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The Ritual of Peace.
The leaders of the Mages guild usually perform this ritual at the Heartland
Games, Faction Moots and the Gathering. The ritual of peace provides some
protection to all that would attend such events by acting as a shield
against physical damage. Physical damage inflicted under a ritual of peace
is slowed by the shielding effect and inflicts only subdual damage. Subdual
damage is bruising and shock damage and is recovered automatically ten
minutes after the blow was struck. Subdual damage can reduce a location
to zero hits but can never reduce a location to _1. No weapon can cut
a person's skin or inflict any actual damage to anything protected by
the ritual unless specifically excluded from the ritual of peace. Weapons
that inflict the damage effects through and crush function as normal under
a ritual of peace but all damage they inflict is subdual. A ritual of
peace also protects against any form of attack that causes location damage
and against any spell or special effect that causes location damage (with
the exception of those noted below). Any method that kills without causing
damage, such as some poisons, will continue to function through the ritual
of peace, as do the damage effects decay, harm, fatal and petrification
and the third level spell mage bolt.
All forms of unliving remain outside a ritual of peace,
as do some types of creatures with alien life patterns. Any creature immune
to, or protected against, ritual level magic will also not be protected
by a ritual of peace. Non-sentient creatures such as animals are not protected
but any creature that is even vaguely capable of sentient thought is protected.
For example, a sheep or a dog can be killed in an area protected by a
ritual of peace but Trolls and Orcs cannot.
If you wish to attempt to kill a target in an area protected
by a ritual of peace, or wish to take a target outside of the area protected
by the ritual to kill him, please arrange for a referee to witness the
act. This prevents later claims that the kill was not done properly and
the character was still alive. If you have any doubts about the protection
provided by the ritual of peace, check with a referee.
Transport circles.
Transport circles are very much like ritual circles, however they are
less powerful. By opening the barrier on a transport circle a ritualist
may transport himself and any followers within the circle to any other
ritual circle or transport circle in the world. A transport circle cannot
be sealed shut like a ritual circle therefore transport circles cannot
be used to perform rituals. Anybody with the skill ritual magic can activate
a transport circle, or transport from a ritual circle and no contributors
are required to do this. If a ritualist attempts to transport to a sealed
ritual circle he will be bounced to the nearest transport circle or unsealed
ritual circle. A maximum of sixteen people (fifteen and the transporting
ritualist) may use a transport circle at any one time.
Ritual circles can be used to transport larger groups. A ritualist can
only transport to a location he already knows of and he must state the
intended destination before transporting. When using a transport circle,
or transporting from a ritual circle, the ritualist should speak an appropriate
vocal (for example 'by my power I transport all within this circle to
<named location>') before transporting. All characters to be transported
must be within the ritual or transport circle before the ritualist finishes
his vocal or risk being left behind. If a ritualist attempts to transport
more people than a circle can accept, the circle will reject the excess
numbers, leaving people behind at random.
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