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Spell casting and rituals
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6399747" data-attributes="member: 20805"><p>The below is adapted from the Elements of Magic: Lyceian Arcana for use in the OLD game system </p><p></p><p><strong>Ritual spell casting</strong></p><p><strong></strong></p><p>Rituals are measured in a timespan of either minutes (+10) , hours (+20), days (+30), Months (+40) and years (+50). The amount in parenthesis is how far above the primary casters MP limit the spell can be.</p><p> *Note* The MP limit by Action type still applies!</p><p></p><p>Rituals must have a primary caster who knows all the spell lists involved in the spell. This caster starts the ritual by spending their maximum number of MP into the spell. The caster check at this time sets the DC for dispelling attempts and designates all the particulars of the spell except for targeting.</p><p></p><p>Secondary casters must know at least one of the spell list in order to be able to donate mana into the ritual, They are required to be present at the start of the ritual, but may leave and return during the casting.</p><p></p><p>In each following timespan the primary and secondary casters may donate MP into the spell at a rate of 3:1 {losing 2 MP in the transfer process} This is limited to the casters Max MP per timespan.</p><p>[sblock]</p><p>The original rules included a table for this conversion that averaged at 43% transfer rate, but was rather swingy with some entries as low as 25% and as high as 60%. The use of the 3:1 eliminates a conversion table while keeping the transfer rate near the same level.</p><p>[/sblock]</p><p></p><p>At the end of the timespan, the primary caster must pass a Caster Check {Magic dice pool} against the current amount of MP held. Failure means that the MP donated in that timespan are lost. Failure by more than 4 results in a minor mishap and the primary caster takes damage from a magical backlash equal to the amount of MP donated in that timespan. Failure by more than 8 results in the backlash of twice the amount of MP donated which affects all casters in an explosion of mana, as well as termination of the ritual.</p><p></p><p>Once the mana has been collected, the primary caster can complete the casting of the spell as a 2 round action.The caster check at this time is required for targeting the spell.</p><p></p><p> If a Familiar or specially crafted {mastercraft level} object is used as a mana battery, the ritual can be intentionally stopped and restarted. However the battery must remain in the possession of the primary caster during the intervals. </p><p> Without a mana battery, the primary caster holds the mana and must remain awake for the duration of the ritual. Sleep, whether intentional or not, terminates the ritual.</p><p></p><p>Evil sorts of people can sacrifice non-sentient creatures to add 1D6 of mana to the ritual pool, or dice equal to a sentient beings CHA dice. This usually requires specialized weapons and alters, as well as preparation of the offering. The spell also has to include the proper Defile spell list.</p><p>[sblock]</p><p><em>Defile</em>? Yes.. the Dark Sun 'action' of leaching Mana from living creatures <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>[/sblock]</p><p></p><p>Stopping a ritual in progress uses the Abjuration rules for dispelling.</p><p></p><p>Solo Rituals work exactly the same, allowing a caster with a Magic Attribute of 9 could cast a 15MP spell without the use of a mana battery.</p><p></p><p>Communal Rituals are slightly different in that all participating casters must know all the spell lists involved, and the role of the Primary Caster can be changed once per time span. The biggest benefit of this is that a small cabal of casters can keep switching roles and extend the ritual without completely stopping. Communal rituals generally around a sacred/arcane location or item {like a bubbling cauldron!}</p><p></p><p>A note on 'being present': Religious and arcane sites may be linked, so a group of casters could start a ritual from geographically diverse locations while still 'being present'. This is one of the main reasons why secular governments fear organized religions.</p><p></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6399747, member: 20805"] The below is adapted from the Elements of Magic: Lyceian Arcana for use in the OLD game system [B]Ritual spell casting [/B] Rituals are measured in a timespan of either minutes (+10) , hours (+20), days (+30), Months (+40) and years (+50). The amount in parenthesis is how far above the primary casters MP limit the spell can be. *Note* The MP limit by Action type still applies! Rituals must have a primary caster who knows all the spell lists involved in the spell. This caster starts the ritual by spending their maximum number of MP into the spell. The caster check at this time sets the DC for dispelling attempts and designates all the particulars of the spell except for targeting. Secondary casters must know at least one of the spell list in order to be able to donate mana into the ritual, They are required to be present at the start of the ritual, but may leave and return during the casting. In each following timespan the primary and secondary casters may donate MP into the spell at a rate of 3:1 {losing 2 MP in the transfer process} This is limited to the casters Max MP per timespan. [sblock] The original rules included a table for this conversion that averaged at 43% transfer rate, but was rather swingy with some entries as low as 25% and as high as 60%. The use of the 3:1 eliminates a conversion table while keeping the transfer rate near the same level. [/sblock] At the end of the timespan, the primary caster must pass a Caster Check {Magic dice pool} against the current amount of MP held. Failure means that the MP donated in that timespan are lost. Failure by more than 4 results in a minor mishap and the primary caster takes damage from a magical backlash equal to the amount of MP donated in that timespan. Failure by more than 8 results in the backlash of twice the amount of MP donated which affects all casters in an explosion of mana, as well as termination of the ritual. Once the mana has been collected, the primary caster can complete the casting of the spell as a 2 round action.The caster check at this time is required for targeting the spell. If a Familiar or specially crafted {mastercraft level} object is used as a mana battery, the ritual can be intentionally stopped and restarted. However the battery must remain in the possession of the primary caster during the intervals. Without a mana battery, the primary caster holds the mana and must remain awake for the duration of the ritual. Sleep, whether intentional or not, terminates the ritual. Evil sorts of people can sacrifice non-sentient creatures to add 1D6 of mana to the ritual pool, or dice equal to a sentient beings CHA dice. This usually requires specialized weapons and alters, as well as preparation of the offering. The spell also has to include the proper Defile spell list. [sblock] [i]Defile[/i]? Yes.. the Dark Sun 'action' of leaching Mana from living creatures :) [/sblock] Stopping a ritual in progress uses the Abjuration rules for dispelling. Solo Rituals work exactly the same, allowing a caster with a Magic Attribute of 9 could cast a 15MP spell without the use of a mana battery. Communal Rituals are slightly different in that all participating casters must know all the spell lists involved, and the role of the Primary Caster can be changed once per time span. The biggest benefit of this is that a small cabal of casters can keep switching roles and extend the ritual without completely stopping. Communal rituals generally around a sacred/arcane location or item {like a bubbling cauldron!} A note on 'being present': Religious and arcane sites may be linked, so a group of casters could start a ritual from geographically diverse locations while still 'being present'. This is one of the main reasons why secular governments fear organized religions. :angel: [/QUOTE]
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