Gameplay
A ritual is a type of magic that doesn't require you to be able to see your
target, but does take a fair bit of time and energy. Characters need at least
ritualism 1 to be able to perform rituals. They are also quite time consuming,
taking generally two hours to complete, although those with the incantation
stat can reduce this significantly. If a character is attacked, struck or
pinned while attempting a ritual it will fail and they will have to start again.
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Some rituals are more or less expensive however. If a character performing
a ritual is taken below 75% life force they may pass out for a time, or if
taken below 60% may even die. The power of the ritual when it strikes is
determined by the arcane focus of the practitioner and the tier of the target.
Rituals that finish during the witching hour, 3AM to 4AM, cost less life force.
Mental Manipulation Rituals: See: HELP MENTAL RITUALS
Enhancements Rituals: See: HELP ENHANCEMENTS RITUALS
Protection / Curing Rituals: See: HELP PROTECTION RITUALS
Property Rituals: See: HELP PROPERTY RITUALS
Ghost Rituals: See: HELP GHOST RITUALS
Temporal Rituals: See: HELP TEMPORAL RITUALS
Antagonising Rituals: See: HELP ANTAG RITUALS
All curses and hexes can now be cast with: ritual (type) (target) maintain
This form costs half as much upfront and will continue the effect until the
caster terminates it with ritual terminate. While maintaining the spell the
caster is at -10% life force. Being the target of severe pain victimize has
a chance to terminate these rituals early.
Using maintain requires ritualism level 2 or arcane focus level 1.
Enhancements Rituals
Protection Rituals
Property Rituals
Ghost Rituals
Antag Rituals
Temporal Rituals
Ritualism
Incantation
Ritual
A ritual is a type of magic that doesn't require you to be able to see your
target, but does take a fair bit of time and energy. Characters need at least
ritualism 1 to be able to perform rituals. They are also quite time consuming,
taking generally two hours to complete, although those with the incantation
stat can reduce this significantly. If a character is attacked, struck or
pinned while attempting a ritual it will fail and they will have to start again.
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Some rituals are more or less expensive however. If a character performing
a ritual is taken below 75% life force they may pass out for a time, or if
taken below 60% may even die. The power of the ritual when it strikes is
determined by the arcane focus of the practitioner and the tier of the target.
Rituals that finish during the witching hour, 3AM to 4AM, cost less life force.
Mental Manipulation Rituals: See: HELP MENTAL RITUALS
Enhancements Rituals: See: HELP ENHANCEMENTS RITUALS
Protection / Curing Rituals: See: HELP PROTECTION RITUALS
Property Rituals: See: HELP PROPERTY RITUALS
Ghost Rituals: See: HELP GHOST RITUALS
Temporal Rituals: See: HELP TEMPORAL RITUALS
Antagonising Rituals: See: HELP ANTAG RITUALS
All curses and hexes can now be cast with: ritual (type) (target) maintain
This form costs half as much upfront and will continue the effect until the
caster terminates it with ritual terminate. While maintaining the spell the
caster is at -10% life force. Being the target of severe pain victimize has
a chance to terminate these rituals early.
Using maintain requires ritualism level 2 or arcane focus level 1.
See Also
Mental RitualsEnhancements Rituals
Protection Rituals
Property Rituals
Ghost Rituals
Antag Rituals
Temporal Rituals
Ritualism
Incantation