Mysticism and Rituals

/Mysticism and Rituals
Mysticism and Rituals2018-10-30T17:15:52+00:00

Mysticism and Rituals

A mystic is a magic user, but unlike wizards, mystics use rituals to perform magic.

A successful ritual can create any number of powerful IT effects, such as curses that drive a cleric’s enemies to madness, transporting a person to the shadow plane (rendering him invisible), or increasing the strength of a warrior before a great battle.

A mystic can perform powerful rituals in dedicated places of mystical power, and especially at The Main Ritual Circle.

Skill: Mysticism/Clergy

  • Basic training in Mysticism and Rituals (2 CP). Basic mysticism training that grants access to more advanced mysticism abilities.
  • Mysticism 1 (4 CP). Prerequisites: Basic training in Mysticism and Rituals.
    Enables the conduction of two level 1 rituals without a GM present.
  • Mysticism 2 (4 CP). Prerequisites: Mysticism 1.
    Enables the conduction of two level 2 rituals without a GM present.
  • Mysticism 3 (4 CP). Prerequisites: Mysticism 2.
    Enables the conduction of two level 3 rituals without a GM present.
  • World Rituals (2 CP). Prerequisites: Mysticism 2.
    Enables the conduction of creative world altering rituals, requires a GM’s presence.
  • Blood Harvest (2 CP). Prerequisites: Basic Training in Mysticism.
    Enables the harvesting of blood from a defeated enemy for the creation of a Blood Scroll.

Rituals

Unlike magic which allows solitary casting, mysticism affects the game through collective group rituals.

Learning new Rituals During the Game

See Learning new potion recipes, magical items, magic spells and ceremonies.

Types of Rituals

Standard Rituals

Standard rituals require a certain number of participants to succeed (and occasionally the use of Mineral Powder). They generally do not require a GM’s presence, and do not have to take place in The Main Ritual Circle.

What does a Standard Ritual require?

  1. A Ritual Scroll that details the ritual’s effect, and the required number of participants.
  2. A sufficient number of participants.
  3. Mineral Powder that may be necessary as part of the ritual.
  4. In certain cases a GM to supervise.

The ritual must be carried out in a way that every participant takes an active part in it, even if it’s a small part. When the ritual is complete, if it was carried out correctly, the desired result will come into effect.

World Rituals

Unlike standard rituals which are set in the game mechanics, World Rituals are always carried out with a Gm present, and are much more powerful rituals that can affect the entire game world.

In order to perform a World Ritual, the required amount of participants and a relevant GM, must be gathered. A sacrifice of Mineral Powder may be required as well.

If the ritual is impressive enough it will be successful, and the GM will describe the resulting effect.

For the most part, World Rituals will be carried out in The Main Ritual Circle.

Participants

Every ritual requires a minimal number of participants to be successful.

Participants must take an active part in the ritual, and desire its success (IT and OT).

A character without a rank in Mysticism can participate in a ritual once an hour.

Mystics as Participants

Clerics have particularly strong life energies. Accordingly, a cleric may factor in his level in Mysticism in place of additional participants in a ritual.

A character with Basic training counts as two participants.

A level 1 Mystic counts as three participants.

A level 2 Mystic counts as four participants.

A level 3 Mystic counts as five participants.

For example, a level 3 Cleric and their apprentice (level 1) wish to perform a Create Champion, which requires 12 participants. The life energy of the two clerics alone is 8 (5+3), so they need to recruit four additional participants to carry out the ritual.

Following the ritual, characters have given of their life force, and cannot participate in additional rituals for 45 minutes. The characters feel tired and drained, but there are no mechanical effects and no limitations on subsequent actions unless a player chooses to impose them on themselves.

Mineral Powder

The only resource that may be required for certain rituals is Mineral Powder. The Mineral Powder can be bought at the Lore Center.

The Astral Plane

Certain rituals can transport a character to the Astral Plane (as a Shade). In this state, the character is in effect invisible, and other characters must ignore its presence.

Characters in the Astral Plane are marked with a black mask, which will be given by the ritual conductor. The ritual conductor will also instruct the Astral Walker IT regarding the limitations of traversing the Astral Plane. The mask comes equipped with a note that lists these limitations.

A character in the Astral Plane can’t be seen by people outside the Astral Plane, and they are treated as invisible. However, Mystics can sense their presence in various ways. For example, the passing of an Astral Walker may be sensed by a cleric as a sense of discomfort, unease, Deja vu and so on.

