Lorien Trust
Magic & Rituals

 

 

 

This section is taken from the Lorien trust Live Role Playing System Handbook. Some additional material is included in this section.

Magic on Erdreja is a major part of the day to day world and as such the game itself. Magic takes various forms from spellcasting and incantation to ritual magic. Erdreja is a world formed over thousands of years but still reletively young its history is lost in many places due to the continuos wars of history and several cataclysm's that have shaped the world of Erdreja. The one thing that is constant in this, even if the knowledge of it is not is magic. And the varying levels of magic. Two things are certain of magic in Erdreja whether it is used in the form of spellcasting, incantation, or channelling. Magic is a pattern and it flows. How it flows and how you effect this flow are what dictates what kind of magic you are using.

Spellcasters learn to control the pattern of magic reshape it and cast the spells taught to them down the paths of history.
Incantors pass magic to the Ancestors they create themselves through belief and then ask that their ancestors allow them to effect the pattern.
Channellers draw from the pattern and use it to fix tears that appear whenever damage is coursed.
Then there is Ritual magic.

Ritual Magic.
Ritual magic can be used to create effects that are more powerful than normal spellcasting, incantation or channelling can produce. Rituals can be used to enchant items, summon creatures from other planes, create gates into other planes, give special powers to characters and much, much more. But for this ritualist generally need some help and a very special tool. These tools are called ritual circles.

Important Note** Special Effects.
Special effects are used at all Lorien Trust 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, or watch a ritual, please check with the ritual circle technical crew before the ritual begins. They will be able to tell you which special effects will be used in the ritual.

Ritual Groups.
A ritualist must have at least fifteen points of ritual power available before he can perform a successful ritual. This power can come from the ritualist's own skill, from contributors or from items as discussed below. There is no theoretical limit to the numbers of points of contribution a ritualist may benefit from, however the inherent risks of focusing ritual power increase as the amount of power in the circle increases. The physical size of the available ritual circle can also limit the number of contributors that can be used. A ritualist may also benefit from up to half his personal ritual points (rounded down) in items that add to a ritual group's strength.

Occupational skills that increase the number of points of ritual skill held by a ritualist will not increase the amount of ritual power additions he can use; this figure is based entirely on the ritualist's innate ritual skill.

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, he seals 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. There are ritual circles all over Erdreja; many are active but many more are inactive or have been lost over the centuries and these can sometimes be rediscovered and reactivated.

Ritual Marking.
Rituals are marked on two main categories. Firstly, the nature and intent of the ritual (including the way that the performance and vocals fit with what is wanted) and, secondly, the overall performance of the ritual group. The marks achieved in these categories and the total strength of a ritual group are both used to determine the overall effectiveness of a ritual. Exceptionally low scores can lead to the ritualist losing control and causing damage to himself or his ritual group. Ritualists wishing to enquire about the procedure for booking rituals, or obtain more information on ritual marking, should ask at the Mages guild for more information. Without a booked ritual slot you will not be able to perform a ritual.

To download the Lorien Trust guide to rituals please look Here.

A fixed number of ritual slots are available at the Faction Moots and the Gathering. Having the ritual magic skill does not ensure that you will be able to perform a ritual at an event.

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Campaign Setting
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Magic and Rituals
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