Caldaria Forum Index
Log in Register FAQ Memberlist Search Caldaria Forum Index

Rules Announcements

 
Post new topic   Reply to topic    Caldaria Forum Index » Official Announcements
View previous topic :: View next topic  
Author Message
GM
Rocket Surgeon


Joined: 01 Jan 1970
Posts: 1807
Location: CT

PostPosted: Thu Apr 14, 2011 9:20 pm    Post subject: Rules Announcements Reply with quote

These are cross posted from the Alliance boards for your convenience. Feel free to ask any questions in the General Discussion area, or to rules@caldaria.com



_________________
Back to top
View user's profile Send private message Send e-mail Visit poster's website
GM
Rocket Surgeon


Joined: 01 Jan 1970
Posts: 1807
Location: CT

PostPosted: Thu Apr 14, 2011 9:21 pm    Post subject: Alliance Rulebook Addendum: April, 2011 Reply with quote

No matter how hard we try, some mistakes always seep through and clarifications have to be made. There are very few mistakes in the current Rule Book, but based on questions from players, we have clarified many rules.
These are arranged according to the Rule Book page. This addendum is accurate as of April 1, 2011.

Note: I have a version which has differences from the previous Addendum outlined in red. We will be working to get that version posted on the existing Addendum webpage as soon as possible. For now, this post should serve as the new official Alliance Rulebook addendum.

