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Ritual Manipulation

Times Ever. This ability allows a caster to manipulate a Ritual they plan to cast later in the same Logistics Period. In order to use this ability, you must have the Ritual Scroll you wish to manipulate, all reagents required to cast it, the catalyst (if required), and the appropriate amount of formal levels.

Each time this ability is taken, the caster may choose one Ritual Manipulation they wish to apply when they perform a full casting of the chosen Ritual. Note that a Ritual Manipulation is specific to a single type of scroll (e.g. “Arcane Armor”) but not the specific scroll you are bringing to Logistics. The prerequisite for each type of manipulation must be met individually on a scroll to caster basis, and is based on their current Formal Magic level compared to the chosen difficulty of the target Ritual Scroll.

Example: Belthivis the Ritualist has 20 points of High Magic, of which he has assigned 10 points to Formal Magic, giving him a current Formal Magic level of 10. Belthivis takes an Enchant Ritual Scroll and meditates upon it to choose some Ritual Manipulations. First, he must determine at what level he plans to cast the scroll - in this case, he plans to cast the Enchant for a single charge of a level 9 Spell, which means he will be casting it at Difficulty 3. This gives him 7 levels of Formal Magic above the target difficulty, making him eligible for Caster’s Mark, Foresight, Improved Chance, Insert Component, and Lore Answer. He cannot use Conservative Casting as he does not have enough Formal Magic above the target difficulty of his casting. Belthivis chooses to spend 1 point of High Magic on a Caster’s Mark for Enchant, and another 5 points of High Magic for 5 levels of Improved Chance for Enchant. When purchasing the High Magic via Meditation, he must have the Ritual Scroll and necessary reagents in front of him. At the end of this process, he has spent 10 High Magic on Formal Magic and another 6 High Magic on Ritual Manipulations, leaving him with 4 available.

Some Ritual Manipulations provide Empowerment effects for varying lengths of time. Using an Empowerment, a caster can “supercharge” the Ritual they are casting, granting a greater effect in some unusual way. The Empowerment itself cannot be extended by any means. After this period, these items return to their base Ritual stats as the magic settles down. The exact nature of how a Ritual is more effective is up to the local Plot team. The more impressive role-playing and Ritual casting performed, the greater the Empowerments.

An item may only ever have one Empowerment active on it. Further attempts to Empower other Rituals on the same item will automatically fail.

Empowerments do not count as “Rituals” for the purpose of Ritual Slots. Plot may choose to preemptively expire or alter an Empowerment at any time if they choose to do so. Empowerments may never travel outside the chapter in which they were cast; an item with an active Empowerment will act as normal for its base Rituals (without the Empowerment effect) if taken to another chapter.



The types of manipulations and their prerequisites are listed below and are arranged according to the number of levels needed of Formal Magic above the Ritual to be cast.

Ritual Manipulation Additional Levels of Formal Magic over Ritual Difficulty Max Purchases
Alternate Component 30 -
Casters’ Mark 5 1
Casting Insight 40 1
Choose Flaw 15 -
Conservative Casting 10 1
Disguised Casting 10 1
Foresight 0 1
Improved Chance 5 5
Insert Component 5 -
Lore Answer 5 -
Obvious Power 15 1
Quicken Casting 10 4
Spark of Empowerment 10 1
Terminate Ritual 20 -
Touch of Empowerment 20 1
True Conservation 25 1
True Empowerment 35 1


Foresight: When using this Manipulation, if a Backlash is rolled, the caster may roll twice (rerolling a duplicate result) and choose which of the two rolled Backlashes applies. No further rerolls - such as from additional purchases of Foresight - are allowed.

The caster must have at least as many levels of Formal Magic from the appropriate school as the difficulty of the Ritual to be cast.

Casters’ Mark: This allows the caster to add a small sigil or rune on the target of the Ritual. This can be no larger than 3" on a side. This Mark will remain as long as the Ritual with this ability remains on the item, and cannot be removed from the item while any Rituals of this batch remain.
This ability may only be taken once. Plot must approve the design of the sigil to be placed on the Item.

The caster must have five levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Improved Chance: This will add 1% success chance to the Ritual being cast. This ability can only be used up to five times per Ritual and never for a greater chance than 95%. This is accomplished by rolling either two ten-sided die (with one representing the “ten” column and one representing the “ones” column) or rolling one die twice - first for the tens digit then again for the ones digit.

The caster must have five levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Insert Component: This allows the caster to swap out a single required component for another single required component listed on the Ritual Scroll.

The caster must have five levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Lore Answer: This ability allows the caster to enter a note on the magic item tag which dictates what information, if any, the caster of a Lore Ritual will receive. For each purchase of this ability, the caster may stipulate one “answer” which will be the first answer the caster of the Lore Ritual will receive from Plot. It is up to the discretion of Plot how much, if anything, the caster of the Lore Ritual will receive beyond this answer.