An Astral Walker can’t interact with the physical world, other than by transferring a Seal of an offensive ritual to the intended victim.

An Astral Walker can keep watch and spy on enemies for the duration of the effect (about 45 minutes).

At the end of the effect, the character must go to Death’s domain, where it will be told by HIM the experience has affected it.

Substantiation – When creating an Astral Walker, a stick of incense can be lit. The Astral Walker can (but is not obliged to) return to the physical world (remove the mask and terminate the mission) at any point while the incense still burns. If the incense is extinguished, the Astral Walker must go to Death as previously stated.

Seal of Protection – Among craft skills there is the ability to place a seal at the entrance to certain places. Astral Walkers may not enter a place protected by such a seal. The seal is a sign with an S on it.

Offensive Rituals (Curses)

Most rituals have positive effects, strengthening the participants or granting them some other advantage. However, there are also “offensive” rituals, which can harm an enemy. Every successful offensive ritual creates a seal.

The seal is the symbol of the ritual’s negative energy, and exists both in the physical world and in the Astral Plane.

The seal will contain a brief written overview of the curse’s effects.

There are several ways to get a seal to the intended victim:

  1. Give the seal to a volunteer that agreed to traverse the Astral Plane (the Astral Walker is usually created as part of the curse ritual). The Astral Walker will find the intended victim and deliver the seal. If necessary, the messenger will also provide an OT explanation of the effects of the curse.
  2. In group battles, the seal can be given to the GMs to be delivered to the intended victim (however, the GMs cannot promise immediate delivery, it may take a while).
  3. The seal can be handed directly to the target, but never mid-combat! A target at the focus of the ritual usually needs to be restrained or enchanted in order for this to work.

Exploring new Rituals

It is possible, and even encouraged, to think up new rituals and suggest them to the GMs (before the game). The game staff will then formulate the relevant game mechanics, and part of your quests for the game will be to discover or create the ritual you thought up in advance.

Sample Rituals

Please note, these are only examples, and may change. There may also be different scrolls for the same ritual which will require a different number of participants or a different amount of Mineral Powder. Possessing a method for conducting a ritual does not mean it is the most efficient way to c.

Level 1

Battle spirit grants +1 HP for the next battle to a number of characters equal to a quarter of the number of participants in the ritual. Up to three warriors can be strengthened in this way without the use of Mineral Powder. Over this number of warriors, a single bag of Mineral Powder is needed for every 5 (or up to 5) additional warriors. For example, strengthening 8 characters requires 32 participants and one bag of Mineral Powder.

Create Champion grants +2 HP for the next battle to a single warrior. Does not require resources.
Requires 12 Participants.

Protection from Evil protects a single person from levels 1 and 2 curses and poisons. Lasts until the next sunset/sunrise, or until the character is cursed/poisoned and the protection comes into effect, whichever comes first.
Requires 10 Participants.

Creation of an Astral Walker turns a volunteer into an Astral Walker for 45 minutes.
Requires 10 Participants.

Level 2

Mass Protection from Evil grants protection from level 1-2 curses and poisons to a number of characters equal to a quarter of the number of participants in the ritual. This ritual requires the use of one commodity per participant.

Up to three characters can be protected in this way without the use of Mineral Powder. Over this number of warriors, a single bag of Mineral Powder is needed for every 5 (or up to 5) additional characters. For example, in order to protect thirteen characters, the ritual requires 52 participants and two bags of Mineral Powder.

Strength of Mind protects a single character from level 1-2 mind altering spells and from non-damaging poisons. The effect lasts for six hours or until the character is poisoned or has a spell cast upon them, whichever comes first.
Requires 12 Participants.

Mass Strength of Mind grants protection from level 1-2 mind altering spells to a number of characters equal to a quarter of the number of participants in the ritual.

Up to three characters can be protected in this way without the use of Mineral Powder. Over this number of warriors, a single bag of Mineral Powder is needed for every 5 (or up to 5) additional characters. For example, in order to protect 13 characters, the ritual requires 52 participants and two bags of Mineral Powder.

Create Disease 1. Enables the creation of one disease from the list of available diseases. Please get in touch with the game staff before the game to coordinate which disease you’d like to create.
Requires Spread Disease.

Curse Lifting cancels one level 1-2 curse.
Requires 12 Participants.

Strengthen Gate adds 2 HP to gates or walls. Participants: ?