37: Change "Failure to cease hitting opponents who are incapacitated (already webbed, down, etc...)” to “Striking opponents at full combat speed and strength while they are known to be incapacitated (webbed, paralyzed, etc.)”.
39: Racial disadvantages for Dwarf should include "Cannot use Staff".
45: For the purposes of meeting the roleplay requirements of the race, a Mystic Wood Elf's objection to enchantment effects is based on the removal of someone's will, not the effect in and of itself. For instance, a Mystic Wood Elf may not object to someone suffering a Sleep effect if they requested it, or a Dominate effect used to free someone from a Charm. Players may choose to play this aversion to greater degrees if they so desire. Similarly, a Mystic Wood Elf may suffer under the same racial prejudices of any other character and define some creatures, such as goblins or slavers, as "inhuman", and therefore not a violation to enslave them.
48: Changing your Class: The second paragraph should have "Additionally, a character may swap their choice of Primary and Secondary schools if they reach a point where doing so would work to their advantage in terms of build point allocation." added.
55: Weapon Chart: Remove all references to Sap.
56: Archery: replace “throw packets with long ribbon tails to represent arrows and bolts” with “throw blue packets to represent arrows and bolts”
57: Blacksmithing (Advanced Use): Silvering and strengthening do not benefit from this reduction in cost.
57: Break Command: Change "You must be able to touch the affected person" to "You must be close enough to touch the affected person (note that actual physical contact is not necessary and may very well be unsafe)".
59: Disarm: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
59: Eviscerate: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
59: First Aid: "It will not work on animals (although a “Craftsman: veterinarian” skill will)" should be changed to "It will not work on animals or other non-humanoid creatures (although, at a Plot team's discretion, an appropriate “Craftsman" skill might assist in this type of situation)".
61: Healing Arts: After the "These out-of-game questions can only include the following:" section, add: A player representing a permanently dead body should respond to "Are you Dead" with "yes", and "How long until you resurrect" with either "Never" or "Not applicable."
62: Merchant: Merchanting only recovers the production point value of an item, not its entire crafting cost.
62: One Handed Blunt: Remove all references to Sap.
62: Parry: Remove all references to Sap.
63: Resist Element: Add the following to the second paragraph after "lightning": "or "elemental""
64: Resist Poison: Resist Poison may not be used against Oil of Slipperiness or Paste of Stickiness.
65: Riposte: A Riposted Disarm/Shatter/Stun Limb retains the originally called target. If that target is not valid on the new victim, the victim should call "No Effect".
65: Riposte: Remove all references to Sap.
65: Shatter: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
65: Slay: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
65: Small Weapon: Remove all references to Sap.
66: Stun Limb : Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
67: Waylay: Remove all references to Sap.
67: Waylay: under the fourth paragraph, add "This skill may only be perfomed by a weapon which includes a safe and valid Waylay Tip. It is the responsibility of the person performing the Waylay to ensure the weapon they are using has a Waylay Tip."
68: Acidic Skin/Acidic Blood: Change "After the battle is over, the NPC will take all weapons tags from anyone who struck it with a weapon, as the acid has destroyed them." to ""After the battle is over, the NPC will take all weapons tags for weapons which it was struck with, as the acid has destroyed them."
69: <Effect> Shield: Replace this ability with the following:
<Type> Guard
This monster ability will stop the first applicable attack that would affect the creature. This is a "dumb defense" in that the monster cannot choose when to use it. Any attack that falls under the listed Effect, Delivery, or Qualifier will be stopped. For example, a "Poison Guard" would stop a "Laugh Gas Poison" or a "30 Nausea Poison", while a "Nausea Guard" would only stop the latter of the two. A "Magic Guard" would stop either a Flame Bolt or a swing for "2 Magic", while a "Spell Guard" would only stop the Flame Bolt. When used, the monster should call "<Type> Guard".
71: Natural Armor: Creatures with natural armor can never wear physical armor nor Arcane Armor at the same time. Natural Armor is not subject to the restrictions for physical armor.
74: Block/Remove Block and Trap/Remove Trap are the only two Mental Abilities that can be used by biata and stone elves on themselves. All other Mental Abilites can only be performed on others.
77: Armor Construction: The reference to 14 gauge wire for heavy chainmail should state 14 gauge American Wire Gauge (AWG).
79: Weapon Construction: After "All weapon construction is viewed with the idea of safety foremost." insert the following: "The weapon design specifications below are intended to represent the bare minimum necessary for a weapon to pass safety inspection. Local marshals may, at their discretion, require additional measures be taken to ensure a weapon is safe for Alliance use."
79: Weapon Construction: immediately before the paragraphs describing Thrusting Tips, add "A player may choose to add or not to add a Waylay Tip to their weapon. This follows the same rules as a thrusting tip (see below) and is put on the pommel end of the weapon. A weapon without a Waylay Tip may not be used with the Waylay skill."
79: Weapon Construction: Add a new subsection titled "Latex Weapons" with the following text:
"Alliance also allows latex weapons to be used in addition to the 'boffer' weapons described above. Latex weapons are generally mass-produced and storebought from one of many manufacturers. They can also be homebuilt, but note that they have somewhat different weapon construction guidelines. Due to their potential for reduced safety, you should expect to have a more difficult time getting a homebrew latex weapon successfully safety checked by an Alliance chapter. Note that this section only applies to latex weapons which differ from the boffer weapon construction guidelines outlined above; a standard boffer weapon which is covered in e.g. latex instead of cloth would fall under the standard boffer guidelines above.
For any latex weapon, its length and overall volume must not exceed the limits laid out in the weapon chart. Its weapon core must be covered at all striking points with pipe foam, or foam of equivalent softness, that is no less than 5/8 of an inch in thickness. The handles can be covered in leather, grip tape or a similar material, just as with standard weapons. All non striking surfaces, besides the handle, must be covered in foam and soft enough to protect any player from potential harm. All other specifications (including those regarding hardness and weapon trapping) pertain to latex weapons just as they do boffer weapons.
As with boffer weapons, a weapon marshal has to be willing to declare the weapon safe for its intended use of striking and blocking with the sides of the weapon's striking surface; thus, due to current latex designs in the industry, no one is permitted to stab or attempt to stab anyone with the tip of a latex weapon. Additionally, for the same reasons regarding design, no player is permitted to use the skill ''waylay'' with a latex weapon. It is understood that latex weapons commonly have less than a 2x2 inch blade width, and in addition to the lack of open cell foam at the tips, the common slenderness of latex weapon's blades are another reason we do not permit their use for the purpose of stabbing. If a player wishes to be able to stab or waylay anyone with any weapon used in an Alliance game, said player must use a boffer weapon which has the standard two inch open cell foam tips on each end; thus, said player, in order to stab or waylay, must use a weapon that has been approved under our current non-latex, standard weapon guidelines.
As with any weapon, each chapter has the right to refuse or accept latex weapons, so do not assume that any latex weapon you bring will be accepted. Please contact the specific chapter ahead of time to learn their policies on the matter."
80: Weapon Chart: Crossbows do not require a thrusting tip.
80: Weapon Chart: Crossbow stock should state "between 14 and 32 inches."
80: Weapon Chart: Short Bows may be up to 33" long. Light Crossbows may be up to 25" long. Small Weapons (Bludgeon, Dagger, Hatchet) may be up to 25" long. Short weapons may be up to 33" long. Long weapons may be up to 45" long.
81: Bows: Add the following line to the second paragraph: "A Bow physrep is not required to have open cell tips on its ends. However, as with all weapons, sufficient padding must be in place that the core of the weapon may not be felt and a marshal judges the weapon to be safe in combat."
81: Staffs: A staff may be used as a one-handed blocking weapon in conjuction with a short weapon for the purposes of the Two Weapons skill.
81: Weapon Guidelines: Remove all references to Sap.
84: The text regarding Resurrection Tags and turning in your Life Tag at checkout should be removed and replaced with:
A “Death Log” will be maintained in a chapter-appropriate location for each chapter at every event. This is an OOG document (though chapters may choose, for in-game flavor, to have a corresponding IG document) where character deaths will be recorded by a chapter-appropriate representative when the death is reported. For many chapters this is maintained in their in-game Earth Guild.
After an event, chapter Logistics staff will use the Death Log to update their character database for reported deaths.
94: Amend “Whenever you swing a weapon, you must call out the amount of damage you do with that weapon, followed by the attributes your attack may have.” to read “Whenever you swing a weapon, you must call out the amount of damage you do with that weapon, followed by the attributes your attack may have, prior to hitting your target.”
95: Killing Blow: A Killing Blow may be defended against with a Cloak or Bane vs the carrier, such as a Cloak vs Necromancy against someone performing a Killing Blow with a Drain carrier (assuming all other rules are followed; for instance, you cannot call a Cloak if you are unconscious).
