Magic rituals include magic that can be researched and learned by mystics. They have different requirements based on the rituals themselves. You must be a level 300 mystic and have learned the ritual to perform it. To learn most rituals you must have at least 23 ranks in the appropriate knowledge (Faith is religion, Fecund is nature, and Magi is arcane). You must then spend 4 hours in study, pay 10 essence of your essence type, and make a DC 40 Spellcraft roll to learn the ritual. If you fail to learn the ritual, you lose the essence, and you can try again in 24 hours.
High Magic Rituals
High magic rituals include powerful magic that can be researched and learned by mystics that have dedicated themselves to perfecting their art and going beyond the normal limitations of spell casting.
You must be a level 300 mystic, have a minimum of 23 points in the appropriate knowledge skill (magi is knowledge arcane, fecund is knowledge nature, and faith is knowledge religion), and research the high magic ritual you wish to learn. The knowledge requirement does not include bonuses, it includes only the points you spent on the skill itself.
There will be additional requirements and components for different rituals.
The roll to see if a ritual is successful is a Perform (ritual) check with modifiers (listed below). The maximum positive modifier you can get from additional components from the below chart is +5 with one exception - choosing to sacrifice an RP life can raise this to +15. Every ritual requires one Unstable Essence and 2 Shining Mana as well as the components listed in “Requirements” for individual rituals. A roll of 1 is always a failure and the side effects will vary based on the ritual, up to and including RP death.
You will be limited in the number of high magic rituals you can learn. You cannot learn more than one high magic ritual per season, and you cannot know more than three high magic rituals during your lifetime. Knowing two or more magic rituals is extremely rare and should not be expected, it is the exception, not the rule.
STEPS
1- Meet all pre-reqs (level 300, 23 ranks in the appropriate knowledge (Faith is religion, Fecund is nature, Magi is arcane).
2- Quest or RP with high magic NPC or find some indication that opens up the knowledge of high magic rituals - requires one month IRL to pursue high magic rituals as well as a spellcraft roll with DC 45 and 20 essence of faith.
3 - Find the written or physical rep of the ritual.
4- After you find the ritual, you must spend a full week IRL in study and practice. To learn the ritual you must make a Spellcraft DC 45, pay 20 essence of mysticism. If you fail, sacrifice the essence and you can begin attempting to learn it again. The 24 hour cooldown applies to failures. Additionally, if a 1 is rolled, you suffer the confused condition and are also unable to cast spells for the next 24 hours.
5- Perform the ritual. You cannot perform more than one high magic ritual per week (IRL). You must prepare each ritual area for the high magic ritual, pay any costs, and be present, if required, at the ritual location. If you take damage during the ritual you will need to perform a concentration check to continue the ritual without interruption, unless the ritual states that you cannot take damage during the ritual. If you are “wounded” (roll a wounds check) you must make a concentration check or start the ritual over. Some rituals may not be able to be restarted right away, and some may lose materials should you be interrupted or fail.
Cooperative Rituals
Cooperative rituals are possible in high magic rituals. The primary individual must know the ritual and be chosen as the primary ritualist. They must then perform the ritual normally as described here. Secondary ritualists can attempt to aid the primary ritualist by making a Perform (ritual) check vs. a DC of half that of the ritual being used (rounded up.) For every secondary ritualist that succeeds at this check, the primary ritualist gains a +2 to their Perform (ritual) result. If they fail, they inflict a -2 to the primary caster’s Perform (ritual) result. The secondary ritualist is subject to all of the same limitations listed below as far as the inability to move beyond the magic circle and so on. If interrupted, they must make a concentration check exactly as if they were the primary ritualist.
In order to assist in a high magic ritual as a secondary ritualist, they must qualify for all pre-requisites as well as any archetype or class based restrictions that apply to the ritual in question. For example, only mystics who are necromancers can try to aid primary ritualists using the Undead Plague ritual. They must also qualify for high magic rituals and the high magic ritual being performed. If a ritual has “NA” listed under its restrictions, any high magic user may attempt to assist in the casting of that ritual and their actual mystic subclass does not matter. Different rituals have different limits on who can assist. If you are not told otherwise by an admin, the standard 2 will apply as per the aid another rules.
Ritual
The ritualist cannot cast any other spell or perform any other strenuous activity and must remain within a 3-foundation Magic Circle for the entire casting time of the ritual. If the ritualist takes any damage or is the subject of any other major negative effect during casting, they must succeed at a concentration check with a DC equal to half that ritual's perform DC. If the concentration check is a failure, the caster fails the ritual. A natural roll of 1 is always a failure. Failing by a margin of 15 or more forces the caster to make a DC 25 Willpower save or suffer some permanent supernatural side-effect/quirk which persists through roleplay lives.
Upon completion of an attempted ritual, whether successful or unsuccessful, the ritual caster is drained, acting as if fatigued for 24 hours (IRL) or 12 hours (IRL) if they succeed at a DC 25 Fortitude saving throw. (Give yourself the fatigued status with shift -T, fatigued gives you a -2 to all strength and dexterity rolls and skills).
Some rituals may be restricted to specific classes or archetypes. If a ritual has a requirement like this it is listed in the “Restricted: “ part of the description. Learning a new ritual is an incredibly rare and unique experience requiring personal interaction with an Admin. You must open a research ticket, and it can be the only research ticket you have open, to learn about high magic rituals. Ultimately, a mystic who has high magic must first locate the source of the ritual they wish to learn (Knowledge (arcane) for magi, Knowledge (nature) for fecund, and Knowledge (religion) and must comprehend it, requiring Read Magic and a Spellcraft roll.
Learning a Ritual - this will vary based on the type of ritual.
High magic rituals have a +5 to their normal DC. Generally speaking, the effects of a high magic ritual cannot be directly countered by or mitigated by non-high magic. When setting the DC to resist or dispel, a +5 is added if it is from a high magic ritual.
High Magic Factors | Modifier to Perform Ritual Roll | Maximum Modifier |
Ritualist has a qualifying high magic artifact | (+1) | (+1) |
Lesser Mana | (+1) per 100 | (+2) |
Greater Mana | (+1) per 25 | (+2) |
Shining Mana | (+1) per 10 | (+4) |
Unstable Essence | (+4) | (+4) |
Essence of Faith | (+1) per 25 | (+4) |
Rushed ritual casting time (reduce casting time by half) | (-10) | |
Ritualist gives a roleplay life | (+20) | (+20) |
RItuallist knows Manna Manipulation and is attuned to and at a collared: | ||
|
(+2) | (+2) |
|
(+3) | (+3) |
Has cast a high magic ritual in the last two weeks | (-5) |
HIGH MAGIC RITUAL LIST (This is not a complete list - it will be expanded over time)