Ritual Magic

Rituals

Ritual magic can be used to create effects that are more powerful than normal magic can produce. Rituals can be used to enchant items, summon creatures from other Planes, create gates into other Planes, and grant special powers to characters and much, much more. A ritual is performed by a ritual group, made up of a Ritualist and contributors, in the confines of a ritual circle.

 

Any rituals that require an immediate effect, such as summoning a creature or creating an instant magical or plot effect, should be communicated to Game Control or the Sanctioning Officer at the earliest opportunity and no less than one hour before the ritual.

 

The LT provides the opportunity for player characters to perform rituals during the main events. These rituals are performed with access to full lighting and sound facilities. Rituals may also be performed at sanctioned events with prior consent of the event organisers and sanctioning officer. Note there will not always be a usable ritual circle available at a sanctioned event.

 

Further details on booking and performing rituals can be found in the Guide to Rituals booklet, available on request from Game Control.

 

Ritual Groups

Ritual groups are formed from a Ritualist (a character with the Ritual Magic skill) and up to 15 contributors (a character with the Contribute to Ritual skill). A Ritualist must have at least fifteen points of ritual power available before they can perform a successful ritual. This power can come from the Ritualist’s own skill, from contributors or from items (see Chapter 3, Section 1 – Special Items, Magic Items and Powers, page 40). If any member of a ritual group not actively precipitating in the ritual, it may have a detrimental effect on the rituals. If the Ritualist leaves the circle via the void gate or dies, the seal goes down and the ritual finishes immediately (and will be marked). Members of a ritual group may perform no more than one ritual per day unless they have a skill, lammie or loresheet that allows more.

A ritual may only have one active Ritualist. This Ritualist is the central focus for the ritual power and is the lead member of the ritual group.

 

Booking to Perform a Ritual

A fixed number of ritual slots are available at Main Events. Having Ritual Magic does not guarantee that your character will have the opportunity to perform a ritual at an event. Without a booked ritual slot, you will not be able to perform a ritual. Rituals must be performed in the presence of official ritual markers. In the case of a sanctioned event then the Sanctioning Officer may stand in for the Ritual Markers.

 

Performing a ritual

A successful ritual must be performed in a ritual circle; a ritual performed outside of a ritual circle will be classed as a rite (see Chapter 2, Section 5 – Rituals and Rites, Rites, page 36). A ritual group must have a minimum of fifteen points of power in order to attempt a ritual, below this number you will not be allowed to continue with your ritual. Should you attempt a ritual with less than 15 points or drop below 15 points during the ritual you will almost certainly lose control of the ritual and cause damage to both yourself and anyone present in the circle

A ritual should be between 10 and 20 minutes in length, being outside of this will cause a ritual to fail far more readily. Ritual circles reach full power at 5 minutes, before this time, the ritual can be stopped without causing any harm.

All members of the ritual group must be present at the start of the ritual and remain within the circle for the majority of the performance. During the performance, contributors may have cause to enter the void gate. While in the void, the contributors’ link to the ritual is fragile. Should they remain outside of the circle for longer than 3 minutes their link with the ritual will be severed (deducting their power from the total power of the ritual) and the character will be subject to the ravages of the Void (as determined by the Ritual Markers or a senior Referee).

It is recognised as part of a ritual that some players may be required to play roles that appear from the void gate in a similar way to monstering. Such roles are considered to be a non-contributor role and do not count to the total power of the ritual.

 

Ritual Content

Please remember that LT main events are family events; therefore keep rituals in good taste. Rude, vulgar, graphically horrific and OOC offensive rituals will be stopped by the LT for OOC reasons. Players performing such rituals may be banned from LT events.

Ritual Marking

Two Ritual Markers mark each Ritual. The Ritual Markers arrive at a score. This decision is final. Rituals are marked on two main categories: relevance and entertainment. A total of 5 points are assigned to each category, giving a total possible mark of 10 points.

The relevance value is a reflection of how the main action within the ritual portrays the nature and intent of the ritual and explains how the outcome is to be achieved (including the way that the performance and vocals fit with what is wanted). It is therefore a good idea to explain within the ritual; the powers desired the method involved to produce it and to portray the method outlined. Relevancy can be compromised if the content of the ritual is not in keeping with the game.

The entertainment value is a reflection of the performance and drama of the main action of the ritual. Drama is more than just a script; it also involves acting, active participation, props, costume, lighting, sound effects, music and special effects. Entertainment can be compromised by poor use of special effects, little participation by Contributors or continually repeating previous rituals.

The marks achieved in both categories are applied as weighting to the ritual power of the ritual. This determines how successful the ritual is and its overall effectiveness. Thus, the emphasis is on performing good rituals. A ritual’s score and power are not the only factors in determining a ritual’s effectiveness. Running under or over time can results in loss of scores and loss of power, exceptionally low scores or loss of power can lead to the Ritualist losing control and causing damage to themselves and/or their ritual group.

 

For More Information

Ritualists wishing to enquire about the procedure for booking rituals or obtain more information on performing rituals or ritual marking should ask at the Mages Guild for more information. They will be able to arrange for one of the ritual marking team to answer your questions. OOC ritual or rite questions on issues regarding lammies and what effects are compatible with the Erdrejan game world can be raised at Game Control.

 

Important Note on Special Effects

Special effects are used at all main LT events, particularly in and around the area of the ritual circle. Some effects used, such as strobe lighting, UV lighting and smoke machines, can be hazardous if you suffer from a medical condition, which may be affected by special effects of any sort. Please be careful when moving around any area where special effects may be used. If you wish to participate in a ritual, but are concerned you may be affected by the special effects, please check with the ritual circle technical crew or ritual marker before the ritual begins. They will be able to tell you which special effects will be used in the ritual.

 

Ritual Circles

Rituals are carried out within a ritual circle. This is a place of power where the barrier between the world and the void is greatly weakened or broken. The flow of raw and uncontrolled magic that comes through these areas is blocked by the shielding effect of the ritual circle. This shielding normally fills the gap or weak area in the barrier and prevents the void from flowing through, which would have terrible consequences for anything or anyone in the area. When a ritualist begins a ritual, they seal the circle. This creates a magical ward from the circle up to the shield high overhead and then opens the shield, leaving the circle vulnerable to the void. This funnels the power of the void down into the circle and prevents those outside of the sealed area from coming to any harm. Ritualists must then focus this power as they and their contributors draw it into themselves. Unsealing the circle restores the overhead barrier and then opens the sides of the circle. The order in which a circle seals or unseals cannot be changed. A ritual circle will always seal its sides before opening the shield that protects it from the void and will always replace the protecting shield before it unseals its sides. Other than characters with an ability that explicitly allows them to raise/lower the seal of either all Ritual Circles or the Ritual Circle in question, the only person who can unseal a Ritual Circle is the person who sealed it.

 

Ritual Circle Seals (Updated: Rules Clarifications)

The seals around a Ritual Circle are powerful, magical transparent barriers that block all effects. Nothing may pass through a Ritual Circle Seal except sound and light. Ritual Circle Seals are more powerful than Ritual Magic. A Ritual of Peace will cover a Ritual Circle, even if the Seals are raised. A Seal will stop anything including discerns or detections that does not have a lammie or loresheet that specifically states it can pass through a Ritual Circle Seal.

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