95: Killing Blow: After "To be effective, the Killing Blow must be applied with a weapon that can damage the creature." add "A carrier from a Wand may not be used to apply a different type of killing blow, nor may a per-day ability (unless it changes the carrier type of a weapon, in which case a weapon may be used to apply that carrier)."
95: Calling Defenses: Most defenses that are used at the character's discretion (Evade, Parry, Dodge, Riposte, Cloak, Bane, Phase) can be used where applicable before expending a "first applicable effect" defense, such as Spell Shield, Reflect Magic, Poison Shield, Elemental Shield, or Magic Armor. Resists such as Resist Poison, Resist Binding, Resist Charm or Resist Magic can only be used after such defenses are expended or bypassed (such as with a consumed poison).
96: Carrier Attacks: If a character has multiple carriers that could be applied, such as Normal (for the weapon), Magic (for a Damage Aura), and Stone (for an Elemental Aura), the character may choose which carrier to apply to their swing.
96: Spell Strike: Spell strikes may never be touchcast.
97: Carrier Attacks: Replace "Carrier attacks can never “heal” creatures." with: Characters can never benefit from carriers, including High Magic Augmentation effects.
97: Magical: Change "Magical" to "Magic / Spell" under Qualifiers and add:
"Note that the "Spell" qualifier works exactly as the Magic qualifier except that it does not cover Magic Carrier attacks."
97: Concentration: Add "The recipient of a Magic Storm, Earth/Chaos Storm, Fortress, Desecrate, or Sanctuary spell may choose (after appropriate defenses) to decline the spell simply by not applying the physical requirements (arms crossed, arms in the air, etc.). This does not apply to any other spells not listed above. In no cases can the spells listed above be used to force an unwilling target to break another spells' physical requirements (such as Repel requiring an arm to be held out).
Unlike most spells, Storm-type spells involve throwing multiple packets for a single casting of the spell. For those enchantments which will hold a spell - such as Enchant, Expanded Enchantment and Spell Store - a Storm must be cast directly into the item to 'charge' it; this does not allow someone to both 'charge' such an enchantment and throw multiple packets from the same casting. In addition, due to their unique casting style, these spells do not 'switch' casters when Baned or Reflected - only the single packet's worth of damage will be sent back to the caster."
98: Under the group “Healing”, add “Heal 5 Body”.
102: Replace “Wands do a base damage of 1 <stone/lightning/ice/flame>, with every 9th level Spell Slot in your celestial spell pyramid adding an additional 1 point to your overall base damage.” with “Wands do up to a base damage of 1 <stone/lightning/ice/flame>, with every 9th level Spell Slot in your celestial spell pyramid adding an additional 1 point to your overall base damage. You may call less than this amount.”
102: Potions: After "... this must take at least three seconds." add "Only one potion may be quaffed at a time."
103: Magic Items: Add "All items created through the ritual system that last for 1 year or longer are considered to be indestructible following all rules listed on the render indestructible scroll (other then times ever items and items created through high magic or spell crafting). Golems and summoned creatures will still follow all effects listed on their monster card; for example, Golems will still take damage from shatter and destroy. This in no way implies that ritually summoned or created creatures cannot be killed. Effects listed on the magic item tag (or in the case of transforms, summons, and created creatures, the monster card) may alter this effect." after the second paragraph.
103: Magic Items: Add "Under normal circumstances, you must be the only conscious person having sole clear possession of an item to activate its abilities. The item need not be in a hand to activate; it may be in a pouch or other container, so long as it is clearly possessed by a single individual with the ability to activate the item." to the end of the section.
103: Wands: Replace "A dated wand tag will be issued with the element assigned to that wand, listing the amount of damage the wand will do for you" with "A dated wand tag will be issued listing the type of damage the wand can do (Stone, Flame, Ice or Lightning)."
103: Wands: Replace "A mage can purchase more than one wand, each attuned to a different element. However, all wands will last only one gameday (from Logistics period to Logistics period)" with "A mage can purchase more than one wand each logistics period of any type. The number of charges available to use with wands is determined by the number of spell slots the mage has. It is up to the caster to choose which wand they wish to use with their available charges. However, all charges that can be used with a caster's wand will last only one gameday (from Logistics period to Logistics period). Each logistics period allows a caster to recharge their "elemental energies." At logistics the mage will recieve a new set of charges they can use with their wands."
103: Wands: Add "Wands can be used by any character with the Read magic skill as well as having an available celestial spell slot.
103: Wands: Wands, like weapons, require a safety tag as well as an item tag. The two silver expended at logistics covers the cost of creating the wand. Charging it is free.
109: Elixirs: amend "One bite of food or sip of a drink is sufficient for any elixir that is mixed to take effect." to read: "One bite of food or sip of a drink is sufficient for any elixir that is mixed to take effect, and every bite will cause the effect anew for as long as the food or drink is poisoned."
110: Banish: Creatures already on their home plane are immune to the Banish effect, including as a carrier.
112: Circle of Power: "For example, a 12' radius Circle may be made by two casters." should be changed to "For example, a Circle up to 12' radius and up to 20' height may be made by two casters."
113: Charm – amend to read “A direct attack by the caster, including attempting a Killing Blow, will always break the charm.”
113: Control Undead: Add "Control Undead, when used on an Undead of higher than low intelligence, will force the affected Undead to become temporarily able to understand only simple commands." to the first paragraph.
113: Create Undead: This spell will not affect a permanently dead body.
113: Create Undead: On page 113, in the second paragraph of the second column, the two paragraphs detailing the zombie's abilities are changed to the following: "The zombie created will have half the Body Points the victim had in life (not including enhancement spells such as Bless), as well as any armor that is left on the corpse. Any missing or withered limbs will also be temporarily regenerated for the duration of this spell. The zombie is considered Undead in every way, and has the standard immunities and vulnerabilities of Undead. These include being immune to: alteration, command, death, ice, poison, paralysis, and waylay. In addition, the creature will take double damage from healing and be healed double by necromancy. The zombie will have no metabolism and will be affected by undead-specific spells such as Turn Undead and Sanctuary."
115: Dominate: The sixth paragraph under "Dominate" should be changed to:
"While dominated, the victim must perform actions to the best of his or her ability and knowledge, including the use of spells and skills. The victim does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or race. For example, if the victim knows that the person who Dominated them is Undead, and that person commands the victim to heal them, they will not only cast Necromancy on that person but will not be able to choose to use less powerful spells if they have more powerful ones available. Similarly, if a Flame Elemental Dominated someone, and that character knew that Flame Elementals are healed by Flame, they would do their best to use Flame to heal the Elemental if commanded."
The second to last paragraph under "Dominate" should be changed to:
"Heal me: The target must make every attempt to heal or Life the caster. During this time..."
117: Enslavement: Characters cured of Enslavement will remember having been enslaved. This does not override any applicable Amnesia effects.
117: Entangle: The first paragraph should be replaced in its entirety with "Some monsters can shoot a substance that uses a physical means to trap victims (such as sticky strands of silk). The effect of this is like the effect Web except that it is not normally magical in any way. Unless otherwise specified by an explicit delivery type, it is entirely a physical effect and as such is not stopped by any Spell Protections."
119: Life: amend "This spell will not normally affect a living target or an undead creature" to read: "This spell will not normally affect a living target or an undead creature, nor a permanently dead character."
120: Oil of Slipperiness: After “will protect against one Entangle attack” add “(by calling Resist to the effect)”
120: Paste of Stickiness: After “will protect against one Disarm or Enflame attack” add “(by calling Resist to the effect)” Also, change call of “no effect” to Enflame to “resist” later on.
121: Prison: replace "Any creature sealed within a Prison cannot be affected by any spell (except Dispel), nor will they take any damage from physical attacks or traps." with: "Any creature sealed within a Prison will call "No effect" to all effects (except Dispel), nor will they take any damage from physical attacks or traps."
121: Prison: No Game Abilities, including High Magic abilities, may be used while under a Prison effect.
121: Reflect Magic: Update the first paragraph with "Reflect Magic will reflect the next effect delivered by the Spell qualifier back upon...."
121: Reflect Magic: Any effect that has been Reflected or Baned is considered to have been cast by the character calling the Reflect or Bane.
123: Spell Shield: Replace the first paragraph with "Spell Shield will cancel the next effect delivered by the Spell qualifier."
124: Terror: replace "It can be resisted only through the Resist Fear racial skill, and cured only through a Break Command" with "It can be resisted only through the Resist Fear racial skill, and cured only through a Break Command or when the character is Dead."
124: Subjugate: Add "Return to normal: This command ends the Subjugate effect."