The caster must have five levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Conservative Casting: This allows the use of one less component. This ability cannot be combined with any other ability that allows a reduction in component cost and may only be purchased once. All components as specified on the scroll must be present at the time of casting. After the Ritual has been successfully cast, the caster may choose and retain the component(s) which were not consumed due to this Ritual Manipulation.
For Example: Belethevis wants to cast a Spirit Link which requires 4 reagents: a Truesilver, a Ley Ore, a Penna, and a Heartstone. He uses a point of High Magic for Ritual Manipulation: Conservative Casting on the Ritual. When he casts it, he has all four reagents as specified on the scroll to begin the casting. Once the Ritual is complete, he decides to not have the Heartstone consumed.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Disguised Casting: this ability renders a Ritual so that observers and creatures in the area are not informed they “feel magic all around them” thus preventing the magical emanations which would alert creatures to the presence of the Ritual caster. In addition, anyone studying the Ritual is unable to determine if the Ritual is Earth, Celestial, or Necromantic in nature.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Quicken Casting: This will reduce casting time by 20% with a maximum time reduction of 80% (with four purchases). The target of this Ritual may refuse to allow the time reduction to work. This ability will not work with any Ritual which is listed as “unavoidable” such as Obliterate, Divestiture, or Banish to Other Plane.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Spark of Empowerment: This Manipulation will provide an Empowerment for twenty-four hours or until the next Logistics Period, whichever is shorter.

The caster must have ten levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Choose Flaw: The caster may choose to add a flaw to the item from one of the following flaws. The caster may purchase this manipulation multiple times to add more flaws on items.

  • Limit the item’s use to a specific race or prohibit a specific race from using this item
  • Require a specific Skill to use or requiring the user not have a specific Skill
  • Require a certain action, phrase or gesture before, during or after activating
  • Require the item be worn or held or manipulated in a certain way
  • The item will only function under specific conditions (such as time of day or in specific weather)

If contradictory flaws exist, the item is rendered unusable. Flaws are applied to an item, not to specific Rituals. Thus, so long as an item retains any Rituals (and thus a Magic Item tag), all flaws on that item remain.

The caster must have fifteen levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Note: Flaws do not apply if a player does not know about them, however, any communication about the item’s powers (such as Identification or handing an item off from one person to another) must include an OOG communication detailing the flaws.

For Example: Terin picks up an unidentified item. He doesn’t know the flaws or benefits yet. Later he goes and gets it Identified. At this time, he’s given the tag and the flaw is told to him (“This can only be used by Elves”). Terin then sells the item to Ena, telling Ena only about the benefits in-game (“Look, this sword can swing for Magic for 10 minutes each day!”), but when he hands over the tag he also is required to tell Ena OOG about the flaw.

The intent of this clarification is that players with knowledge of any powers of the item should also (even if only OOG) be informed of the flaws of the item.

Obvious Power: This allows the caster to create an item which has a flaw added to it where anyone who inspects the item is able to identify the Aspect of the magic (Earth, Celestial or Necromantic) without the need for a Greater Celestial Circle of Power or a Lore Ritual. If an Obfuscate Ritual exists on an item or is added to the item at any later time while this Ritual is still active, this ability will be removed.

The caster must have fifteen levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Terminate Ritual: This ability allows the caster to voluntarily end the Ritual casting with no ill effects. At any time during the Ritual, the caster may activate the ability, ending the casting and retaining possession of all the Ritual components and scrolls as if the Ritual had not been started. The Ritual may be restarted within 10 minutes. No matter what, a Terminated Ritual will still have its scroll and reagents destroyed if the Ritual is not reattempted within this 10 minute period.

The caster must have twenty levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Touch of Empowerment: This Manipulation provides an Empowerment for up to five days.

The caster must have twenty levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

True Conservation: This allows the caster to use two less components. All components as specified on the scroll must be present at the time of casting. After the Ritual has been successfully cast, the caster may choose and retain the component(s) which were not consumed due to this Ritual Manipulation.

Example: Belthivis wants to cast a Spirit Link which requires four reagents: a Truesilver, a Ley Ore, a Penna, and a Heartstone. He uses a point of High Magic for Ritual Manipulation: Conservative Casting on the Ritual. When he casts it, he must have all four reagents as specified on the scroll to begin the casting (as per the rulebook). However, after he successfully casts it, he can pick two reagents of his choice which are not consumed in the casting.

This can only be purchased once and cannot be combined with any other ability that allows a reduction in component cost.

The caster must have twenty-five levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Alternate Component: The caster may add one additional “base component” to the scroll, allowing them to gather resources easier.

Example, Belthivis has a scroll requiring three components: Ley Ore, Pyrotis and Jetsam. With this skill, he can now add Feyander to the list. He needs twenty-four components total for the Ritual, so now he can mix and match from these four reagents as long as there is at least one each of the Ley Ore, Pyrotis and Jetsam listed on the scroll.

The caster must have thirty levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

True Empowerment: This Manipulation provides an Empowerment for a variable length of time, up to a maximum of the duration of the Ritual batch in which it was used. Plot may choose to set an expiration date earlier than the duration of the batch if they choose to do so.

The caster must have thirty-five levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Casting Insight: This ability allows the caster to roll twice to determine the success chance of their Ritual. The caster can then choose whichever die roll result they prefer of the two. These results are taken before any other Manipulations or High Magic abilities are used.

This ability may only be purchased once per Ritual.

The caster must have forty levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.