All Rites require Ritual magic to use, and require Concentration to perform. All Rites must end with the name of the Rite being clearly stated to everyone involved in the Rite. The Rite effect does not occur until the Rite is complete. The power cards for any Rite must be torn at the end of the Rite.
If you choose to end a rite before the required time there is no effect generated and the power is not spent.
Lay to Rest (Rite Magical Special 1min)
Requirements: Standard Incantation 2 or Light Incantation 2.
Actions: Role-play at least a 1-minute ceremony for the deceased and tear 2 Spell cards.
Effects If cast on a recently deceased body (before Dawn of the day following their death) this effect immediately sends the pattern to the Plane of their Ancestor. Such a pattern cannot then be contacted using a Speak with dead effect, or be raised as Unliving. If begun within 1 minute of an unliving being Dismissed or Destroyed, the corrupted pattern is restored and goes to Plane of their Ancestor instead of returning to the Plane of Unlife.
This is a second tier corpse effect, and will not work on a body that has a second tier corpse effect already applied to it.
Rite of Dedication (Rite Magical Special 1min)
Requirements: Dark Incantation 2.
Actions: Role-play at least a 1-minute ceremony for the deceased and tear 2 Spell cards.
Effects This effect claims the pattern of a recently deceased living or unliving being. The Rite must begin before Dawn of the day after the death/destruction of the target. Once the Rite is complete, the named Ancestor claims the pattern of the deceased. The pattern travels to the named Ancestor’s Plane rather than that of its own Ancestor. A pattern that has been dedicated in this way may not be summoned in any way unless the Ancestor who has the pattern permits it, and may well be hostile to the Ancestor that has claimed it.
This is a first tier corpse effect, and will not work on a body that has a first or second tier corpse effect already applied to it.
Speak With Ancestor (Rite Magical Special 10min)
Requirements: Incantation 3.
Actions: Role-play at least a 10-minute ceremony to a specific, named Ancestor and tear 4 Spell cards.
Effects: This allows you to ask a detailed question of the specified Ancestor. A Referee must be present to observe the Rite. The question may be anything, but the Ancestor will reply to it only if it sees fit, and from its point of view. The Ancestor’s responses will not occur immediately and often will occur overnight.
A Speak with Ancestor form may be collected from Game Control and filled out with details as required and countersigned by the Referee.
Corrupt Body (Rite Magical Special 1min)
Requirements: Necromancy 1.
Actions: Role-play at least a 1-minute ceremony over a dead body and tear 1 Spell Card.
Effects: Corrupts and rapidly decomposes a dead body so that the pattern is sent to the Plane of Unlife. The pattern does not go to its Ancestor. The body may rise as an uncontrolled zombie or skeleton at some future point, as dictated by the Head of Plot.
This effect will leave a rotten, unrecognisable corpse behind. This is a first tier corpse effect, and will not work on a body that has a first or second tier corpse effect already applied to it.
Greater Corrupt Body (Rite Magical Special 1min)
Requirements: Necromancy 3.
Actions: Role-play at least a 1-minute ceremony over a dead body and tear 4 Spell cards.
Effects: Corrupts and rapidly decomposes a dead body so that the pattern is sent to the Plane of Unlife. The pattern does not go to its Ancestor, and may rise as an uncontrolled wraith at some future point, as dictated by the Head of Plot.
This effect will leave no corpse behind. This is a second tier corpse effect, and will not work on a body that has a second tier corpse effect already applied to it.
Trace Transport (Rite Magical Special 10sec)
Requirements: Spellcasting 1.
Actions: Perform a 10 second rite in a recently used transport or ritual circle and tear 1 Spell Card.
Effects: Discerns the destination or originating circle of the last transport into or out of the transport or ritual circle. This trace must begin within 10 seconds of the transport being performed. Excess transportees being returned from a transport will not automatically disrupt the Trace rite.
Teleport (Rite Magical Special 10sec)
Requirements: Spellcasting 3.
Actions: Perform a rite for 10 seconds and tear 4 Spell cards.
Effects: Transports the caster only to the nearest active transport or ritual circle. The time taken to Teleport will be as long as it takes OOC to get to the destination circle and should not be unnecessarily prolonged to gain IC advantage. If the target location has a ritual seal in place, then the transporters arrive at the next nearest functional circle.
Transportation (Rite Magical Special 1min)
Requirements: Ritual Magic, be in a ritual or transport circle.
Actions: Perform a rite for 1 minute whilst remaining in a ritual or transport circle and tear 1 Spell Card. You must state at the start of the Rite that you are using the circle for transportation and state the name of the destination circle clearly at the end of the Rite so that all participants in the circle can hear you.
Effects: Transports the Ritualist and up to 15 people, plus anything that they are carrying, in the circle to the named circle. Dead bodies can only be transported if carried (as per the rules for moving characters), but do not count against the limit of 15 people. Once a transport rite has begun no other transport rites will work from the circle until that rite is complete or abandoned. This does not affect incoming transports, which will appear normally and not disrupt the rite that is being performed. If the target location has a ritual seal in place, then the transporters arrive at the next nearest functional circle. Transportation Rites cannot take you off-Plane, or off Erdreja, as this requires a full ritual. Note that all circles including transport circles have a unique name and this must be stated as the destination.
Once the initial 1 minute of the Rite has completed, the transportation effect may be activated immediately by stating the name of the destination circle clearly too all participants and tearing the Spell Card. If this Rite is maintained for more than 2 minutes then it will fail.
If there are more than 16 people transporting (including the Ritualist) then all within the circle will initially transport (raise your hands in the air). The Ritualist can then choose the 15 people they wish to take, note that during this period no IC time passes and only the Ritualist may speak to nominate who will be transported. This choosing must be completed within 30 seconds and anyone not chosen after this time will be returned to the original circle. If there are less than 16 people in the circle then all are transported
Please report to Game Control on successful completion of the rite to verify that the circle you are transporting to exists and has no additional effects in place. Note that no time passes in character for the characters in the transport and any durational effects they are under will be suspended until they reappear but time will pass as normal for everyone outside the transport. The time taken to transport will be as long as it takes OOC to get to the destination circle and should not be unnecessarily prolonged to gain in character advantage.
If, and only if, the Ritualist does not have any power left they can still successfully transport but their Torso will be Destroyed by Artefact damage upon arrival.
Ad Hoc & Plot Rites (Updated: Rules Clarifications)
“Ad hoc” rites are those non-rulebook rites that you decide to attempt, in order to accomplish an objective or get a greater power to help you. These are generally considered to be hopeful at best, and often receive little or no result unless a powerful entity happens to offer assistance (usually to further its own goals).
“Plot” rites are those that have been prescribed as a requirement to complete a goal or objective. They have predetermined criteria that must be met in order to succeed, and predefined effects that will occur based on success or failure although you will not necessarily know what those criteria or effects are in advance. Plot rites normally receive an immediate and obvious result when completed correctly.
For ad hoc and plot rites, all you need to attempt a rite is an appropriate Referee, and one person with ritual magic 1 or higher who spends 4 spell cards. There are several other factors you can include in your rite in order to improve the chances of the right people hearing your message or request for help; these include getting more people involved, using a ritualist with higher skill levels like ritual magic 2 or 3, using a specific appropriate rite focus, and/or offering up more spell cards. All spell cards must come from the person performing the rite unless they have the rite master OS.
Plot rites normally get an immediate result appropriate to the plot. Ad hoc rites normally get no immediate response, but can occasionally trigger later encounters or influence the power level of certain powerful entities.