125: Ward - People can be recognized and forced into and out of Wards and Circles even if conscious, if they are forced to move (by being helpless and carried, being pushed by a Repel, etc.) through it. Obviously they can simply choose to not take that final step into/out of the Ward if they are not being forced to move.
128: Type: After "This indicates where and on what the ritual can be cast.", add "If the ritual indicates that the target must have a spirit, that spirit must be in possession of the target's body."
128: Casting Time: Add "Note that some rituals refer to a 'batch' of rituals. In this case, a 'batch' is a group of rituals, defined by the character casting the rituals, which are all of the same Aspect and cast no more than five minutes apart. If more than five minutes passes between rituals intended to be part of the same batch, the batch is closed and a new batch must be started."
128: Failure: add "Flaws and Backlashes that affect a character count as targetting the character's spirit only if the source ritual were targetting a spirit. Otherwise, Flaws and Backlashes are considered to be targeting the character's body. Note that Destroy Magic backlashes targeting the caster will destroy all rituals on the caster's body and/or spirit.
129: Ritual Components: Catalysts are not intended to expire.
129: Change “Reagents do not hold their magic forever, and will expire after approximately two to three years” to “Reagents do not hold their magic forever, and will expire after approximately five years”.
130: Rituals: Generally speaking, a liquid is not a valid target for a Formal effect.
130: Identify – Amend to read “If performed on an individual, Identify tells the caster what active effects or rituals are present and will also Identify any magic items the individual is carrying or wearing.”
131: Get Ritual Ready: "Ritual marshal reviews the casters’ player cards to note how many levels of Formal Magic they possess" to read: "Ritual marshal reviews the casters’ player cards to note how many levels of the appropriate school of Formal Magic they possess. Note that a Ritual Caster may choose to not use all of their Ritual Levels when casting if they so desire."
131: Get Ritual Ready: The seventh paragraph should change ""... Success chance equals 10% plus the primary caster's Formal Magic levels minus the ritual's Difficulty Rating. If using ..." to "... The Success Number used for the ritual roll is 10 plus the primary caster's Formal Magic levels minus the ritual's Difficulty Rating. If using ..."
131: Conduct The Ritual: add "So long as the target of a Formal has been signified by touching it within the first 30 seconds of the Formal, the target remains valid despite any other steps taken to prevent the caster from touching the target (such as the target suffering a Prison effect).
133: A dead (not permanently) body may be the target of a ritual, however, if it leaves the circle before the Formal is complete (i.e. it dissipates to go resurrect), the Formal will backlash.
133: Unwilling Targets: The first paragraph should be changed to read: "Unwilling Targets: Sometimes rituals are cast on unwilling recipients. The player of an unwilling recipient may inform the ritual marshal that he or she wishes her character to resurrect rather than accept the ritual. In the case of ritual effects delivered outside the context of a ritual casting, the player may choose to have their character immediately dissipate and head to the nearest earth circle for ressurection, following the normal rules."
134: Bane: Bane does not alter the delivery type of the effect. i.e. a Nausea Gas Poison that has been Baned is still considered a Poison for the purposes of delivery-based defenses such as Poison Shield or Resist Poison. In addition, add "Bane will act as a Cloak when used against Ingested delivery, a trap, or a Killing Blow."
134: High Magic Bane or Cloak: The effect group "Other" may not be selected for the High Magic Bane or Cloak.
135: The points cost for Magic Augmentation should be 2, not 1.
135: Elemental Augmentation: An Elementally Augmented spell which is Spellstored is later a normal "Activate <spell>".
135: Elemental Augmentation: Add "The Augmentation will persist up to five days until used or otherwise expended, so long as the caster does not swap out the Augmented spell from their spell selections."
136: Elemental Burst: New Text: This High Magic ability allows a formal caster to use and create a single packet attack in one of the four elements (stone, ice, lightning, or flame). The user must incant “Activate <damage number> Elemental <element>.” For example: “Activate 30 Elemental Ice!” For every point assigned to this High Magic effect the damage done by this attack increases by 10 points for every purchase of this skill. Additional purchases of this skill will only increase its damage amount and not provide additional packets. A celestial caster must have the ability to cast four 9th level spells before being able to use this High magic ability.
136: Formal Link: Bonus levels added through Formal Link are cumalative and last throughout the duration of the purchase
136: Formal Link: New text: Each time this High Magic ability is chosen, it adds one additional formal caster level to another ritual caster of the appropriate school (Earth or Celestial) in helping to assist in the casting of their rituals. When Formal Link is not chosen a caster trying to assist another character performing a formal ritual only provides just 1 level of their formal casting ability to the primary ritual caster.
136: Foresight: Multiple purchases of Foresight may be used all at once (and the final result taken) or split up as desired.
136: Healer's Resolve: Healer's Resolve is part of the Healing effects group.
136: Magic Augmentation: Add "The Augmentation will persist up to five days until used or otherwise expended, so long as the caster does not swap out the Augmented spell from their spell selections."
136: Rebirth: If a Rebirth is used while Engulfed, your death count may be reset. If a Rebirth is used while under the effects of a Create Undead, the Life spell is wasted.
137: Spirit Store: Replace "This High Magic ability functions in a similar manner as the Spirit Store ritual but the caster may only store into a golem that he/she created and was the primary caster of the ritual during the golem’s creation. It only works if there is no spirit already present in the golem" with "This High Magic ability functions in a similar manner as the Spirit Store ritual. It only works if there is no spirit already present in the golem. The primary caster and any other caster who assisted by using their Formal levels in the create golem rituals may use this High magic effect to store themselves in a ritually created golem."
137: Spirit Store: add "Characters stored in a golem are still considered to have all of the attributes of their character card in addition to the bonuses for being a golem. A living character in a golem is still considered "living" for the purposes of Desecrate and Domain of the Defiled. A sarr character in a golem is still affected by the sarr Racial Reaver, and a kobold stored in a golem is still affected by a kobold Slayer.
137: Spirit Store: add "A Spirit Store will temporarily override a Controlled Spirit Store, moving the spirit out of the character's bottle to the golem."
138: Bane: Bane does not alter the delivery type of the effect. i.e. a Nausea Gas Poison that has been Baned is still considered a Poison for the purposes of delivery-based defenses such as Poison Shield or Resist Poison. In addition, add "Bane will act as a Cloak when used against Ingested delivery, a trap, or a Killing Blow."
139: Enhanced Wand Ritual: This ritual enchants a previously crafted Wand created under the Read Magic skill by allowing it to be used for multiple types of damage at the caster's choice. A normal Wand may only be used to produce a single Elemental damage type on its tag. Once this ritual has been cast on a crafted Wand, the Wand may be used to produce an additional Elemental damage type specified by the ritual caster during the ritual casting.
139: Damage Aura: Remove the last two paragraphs entirely.
140: Extend Battle Magic Duration: add: "This only qualifies for actual memorized spells or innate spell trees, not "Arcane <effect>" or "Elemental <effect>".
140: Greater Wand Ritual: New text: "This ritual enchants one wand created under the Read Magic skill providing a celestial caster a damage bonus to his/her elemental packet attacks when using the ritually enchanted wand. The damage bonus placed on a crafted wand thru the use of this formal scroll is determined by the number of reagents expended in the casting of this ritual.
141: Render Indestructible: Add "A character using such armor who is hit by a Shatter or Destroy effect should call "No Effect"." at the end of the first paragraph.
141: Spell Parry: add: "Spell Parry may be used to stop an applicable effect against someone else as per the Parry rules.”
141: Spirit Forge: Any skills that the character has been taught but not purchased during the Spirit Forge are lost except for prerequisite Back/Critical attacks, so long as the upper skills (Backstab/Proficiency) were purchased. Only skills taught prior to receiving a Spirit Forge may be acquired and used immediately.
143: Areas of Effect: after "It might help to imagine a trap sending out packets in a five foot circle, and, like a spell, if a packet hits your possessions, it will affect you." add: "Similarly, if you are affected by a trap, all objects on you are subject to the rules for being in the trap's radius. For example: Rendal extends a ten-foot pole into a room and sets off a fire trap. Rendal takes all of the damage from the trap even though he may have been more than ten feet away. The pole is destroyed, as are any non-metal items in his possession, and hesuffers the appropriate amount of damage.
143: Resist Element may be used against flame traps. The statement in the traps section is incorrect.
143: Massive Mechanical Traps: Massive Mechanical traps must actually strike their targets.
159: Marshals: Marshals are certified on a per-chapter basis.
159: Game Abilities - 'Game Abilities', for items not otherwise defined under PC-obtainable abilities and skills, cover anything 'times per day' which is used at the owner's determination as well as natural weapons. For NPCs this would include:
-Duplicates of PC 'Game Abilities', such as 'Dodge 1x/day' or 'One-Handed Edge'
-'times per day' abilities which they may choose whether or not to activate, such as 'Phase 1x/day' or 'Entangle 1x/day'
-Ability to strike or block with Claws
-Ability to rip from various binding effects

