (including the way that the performance and vocals fit with what is wanted). It is therefore a good idea to explain within the ritual; the powers desired the method involved to produce it and to portray the method outlined. Relevancy can be compromised if the content of the ritual is not in keeping with the game.
The entertainment value is a reflection of the performance and drama of the main action of the ritual. Drama is more than just a script; it also involves acting, active participation, props, costume, lighting, sound effects, music and special effects. Entertainment can be compromised by poor use of special effects, little participation by Contributors or continually repeating previous rituals.
The marks achieved in both categories are applied as weighting to the ritual power of the ritual. This determines how successful the ritual is and its overall effectiveness. Thus, the emphasis is on performing good rituals. A ritual’s score and power are not the only factors in determining a ritual’s effectiveness. Running under or over time can results in loss of scores and loss of power, exceptionally low scores or loss of power can lead to the Ritualist losing control and causing damage to themselves and/or their ritual group.

FOR MORE INFORMATION

Ritualists wishing to enquire about the procedure for booking rituals or obtain more information on performing rituals or ritual marking should ask at the Mages Guild for more information. They will be able to arrange for one of the ritual marking team to answer your questions. OOC ritual or rite questions on issues regarding lammies and what effects are compatible with the Erdrejan game world can be raised at Game Control.

IMPORTANT NOTE ON SPECIAL EFFECTS

Special effects are used at all main LT events, particularly in and around the area of the ritual circle. Some effects used, such as strobe lighting, UV lighting and smoke machines, can be hazardous if you suffer from a medical condition, which may be affected by special effects of any sort. Please be careful when moving around any area where special effects may be used. If you wish to participate in a ritual, but are concerned you may be affected by the special effects, please check with the ritual circle technical crew or ritual marker before the ritual begins. They will be able to tell you which special effects will be used in the ritual.

RITUAL CIRCLES

Rituals are carried out within a ritual circle. This is a place of power where the barrier between the world and the void is greatly weakened or broken. The flow of raw and uncontrolled magic that comes through these areas is blocked by the shielding effect of the ritual circle. This shielding normally fills the gap or weak area in the barrier and prevents the void from flowing through, which would have terrible consequences for anything or anyone in the area. When a ritualist begins a ritual, they seal the circle. This creates a magical ward from the circle up to the shield high overhead and then opens the shield, leaving the circle vulnerable to the void. This funnels the power of the void down into the circle and prevents those outside of the sealed area from coming to any harm. Ritualists must then focus this power as they and their contributors draw it into themselves. Unsealing the circle restores the overhead barrier and then opens the sides of the circle. The order in which a circle seals or unseals cannot be changed. A ritual circle will always seal its sides before opening the shield that protects it from the void and will always replace the protecting shield before it unseals its sides. Other than characters with an ability that explicitly allows them to raise/lower the seal of either all Ritual Circles or the Ritual Circle in question, the only person who can unseal a Ritual Circle is the person who sealed it.

RITUAL CIRCLE SEALS

The seals around a Ritual Circle are powerful, magical transparent barriers that block all effects. Nothing may pass through a Ritual Circle Seal except sound and light. Ritual Circle Seals are more powerful than Ritual Magic. A Ritual of Peace will cover a Ritual Circle, even if the Seals are raised. A Seal will stop anything that does not have a lammie or loresheet that specifically states it can pass through a Ritual Circle Seal.


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