Rituals
Rituals are a type of magic that goes outside the normal rules of cast spells. The major difference is that most rituals have almost no function in a combat situation, and that they take extensive resources and time to perform. There are several aspects to how rituals function:
To perform a ritual a character must have Rank 4 of the appropriate Knowledge Area unless noted on the ritual scroll.
All rituals require Knowledge Points to cast. The primary caster must spend 2 Knowledge Points to begin a Ritual. Secondary casters must expend 1 Knowledge point in order to participate and must have rank 1 of the appropriate knowledge for the ritual or Knowledge Magic 2.
To perform a ritual requires all participants to maintain concentration.
When a ritual calls for Fuel in the cost, that cost can be paid in part or in full by any participant of the ritual.
Rituals must be performed inside of a ritual circle, this can be a simple circle phys-repped by markings, candles or such; or inside of a Circle of Glyphs.
Rituals cannot target other players without their out of game consent.
All rituals require a marshal present at the casting of the ritual. A minimum of one hour notice to plot is required before casting a ritual, this is done to make allowances to guarantee a marshal is available. There may arise times where a marshal is available immediately or in less than an hour but players are still required to notify plot at least one hour before their desired ritual start time. In the event that there are players who have been approved by plot to marshal rituals, said marshal should never marshal a ritual(s) for their own team.
Rituals will vary dependent upon the ritual to be cast in many ways the time the ritual requires, fuel/component cost and any special requirements will be listed on the individual scrolls. There is a list of rituals available later in this section the list however is by no means exhaustive but is meant as a baseline.
Players may generate rituals at plot/rules discretion with an appropriate amount of time and resource invested into the research of any new rituals. The act of generating a new ritual will be a fluid discussion until the particulars of the ritual are set only then will a player know what the exact amount of time a resource required to generate the new ritual will be. This process will not be quick and players should go in expecting there to be delays. Generating a new ritual is no small task in or out of game, patience from the players involved is expected and required at times.
Rituals are foundationally cast in one of two ways. Either in a prepared space that has been cleansed (Glyph Circles always count as cleansed) or on the fly in a space that has not been cleansed. Having an intentionally cleansed area for ritual casting makes the casting more consistent but otherwise is not a requirement to casting a ritual. A ritual cannot begin without 100% of all the required items, scrolls, components, etc. being present within the circle prior to the ritual beginning.
Fluxing Ritual magic generates a massive amount of energy, and it takes a skilled hand to keep it in check. There are times when something will interfere with a ritual and the some of the raw energy will lash out and have side effects. Fluxing can happen when one of the following situations occurs:
The primary caster intentionally chooses to flux a ritual.
A caster takes damage of any kind.
A secondary caster leaves the ritual circle during the casting or becomes helpless.
Any of the components or the ritual scroll is destroyed or leaves the circle, all draws are Warped, or Backlash and the ritual fails.
The primary caster becomes helpless or leaves the circle, all draws are Backlashes.
When a ritual is fluxed the marshal will determine the outcome by using percentile dice on the following charts. The three categories of flux are cumulative. First the marshal will determine if the ritual was, Flawed- had an unexpected outcome that could be positive, Warped- hand an unexpected outcome that is negative, or Backlashed- had a devastatingly bad outcome. In the case of a Flawed of Warped ritual the intended effect still happens with an unexpected change; however, with a Backlash the ritual fails, and very bad side effect happens. At the end of a ritual all components are destroyed weather the ritual succeeds failed, in the case of a Backlash the ritual scroll, if there is one being used, is also destroyed.
When a ritual goes wild there is little that can be done, though a skills Ritualist can attempt to control the wild magic. To counter a flux a secondary caster in the ritual must declare that they are going to attempt the feat. To do so they must have Knowledge Magic 4, they then have 2 options.
Preempt- To do this the secondary caster must expend 5 Fuel up front. When the flux draw is made they must pay an additional Fuel cost of 10 for a Backlash or 5 for a Warp. This completely negates the effects.
Ready- To do this the secondary caster must declare intent at the beginning, and then can choose to pay a fuel cost to negate the flux. 5 for a Flaw, 15 for a Warp, and 20 for a Backlash. At the time they must expend the Fuel they only are aware of the type of flux not the actual outcome.