It does not cover any abilities an NPC might have which are not activated a certain number of times per day, or which they have no choice when to use or not to use. For example, NPC 'Game Abilities' does *not* include:
-'times per day' abilities which automatically activate, such as 'Magic Guard 1x/day' or 'Vengeance 300 points 1x/ever when affected by a Killing Blow'
-Monster strength
-Threshold
-Natural Armor
-Immunities
-Vulnerabilities

Effects delivered via the Magic and Arcane qualifiers and the mechanism of activating a Magic Item are both exempt from negative effects which restrict Game Abilities. For both, you must be able to at least move your mouth to vocalize (though the Magic and Arcane qualifiers may be used while under effect of a Silence).



_________________
Back to top
View user's profile Send private message Send e-mail Visit poster's website
GM
Rocket Surgeon


Joined: 01 Jan 1970
Posts: 1807
Location: CT

PostPosted: Thu Apr 14, 2011 9:22 pm    Post subject: Reply with quote

I am happy to announce, that after much time and a lot of hard work by MANY individuals, the new and improved ritual system is ready to go!! There are many changes that include the Ritual system itself, Ritual scrolls, and High Magic. It is because of this that I am recommending that anyone who has any existing scrolls contact the chapter(s) they belong to so they can be reprinted with the correct information. Catalysts (with the exceptions below) are not affected and do not need to be reprinted. Reagents are not affected and do not need to be reprinted. Any current magic items that have effects that have changed may need to have their tags reprinted. Please contact your chapter staff if you believe you have such an item and they can reprint it for you if it is needed.

The owners have made the following decisions in response to changes that were made to the Minor and Major Construct rituals and the addition of a new Master Construct ritual. Please see the appropriate Chapter to update these changes:

1)Any existing Minor Construct rituals get traded in for Construct rituals and any Major Construct rituals get traded in for Master Construct rituals.
2)Players in possession of a Major Construct catalyst will be given the choice of it becoming either a Master Construct Ritual Catalyst or a Construct Ritual Catalyst. Going forward, the catalysts for Master Construct and Construct will be separate catalysts that are issued according to current catalyst policy.
3)Existing golems can either remain as-is without the option of storing a spirit, or you can create a storable golem (Master Construct) with points based on the DC/Reagent cost of your current golem according to the chart below:
Obsidian Golem - Difficulty 7 = 15pt
Gargoyle, Guardian of Keep - Difficulty 8 = 30pt
Iron Golem - Difficulty 8 = 30pt
Bone Golem - Difficulty 9 = 45pt
Gargoyle, Guardian of Forever - Difficulty 9 = 45pt
Diamond Golem - Difficulty 10 = 55pt
Silver Golem - Difficulty 10 = 55pt
Quicksilver Soldier - Difficulty 11 = 60pt

The owners have made the following decision in response to changes that were made to the Haven of the Living/Domain of the Defiled Ritual scroll.

1)The Haven/Domain Catalysts currently in player possession simply cease to exist, as a catalyst is no longer required for this ritual.

The following changes are active immediately but I ask that you have patience with the Alliance staff as we are currently updating the databases. This may take a little time so your chapter may not be able to reprint your items right away. We are working on it and should have every database ready before each chapters next event. Thank you for your patience! I know this change has been long awaited so, here you go:


Quote:
Ritual System Changes:

1. Batch Duration/Definition:
A "Batch" for the purposes of casting a ritual is defined as a series of rituals of the same Aspect cast in succession and asserted by the caster to be part of a contiguous batch. No more than 5 minutes may pass between the casting of individual rituals in a batch; should this time limit expire, the batch is closed.
2. Extenders:
Extenders may be cast at any time during the Ritual Batch. If an Extender is cast as the last Ritual in a Batch the Difficulty/Reagent Cost is calculated off of the previous Rituals which were successful and on the item. If a Ritual is cast at the beginning or any time in a Batch other than as the last Ritual the Difficulty and Reagent cost of the Extender is based off the INTENDED number of Rituals in the Batch and is not modified by Failing Rituals which occur after the Extender is placed. For example if you cast a Permanence at the Difficulty of a 12 Ritual Item intending to place 12 Rituals into the item but, upon finishing the batch, only succeed at 8 of those additional Rituals (which would be a lower Permanence Difficulty/Reagent Cost) you will not receive any compensation for the additional Reagents or Difficulty used in casting the Permanence. You may, subject to the Batch definition, seek out additional Rituals to cast on the item to replace those which were lost and, as long as they are cast within the time limits of the Batch, these Rituals will go into the available Extender “slots”. This option does not allow you, however, to add more Rituals to an Extender than the Difficulty chosen. Continuing the example if you were to find 5 additional Rituals to continue your batch (after having failed 4) only the first 4 cast would be affected by the Permanence as that would take up the 12 available “Slots”. The 5th and final Ritual cast would not be affected by the Permanence and would need a new Extender or to expire on its base duration.
3. Reagent Expiration:
Reagents now have an expiration date that is 5 years from the date of printing instead of 3. Any Reagents that have already been printed within the current system will maintain the expiration date they were printed with.
4. Spellcrafting Duration:
Spellcrafting will now have a duration of 5 days, not 1 Logistics period, to keep with the “standard” High Magic template. The only exceptions to this are the Summoning scrolls which still have a 1 hr Spellcraft duration.
5. New Scroll Designations:
Role Play Only (RPO) – This is a new type of Ritual Scroll that may be put out at the Local Plot team’s discretion. These scrolls are meant to enhance Role Play within a chapter.


Ritual Scroll Changes:

1. Banish to <Other Plane>:
There is a wording change to clarify that this is an unavoidable ritual and to clarify that it is only mandatory for the character to be Banished in the campaign the ritual was cast in. Casters now have the option to Banish additional unwilling targets for a higher DC and reagent cost.
2. Boost Duration:
This scroll has been reworded to allow an Item or Target to accept ANY additional Rituals and include them in the same “Batch” if they are of the same Aspect for up to 28 days or until the next ritual cast, of the appropriate aspect, following the Boost Duration Ritual. This will allow a caster to include a Boost Duration in a batch of Rituals in Campaign A and travel to Campaign B to add a few more Rituals before an Extender (which still replaces the Boost Duration). Only Rituals cast in the Batch with the Boost Duration will be considered part of the Batch for the purposes of the Extender. This scroll is also reworded to allow for casting other rituals on to an item or target, that are not part of the Boosted batch, without ending or changing the Boosted batches duration. Also to clarify that only one Boost Duration ritual may be on an item at any given time no matter what the aspect is.
3. Channel Spell:
There is a wording change to clarify which weapons are considered valid targets of this ritual. The difficulty and reagent cost chart has changed to the following.
Spell Level DC Reagents
1-3 4 3
4-6 6 4
7-9 8 5
4. Cloak of Darkness:
The ritual type of this scroll has been changed to “Physical and Spirit”
5. Conjure Artifact:
Wording is added to the Scroll that allows Plot to make Artifact-targeting information available In Game and to state that some Artifacts impose Spirit Links while others may not allowing Plot to determine how they want the Artifact handled in their game.
6. Contact Other Plane:
This scroll is changed to a “General” aspect and the following chart has been added that details which Planes can be reached depending on the Aspect of the Formal Levels the caster uses:

