Battlefield ritual
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Revision as of 10:26, 20 January 2015
- On the battlefield, you may cast certain rituals without the presence of a referee
- Be sure you understand the effects and limitations of the ritual
- Rip any mana crystals you have used on completing the ritual
- You must do your best not to exceed the ritual uses per day available to your coven
- After leaving the battlefield, report all rituals you have cast to a referee
- If you wish to cast any other rituals on the battlefield, please inform a referee as early as possible on the day of the battle
Many rituals do not require a referee to cast on the battlefield. If you wish to cast one of these, do not spend any time or effort looking for a referee. Calculate the mana cost and perform the ritual, ripping the appropriate number of mana crystal cards at the conclusion of your roleplaying. Brief all targets on the effect once the ritual is complete. Record or remember the number of targets and the mana cost you have paid.
Not all of these rituals work exactly as you may expect. Last Breath Echoes, for example, would be an excellent tool for covering up a murder if it didn't require a willing target, while Blood of the Hydra targets limbs, not characters. Make sure you fully understand the rules for the ritual, as opposed to the outcome you desire or the rules that make most sense, before casting these rituals. If in doubt, find a referee, ideally before the battle.
The Coven Bond
You must do your best not to use your coven bond more times per day than you are permitted under the rules. By default, you may perform two coven rituals per day. Make sure that you know before going on the battlefield how many times your coven may use their bond today. If you perform a coven ritual at which not all coven members are present, ensure that absent members are updated OOC when next you meet them. If members of your coven attempt to perform a coven ritual and you are aware that you have exhausted the coven bond for the day, inform them of this OOC.
Enchantments
Some of these rituals (indicated with an asterisk (*) in the list below) create an enchantment on their targets. This will overwrite any previous enchantment on that character. Ensure that you brief the target on this, in addition to the enchantment's effect. To ensure that Profound Decisions apply this to the correct character, please record or remember at least two of the target's CID, character name, and player name when casting one of these rituals.
Many enchantments last until the end of the next battle, skirmish or quest the target participates in. If these are cast on the battlefield, they last until the end of the current battle, skirmish or quest: the enchantment will wear off when you return to Anvil through the Sentinel Gate, assuming your character is lucky enough to make it out.
After the battle
After you have left the battlefield, please find a referee and inform them of any rituals you have cast, the number of targets, the mana cost paid, whether you used your coven bond, and in the case of rituals that create enchantments the identity of the targets. Please do not do this on the battlefield.
Off the battlefield
Please find a referee, as usual for ritual casting, if you wish to cast any of these rituals on the main field. If the situation becomes time-critical, you may cast them without a referee, as if you were on the battlefield. Such situations are expected to be uncommon on the main field.
Ritual list
The following rituals may be cast without a referee on the battlefield. Rituals marked with an asterisk (*) create an enchantment. You must record the target's identity for rituals which create an enchantment.
Spring
- Blood of the Hydra
- The Hands of Sacred Life
- Hearthfire Circle
- Call Down Lightning's Wrath *
- Rot's Rightful Claim
- Charge of the Rushing Wind
Summer
- Renewed Strength of the New Day
- The Hammer of Thunder *
- The Leaping Hare *
- The Swan's Cruel Wing *
- Stout Resolve of the Unyielding
- The Sound of Drums *
- Glorious Crown of Enchantment
Autumn
Winter
- Crumbling Flesh and Withering Limbs *
- Hungry Grasp of Despair
- Unyielding Constitution *
- Last Breath Echoes
Day
- Ascetic Star of Atun
- Horizon's Razor Edge *
- Cold Water from the Mountain
- Ensnaring Bond of Transient Stasis
Night
This section intentionally left blank.
OOC reasoning
Referees can add a lot to rituals: they can check your maths, keep track of coven bonds, and look up details of the rules while you get on with your ritual. They can tell you your wounds are closing themselves with bark rather than skin, curse you with illiteracy, or drop a Tulpa on your head. On the battlefield, though, there aren't enough referees to guarantee you get one to your Hands of Sacred Life before the targets have bled to death or been overrun by orcs. Even if the size of the referee team doubled, that would still be the case: there are a lot of ritualists, and the woods are large. The potential benefits of having a ref present for a ritual are outweighed, in these cases, by the fact that requiring their presence makes the ritual useless.
Some of the rituals on this list are of pretty questionable use on the battlefield, but if you want to refresh your Swan's Cruel Wing because you've used its cleave for today, it's your mana: knock yourself out. A lot of other rituals are useful on the battlefield, but not on this list; Rising Roots that Rend Stone needs a referee (probably grinning, and holding the trigger for a pyro) to handle the effect, for example. The rituals on this list are here because the cost of going and getting a referee in a battle outweighs the benefit of having a referee at the ritual.