A Partial List of Offensive Rituals (Curses)

Create Astral Walker transports one character to the Astral Plane for up to 45 minutes, and requires a black mask.

While in the Astral Plane a character cannot interact with the physical world, speak, pick things up or fight. It is considered invisible and other characters will ignore it.

The only interaction an Astral Walker can have with the physical world is the delivery of a curse seal.

While this is not considered an offensive ritual per se, most offensive rituals include the creation of an Astral Walker.

Requires 10 Participants.

Offensive Rituals (Curses)

An offensive ritual creates a seal with a target’s name on it, and comes into effect when the seal is presented to the target.

Level 1 Offensive Rituals

Shatter weapon/shield/armor when the target opens the seal, their weapon, shield or armor (as specified in the ritual) will be shattered, and they will need to have it repaired, with the appropriate craftsmanship. Creates an Astral Walker.
Requires 15 Participants.

Level 2 Offensive Rituals

Weapons Ban prevents the victim from using a weapon until the next sunrise or until the curse is lifted (whichever comes first). Creates an Astral Walker.
Requires 18 Participants.

Paranoia causes the victim to act paranoid, as well as cruel and heartless towards others in their immediate surroundings. The effect lasts until sunrise or until the curse is lifted (whichever comes first). This ritual is considered a control spell and will not affect those protected against such spells. Creates an Astral Walker.
Requires 18 Participants.

Break Siege Weapon breaks one of an enemy’s siege weapons, which will require repair by an appropriate craftsman.
Requires 15 Participants and a GM’s presence.

Animate dead

    • This is the only ritual a cleric or mystic can perform by themselves. Reanimates one dead character as an undead warrior servant of the cleric, as detailed in rules of Death.

 

  • A character can be reanimated only with the player’s consent. If the player refuses, the ritual fails.

 

  • The undead character retains all abilities possessed in life, but cannot cast spells.
  • The undead character has the same HP as it had in life.
  • As an OT limitation, no equipment or coins can be taken from an undead character.
  • A looted body cannot be reanimated, as this taints the body and causes ritual failure.
  • The effect lasts up to 45 minutes.
  • A cleric can reanimate only a single undead character at any given time, no more.
  • Failure in this ritual does not entail a cooling off period.

Rituals accessible to level 3 clerics

Protection from Magic protects a single person from all types of spells, including level 3 spells. Effects the next spell cast on the character.
Requires 20 Participants.

Assassination kills a single character.
Requires 12 Participants and Mineral Powder.

Mass Harm drains 1 HP from up to 10 enemy characters. Can only be cast before a battle.
Requires 30 Participants, and a GM’s presence.

Open Gate damages the gates of a camp or of the Castle, according to the ritual’s strength.
Requires 18 Participants, Mineral Powder and a GM’s presence.

Auxiliary Mystic Abilities

Blood Harvest (2 CP)

Prerequisite: Basic mystical training.
Enables the harvesting of blood from a defeated enemy.

  • Every player with this ability will receive a number of scrolls with the game’s symbol on them. The scrolls have no IT value in themselves.
  • When an enemy is killed in battle, a ritual lasting about one minute can be performed over the body, in which both the defeated character’s blood and spiritual energy are harvested. At the end of the ritual, the cleric imprints the scroll with the victim’s fingerprint in fake blood.
  • The scroll carrying the bloodied fingerprint is a Blood Scroll, and it is used to create magical artifacts and potions. It is mainly used by the Apocalypse camp, but it may be of use to other camps as well.
  • Blood can be harvested only from an enemy that died fighting in combat. The slaughter of an unarmed victim does not enable a Blood Harvest.
  • A Harvested body cannot be looted, and a looted body cannot be Harvested
  • A Harvested character suffers no additional repercussions and continues with the standard death mechanics.
  • If you wish to use this ability, bring your own fake blood to the game. No fake blood, no Blood Harvest.

Spread Disease (2 CP)

  • Requires GMs’ pre approval. Enables the spreading of diseases created by rituals. Characters with this ability have access to a list of rituals that create diseases.
  • Spreading Disease does not require any prior mystical training, but creating diseases by ritual requires this ability.
  • Diseases affect the mind and/or the body in the long term. Mechanically they are considered permanent defects (physical or mental). These will usually be defects that add a certain aspect to a characters roleplay. The character spreading a disease will provide a note with the description of the disease and how to play out its effects.
  • The disease can be spread by sticking a note on the target (similar to poisoning), by directly handing the target a disease note, via Astral Walker or through a GM.