Celestial - Fire, Air, Water, Stone
Earth - Order, Life, Death, Chaos
All other Planes may be determined by the local Plot committee and added to the Scroll or through Plot allowing characters to discover how to contact additional Local Planes In Game.
7. Destroy Magic <Aspect>:
An additional DC and reagent cost has been added to this scroll that allows the caster to cherry pick Flaws or Rituals off an item or spirit that is of the same aspect as the caster. A catalyst has been added to this scroll that would allow a caster to do the same thing for an item or spirit of an opposite aspect.
8. Earth/Chaos Aura:
Verbiage is clarified to state that the caster must choose either Earth or Chaos at the time of casting. Auras can now stack allowing an item to have both an Earth and a Chaos aura subject to all normal carrier rules (only one may be called at a time, etc).
9. Elemental Aura:
Verbiage is clarified to state that the caster must choose Flame, Lightning, Stone, or Ice at the time of casting. Auras can now stack allowing an item to have up to all four elemental auras subject to all normal carrier rules (only one may be called at a time, etc). (So, for example, a Caster could use 3 Elemental Aura Scrolls to add Flame, Ice and Stone to a weapon)
10. Elemental Burst:
The following difficulty chart has been added to this scroll:
Base Difficulty, Difficulty 1, 1 Reagents, Elemental Burst Value: 30 1/Day (30)
+3 Difficulty, Difficulty 4, 4 Reagents, Elemental Burst Value: 50 1/Day (50)
+7 Difficulty, Difficulty 8, 8 Reagents, Elemental Burst Value: 30 2/Day (60)
+11 Difficulty, Difficulty 12, 12 Reagents, Elemental Burst Value: 70 1/Day (70)
+15 Difficulty, Difficulty 16, 16 Reagents, Elemental Burst Value: 30 3/Day (90)
+19 Difficulty, Difficulty 20, 20 Reagents, Elemental Burst Value: 50 2/Day (100)
+23 Difficulty, Difficulty 24, 24 Reagents, Elemental Burst Value: 90 1/Day (90)
+27 Difficulty, Difficulty 28, 28 Reagents, Elemental Burst Value: 70 2/Day (140)
+31 Difficulty, Difficulty 32, 32 Reagents, Elemental Burst Value: 50 3/Day (150)
+35 Difficulty, Difficulty 36, 36 Reagents, Elemental Burst Value: 90 2/Day (180)
Each Charge takes up a Ritual Slot on an item (such as 2 charges will take up 2 slots of an items 20 available Ritual Slots).
11. Enchant:
The following difficulty chart has been added to this scroll:
Base Difficulty, Difficulty 1, 1 Reagents, 1 Charge of a single Spell level 1-3
Base Difficulty, Difficulty 1, 2 Reagents, 2 Charges of a single Spell level 1-3
Base Difficulty, Difficulty 1, 3 Reagents, 3 Charges of a single Spell level 1-3
Base Difficulty, Difficulty 1, 2 Reagents, 1 Charge of a single Spell level 4-6
Base Difficulty, Difficulty 1, 3 Reagents, 2 Charges of a single Spell level 4-6
Base Difficulty, Difficulty 1, 4 Reagents, 3 Charges of a single Spell level 4-6
Base Difficulty, Difficulty 1, 3 Reagents, 1 Charge of a single Spell level 7-9
Base Difficulty, Difficulty 1, 4 Reagents, 2 Charges of a single Spell level 7-9
Base Difficulty, Difficulty 1, 5 Reagents, 3 Charges of a single Spell level 7-9
Each Charge takes up a Ritual Slot on an item (such as 3 charges will take up 3 slots of an items 20 available Ritual Slots).
12. Enhance Wand:
The following verbiage has been added to this scroll:
The Ritual may only be cast on an approved Wand Rep as described under the Wands section of the Alliance LARP Rule Book, the Read Magic skill description and in accordance with any listed Addendums.
13. Gift of Life:
A catalyst has been added to this scroll for the following additional effect:
"If the Catalyst is used in the casting upon a Spirit Bottle created by a Curse of Undeath, this ritual will negate the Curse of Undeath, destroying the bottle in addition reverting the undead to its original form without causing it to resurrect."
Without the catalyst this ritual functions as it always has.
14. Greater Wand:
The following verbiage has been added to this scroll:
The Ritual may only be cast on an approved Wand Rep as described under the Wands section of the Alliance LARP Rule Book, the Read Magic skill description and in accordance with any listed Addendums.
Also the difficulty and reagent costs have changed to the following chart:
Diff 5 - 5 reagents - +1
Diff 10 - 10 reagents - +2
Diff 20 - 20 Reagents- +3
15. Haven of the Living / Domain of the Defiled:
The scroll type has been changed to “Physical: Location”, where Location is defined as per a valid target for a Ward or Wizard Lock spell. The catalyst has been removed from this scroll.
16. Heal Golem:
This ritual now creates up to 3 times ever charges that restore 50 body to the target golem and removes all negative effects.
17. Item Recall:
This ritual has changed from times ever to times per day. A person with a Spirit Link/Lock can have Item Recalls but items that have Spirit Links/Locks cannot be the target of an Item Recall.
18. Lore:
This scroll is now a “General” aspect ritual. At plot discretion this scroll may now reveal things which Celestial Circles are unable to identify such as history, legends or other information.
19. Mark/Unmark:
The following text has been added to this ritual:
“Casters can choose to add additional colors to the Marks by paying an increased cost
of +1 DC per color and +1 Reagent for every 5 total Colors they would like to use. (ex:
to use 3 colors would cost DC 2 and cost 3 Reagents (base). To use 10 colors would
cost DC 11 and 5 Reagents (+2 to base cost)).”
20. Master Construct:
This is a new ritual scroll that allows a caster to custom build a golem that they can Spirit Store into. The caster receives points to spend based on the DC and reagent cost chart which they can then use to purchase abilities off a set list.
21. Minor Construct and Major Construct:
These 2 scrolls have been combined into one scroll called “Construct” and can no longer be Spirit Stored into.
22. Obfuscate:
This scroll is now usable by PC’s.
23. Greater Obfuscate:
A new NPC only scroll.
24. Planar Asylum:
This ritual now has a base 1 year duration and may be extended.
25. Planar Gate:
Without the catalyst this scroll works as normal, however with a catalyst the following is possible:
Base Difficulty, Difficulty 10, 5 Reagents + Catalyst
In addition to the standard effect listed above, the ritual allows the caster to impose ONE of the following effects on the Planar Gate:
1) Time Locked - the Planar Gate only functions from 6am to 6pm OR 6pm to 6am (an Alliance Day or an Alliance Night).
2) Planar Asylum - The caster may target 1 individual per 10 levels of Formal they possess to receive a Planar Asylum for the targeted Plane of the Planar Gate.The target(s) must be in the Circle of Power at the time of casting. The Planar Asylum will last until the Planar Gate ritual ends by any means or until Destroyed as the Planar Asylum ritual on the target character. This is a Celestial Effect.
3) Directional - the Planar Gate will only allow travel in one direction (From the plane or To the plane) chosen by the caster at the time of casting.
