Gameplay
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual mute (target) Cost: 100%
Render the target unable to speak for some time.
Syntax:: Ritual deafen (target) Cost: 100%
Render the target unable to hear for some time.
Syntax: Ritual techhex (target) Cost: 25%
Applies a magical affect to the target which makes all their technology fail
to operate properly for the duration.
Syntax: Ritual lunacy (target) Cost: 100%
Trigger lunacy in a werewolf even if it isn't a full moon, filling them with
rage and anger.
Syntax: Ritual corrupt (target) Cost: 100%
Temporarily disables the target's empathy, turning them into a sociopath
for the duration.
Syntax: Ritual lure (target) Cost: 100%
Will cause the target to unconciously move towards the room the spell was
cast from whenever they use automatic moving systems such as driving or
walking.
Syntax: Ritual mist Cost: 100%
Cause the supernatural mist in Haven to rise, rendering all outside areas
unpublic and allowing the monsters of the forest to venture deeper in.
Syntax: Ritual sleepwalk (target) Cost: 100%
Forces a reasonably idle character to sleepwalk out to where you are without
realizing it.
Syntax: Ritual illness (target) Cost: 100%
Inflicts the target with an illness which lowers their effective life force
for some time.
Syntax: Ritual madness (target) Cost: 200%
Inflict the target with temporary insanity, causing them to see things that
aren't there and suffering from hostile delusions. Costs twice as much life
force as most rituals.
Syntax: Ritual persecution (target) Cost: 200%
Inflict the target with a curse that causes everyone around them to grow
more hostile towards them. Costs twice as much life force as most rituals.
Syntax: Ritual arthritis (target) Cost: 75%
Inflicts the target with a curse that simulates arthritis, making their
joints ache particularly when they try to run. They have their move speed
halved in combat and delay on moving out of combat is four times longer.
Syntax: Ritual enfeeble (target) Cost: 100%
Inflicts the target with a curse that reduces their fighting skill.
Reduces all disciplines by 25%.
Syntax: Ritual sexchange (target) Cost:150%
Ritual sexchange switches the target's sex for the duration.
Syntax: Ritual summoning (target) Cost:100%
Must be done in a room with a place called 'binding circle' will summon
a higher power to that location and make them unable to leave or use their
powers in significant ways for the duration on anyone not in the same place.
break circle can be used to destroy a binding circle, freeing the higher
power.
Syntax: Ritual predate (target) Cost:25%
For the duration whenever the target of the ritual is able to have patrol prey (target) used on them, the caster of the ritual will be notified.
Enhancements Rituals
Protection Rituals
Property Rituals
Ghost Rituals
Temporal Rituals
Ritual
Ritualism
Incantation
Antag Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual mute (target) Cost: 100%
Render the target unable to speak for some time.
Syntax:: Ritual deafen (target) Cost: 100%
Render the target unable to hear for some time.
Syntax: Ritual techhex (target) Cost: 25%
Applies a magical affect to the target which makes all their technology fail
to operate properly for the duration.
Syntax: Ritual lunacy (target) Cost: 100%
Trigger lunacy in a werewolf even if it isn't a full moon, filling them with
rage and anger.
Syntax: Ritual corrupt (target) Cost: 100%
Temporarily disables the target's empathy, turning them into a sociopath
for the duration.
Syntax: Ritual lure (target) Cost: 100%
Will cause the target to unconciously move towards the room the spell was
cast from whenever they use automatic moving systems such as driving or
walking.
Syntax: Ritual mist Cost: 100%
Cause the supernatural mist in Haven to rise, rendering all outside areas
unpublic and allowing the monsters of the forest to venture deeper in.
Syntax: Ritual sleepwalk (target) Cost: 100%
Forces a reasonably idle character to sleepwalk out to where you are without
realizing it.
Syntax: Ritual illness (target) Cost: 100%
Inflicts the target with an illness which lowers their effective life force
for some time.
Syntax: Ritual madness (target) Cost: 200%
Inflict the target with temporary insanity, causing them to see things that
aren't there and suffering from hostile delusions. Costs twice as much life
force as most rituals.
Syntax: Ritual persecution (target) Cost: 200%
Inflict the target with a curse that causes everyone around them to grow
more hostile towards them. Costs twice as much life force as most rituals.
Syntax: Ritual arthritis (target) Cost: 75%
Inflicts the target with a curse that simulates arthritis, making their
joints ache particularly when they try to run. They have their move speed
halved in combat and delay on moving out of combat is four times longer.
Syntax: Ritual enfeeble (target) Cost: 100%
Inflicts the target with a curse that reduces their fighting skill.
Reduces all disciplines by 25%.
Syntax: Ritual sexchange (target) Cost:150%
Ritual sexchange switches the target's sex for the duration.
Syntax: Ritual summoning (target) Cost:100%
Must be done in a room with a place called 'binding circle' will summon
a higher power to that location and make them unable to leave or use their
powers in significant ways for the duration on anyone not in the same place.
break circle can be used to destroy a binding circle, freeing the higher
power.
Syntax: Ritual predate (target) Cost:25%
For the duration whenever the target of the ritual is able to have patrol prey (target) used on them, the caster of the ritual will be notified.
See Also
Mental RitualsEnhancements Rituals
Protection Rituals
Property Rituals
Ghost Rituals
Temporal Rituals
Ritual
Ritualism
Incantation