4) Keyed Gate - the Caster must supply a physical representation of a Key which attunes to the Gate. The key cannot already be a magical item and cannot be made into a magical item while it is attuned to the gate. The key can still be broken or shattered. Only characters holding the Key are able to pass through the Gate (in either direction). Once opened via a Key the Gate remains open for 5 seconds allowing the Key Holder to bring additional companions along during that time. The Gate will only unlock if the Key Holder breaks its boundary- IE the Holder of the Key must physically pass through the Gate to open it. The Gate cannot be prematurely shut.
5) Dispellable - the caster may, at any time from either Plane, touch the Gate rep and state "I close this Gate" at which time the Planar Gate ritual immediately ends. Once ended the caster CANNOT re-open the same Planar Gate - a new ritual must be performed.
26. Protection Aura:
Changed text in the first paragraph to read:
“This is a General Aspect ritual and will always be the same as the aspect of the ritual caster.”
27. Racial Transformation:
This scroll now reads "Wylderkin" instead of "Scavenger".
28. Regeneration:
The extraneous words "been transferred" have been removed from the Regeneration scroll.
29. Render Indestructible:
The following verbiage is added to this scroll:
“Out of Game:
If cast on a suit of armor it will cause that armor to be unable to be Shattered or
Destroyed, but the armor’s protection may still be reduced to 0 as normal.”
30. Render Indestructible Improved:
The following verbiage is added to this scroll:
“Out of Game:
If cast on a suit of armor it will cause that armor to be unable to be Shattered or
Destroyed, but the armor’s protection may still be reduced to 0 as normal.”
31. Sacrifice:
This ritual allows a character to sacrifice their spirit by trading places with a spirit that has been in a greater Earth Circle awaiting Resurrection for no more than 30 minutes. The activator of the Sacrifice ritual then undergoes a resurrection per the standard rules.
32. Spell Parry:
Spell Parry can be used to intercept a spell on another Target if that Target is within Range as defined in the Parry Skill
33. Spell Store:
The following verbiage has been added to this scroll to clarify difficulty and reagent costs above Spell Store 9:
+15 to Difficulty, Difficulty 16, 12 Reagents, Spell Store 10
+20 to Difficulty, Difficulty 21, 17 Reagents, Spell Store 11
+ 25 to Difficulty, Difficulty 26, 22 Reagents, Spell Store 12
For each Spell Store above this add +5 Difficulty and +5 Reagents. For example Spell Store 20 would be Difficulty 66 and require 62 Reagents.
34. Spirit Farewell:
This is classified as a Role Play Only scroll and the following verbiage is added:
Once cast this Ritual CANNOT fail due to a die roll. If cast correctly it will always be performed successfully as long as no Automatic Backlash conditions are met (such as the caster unable to see the scroll or someone entering the Circle of Power by unallowed means). The Caster may still be required to Roll, however, to see if they Flaw or Backlash the Ritual however any Flaws or Backlashes are treated as "Ritual Succeeds" in addition to any additional effects.
Also:
If the Ritual Succeeds but the Target is NOT willing to return on that casting they can still be Spirit Farewelled again. A Spirit may only RETURN on one Casting but has the right to choose which casting and situation that is.
35. Spirit Lock:
Base Difficulty of this scroll is changed to “6”.
36. Spirit Recall:
Activating the effects of this scroll no longer requires a character to speak, it can be done while silenced.
37. Spirit Store:
The aspect of this ritual is now Celestial. The stored spirit now has the option to end the effect whenever they want by spending 5 minutes in a Celestial Circle of Power. Only Master Construct rituals can be targets for Spirit Store effects. Construct rituals cannot.
38. Store Ability:
The difficulty chart is changed to the following:
Base Difficulty, Base Reagents, Difficulty 3, 2 Reagents-
You can store 1 Charge of ANY physical Skill.
The following verbiage is added to this scroll:
“At the time of casting, when the Skill to be stored is placed in the Item, the Ritualist has the option to "record" any Carrier the Skill has or to save the ability as a basic record. This information will be recorded on the Item Tag. If a Carrier is listed next to a Skill stored in an item then that Carrier must be manifested when this item is activated. If no carrier is listed the Carrier is assumed to be "Normal" and the activator may apply any carriers or spells as with a normal weapon attack.”
39. Strengthen:
This scroll has changed from “universal” to “universal and spirit” and the name has changed to “Resist Destroy Magic”.
40. Summon Elemental (Foundation), Summon Elemental (Magistarium), Summon ExtraPlanar Creature, Summon Magical Creature:
Verbiage has been added to these scrolls to allow your local plot committee to negotiate forms of payment other than reagents. The wording has been clarified to explain to the caster what may be required of them by the plot team if they wish to cast this ritual.
41. Transfer Enchantment:
The following verbiage is added to this scroll:
A Spirit Locked item may not be transferred from a Spirit to another Spirit, any attempt to do so will automatically fail.
42. Transform to <Greater Undead (Corporeal, Skeletal, or Spectral)>:
The target of this ritual no longer becomes an NPC but instead becomes “Plot Controlled” allowing the PC to still play their character but to do so within the guidelines given to them by the plot team.
43. Vision:
The following verbiage is added to this scroll:
Plot may take into account Mental Abilities or any related Craftsman skill if possessed by the ritual caster or the person on whom the ritual is cast.
44. Warder Glyph <Specific Name>:
The following Difficulty chart has been added to this scroll:
Base Difficulty, Difficulty 2, 3 Reagents – Spell level 1-3 Magic Delivery
+3 Difficulty, Difficulty 5, 4 Reagents – Spell level 4-6 Magic Delivery
+6 Difficulty, Difficulty 8,5 Reagents – Spell level 7-9 Magic Delivery
+10 Difficulty, Difficulty 12, 5 Reagents, Caster is Earth Aspect- Earth/Chaos type Vengeance (as Vengeance but only creatures vulnerable to the appropriate Energy take damage or effect from this ability).
+10 Difficulty, Difficulty 12, 5 Reagents, Caster is Celestial Aspect – Vengeance (10 pts per Celestial Formal Level of the Caster)
+12 Difficulty, Difficulty 14, 6 Reagents – Spell level 1-3 Arcane or Elemental Delivery
+18 Difficulty, Difficulty 16, 7 Reagents – Spell level 4-6 Arcane or Elemental Delivery
+24 Difficulty, Difficulty 18, 8 Reagents – Spell level 7-9 Arcane or Elemental Delivery
45. Whispering Wind:
The base number of words is now 30. The following has been added to this ritual to allow for greater effects:
Base DC, DC 2, 3 reagents, Caster has met subject
+2 to DC, DC 4, 4 reagents, Caster has not met subject but subject is well known
+4 to DC, DC 6, 5 reagents, Caster has not met subject but caster has heard of subject
+6 to DC, DC 8, 6 reagents, Caster only knows subjects name

Use the above chart as a base and add the following DC and reagent costs to achieve greater effect. The following effects can be stacked but all costs add to the base.

+2 DC and 1 reagent per extra target (must use the target with the greatest base DC to calculate total costs.) Additional Messages are subject to the same delivery limitations as the primary message (as long as it takes the Marshal to find the subject and may fail if the subject cannot be located).
+5 DC and 3 reagents to hide the identity of the message sender.
+1 reagent for every 10 words added to the base allowed.


High Magic Changes/Additions:

1. Elemental Burst:
Cost: 1 high magic point / purchase
Prerequisite: 9th level spell

For every purchase of this ability the celestial caster gets 25 points of damage into his 'burst pool'. The caster may pull from this damage pool to throw elemental damage with the following incant, "X elemental <element>". Each elemental packet may have its element, and damage number chosen at the time of use, with the following restrictions.
Element types are limited to Flame, Ice, Lightning, Stone, damage number must be a multiple of 5 (5,10,15,20, etc), and may not exceed 10 x the number of 9th level spells the caster is capable of memorizing.

You may augment an elemental burst from the ritual by the same name with damage from your pool, up to your maximum value for a single attack.

The 'burst pool' also has the following effects when it is at or above the following values.
100 - +1 Damage on all wands
200 - +2 damage on all wands
300 - +3 Damage on all wands

2. Ritual Manipulation:
Point Cost - 1
Prerequisite - Formal Magic level 1, Must have ritual scroll you wish to manipulate, all reagents required to cast it, the catalyst (if required), and the appropriate amount of formal lvls.

Each time this ability is taken the caster will receive 1 tag with the name of the ritual to be manipulated, the specific manipulation, the name of the caster, and the expiration date of the effect (which is the end of the event). This tag must be handed to the ritual marshal along with all other requirements for casting the ritual when it is cast. The prerequisite for each type of manipulation must be met individually on a scroll to Primary caster basis. Formal Link cannot be used to meet the prerequisite for any of these manipulations.

The types of manipulations and their prerequisites -

Second chance - When purchased this allows the caster to make a second die roll if the first fails. For every purchase of this manipulation this allows the caster a 10% chance to avoid failing the ritual up to a maximum of 50%. - Can only be used once per ritual - points for this must be allocated prior to casting the ritual. Caster must have 5 levels of formal 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. Caster must have 5 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Insert Component - Allows the Caster to substitute 1 Component for a different one listed on the Scroll. The Caster needs to have at least 1 each of the Components listed on the Scroll (for example if they have a Scroll with a Base Reagent cost of Wand, Wand and Pyrotis they will need to have at least 2 Wand and 1 Pyrotis and can use this ability to replace "additional reagents" for higher casting).
Caster must have 5 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Improved Chance - Add 1% success chance to the ritual being cast. This ability can only be used 5 times per ritual for a max chance of 95%. This is accomplished by rolling either two 10 sided die (with one representing the “ten” column and one representing the “ones” column) or rolling 1 die twice – first for the tens digit then again for the ones digit.
Caster must have 5 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Casters’ Mark – allows the Caster to add a small sigil or rune, no larger than 3” on a side, on the target of the Ritual. 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.
Caster must have 5 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Quicken Casting - Reduce casting time by 20% with a maximum time reduction of 80% (4 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.
Caster must have 10 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Conservative Casting - use 1 less component - can only be purchased once. This ability cannot be combined with any other skill that allows a reduction in component cost.
Caster must have 10 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Spark of Empowerment - Allows the Caster to “supercharge” the Ritual they are casting granting a greater effect for 24 hours or until the next Logistics Period. The exact nature of how a Ritual is more effective is up to the local Plot team. Under no circumstances can a Spark of Empowerment last longer than 24 hours. Examples include an Empowered Damage Aura which swings +4 or grants the Body carrier or a Bane item which renders the bearer immune to all effects it would normally Bane. After the 24 hour duration these items return to their base Ritual stats as the magic settles down. The more impressive Role Play and Ritual Casting performed the greater the Empowerments. This ability cannot be stacked with other Empowerment abilities.
Caster must have 10 levels of formal 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”. This Ritual prevents 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.
Caster must have 10 levels of formal 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 guidelines. Casters may purchase this manipulation multiple times to add more flaws on items.
* Limit to a specific Race or prohibit a specific Race from using this item
* Require a specific Build Skill to use or requiring the user not have a specific Build 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
* Only functions under specific conditions such as time of day or in specific weather
* Bearer takes half damage from (Element) while taking double damage from (Element) (this does not affect HEALING).
Caster must have 15 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Obvious Power – the Item 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. The Aspect of the Ritual is also added to the Item Number on the Phys Rep such as C, E or N. If an Obfuscate Ritual exists on an Item or is added to the Item at any later time while this Ritual is still extant this ability will be removed.
Caster must have 15 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Touch of Empowerment – Allows the Caster to “supercharge” the Ritual they are casting granting a greater effect for five days. The exact nature of how a Ritual is more effective is up to the local Plot team. Under no circumstances can an Empowerment last longer than 5 days. Examples include an Empowered Damage Aura which swings +4 or grants the Body carrier or a Bane item which renders the bearer immune to all effects it would normally Bane. After the 5 day duration these items return to their base Ritual stats as the magic settles down. The more impressive Role Play and Ritual Casting performed the greater the Empowerments. This ability cannot be stacked with other Empowerment abilities.
Caster must have 20 levels of formal 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 this 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.
Caster must have 20 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

True Conservation - use 2 less components - can only be purchased once. This ability cannot be combined with any other skill that allows a reduction in component cost.
Caster must have 25 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Alternate Component - The Caster may add 1 additional "base component" to the Scroll allowing them to gather resources easier. For example if a Scroll requires 3 Components (say Wand, Pyrotis and Jetsam) the Caster can then add Feyander. If they needed to find 24 Components they can now mix and match from these 4 Reagents (Wand, Pyrotis, Jetsam and Feyander) as long as they still have 1 of each of the Wand, Pyrotis and Jetsam listed on the scroll.
Caster must have 30 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

True Empowerment - Allows the Caster to “supercharge” the Ritual they are casting granting a greater effect for five days. The exact nature of how a Ritual is more effective is up to the local Plot team. Under no circumstances can an Empowerment last longer than 5 days. Examples include an Empowered Damage Aura which swings +4 or grants the Body carrier or a Bane item which renders the bearer immune to all effects it would normally Bane. Unlike other Empowerment abilities when a Truly Empowered Ritual fades back to normal it will leave behind a beneficial Flaw on the Item subject to the discretion of the Plot Committee. This Flaw will remain with the Ritual for its entire Duration and is not subject to the 5 day expiration. After the 5 day duration these items return to their base Ritual stats as the magic settles down. The more impressive Role Play and Ritual Casting performed the greater the Empowerments. This ability cannot be stacked with other Empowerment abilities.
Caster must have 35 levels of formal from the appropriate school above the difficulty of the ritual to be cast.

Casting Insight - The Caster can roll TWICE to determine the success chance of their Ritual and chooses whichever Die results they want. These results are taken before any other Manipulations or High Magic abilities are used. This ability may only be purchased once per Ritual. Caster must have 40 levels of formal from the appropriate school above the difficulty of the ritual to be cast.


Beverly Byers
Alliance Ritual Committee Chair



_________________
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Caldaria Forum Index » Official Announcements All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001- 2004 phpBB Group
Theme created by phpBBStyles.com | Themes Database