11-18-2018, 08:18 AM | #11 | |
Join Date: Aug 2018
Location: Aerlith
|
Re: Ritual spells
Quote:
For ritualistic spells in general I find it useful to stipulate the following extra parameters at a minimum:
Summon Greater Demon - Barbatos Time needed - Same as stipulated in Summon Greater Demon spell. Materials needed - A live gamecock or pheasant as an offering. Constraints - Can only be summoned when the Sun is in Sagittarius. Additional knowledge - Must know the Sigil of Barbatos in order to draw it as part of the summoning. Consistency - Summons cannot be interrupted, otherwise the entire ritual must be started afresh. (more info about Barbatos) |
|
11-21-2018, 05:59 PM | #12 | |
Join Date: Sep 2018
Location: North Texas
|
Re: Ritual spells
Quote:
For example, the Ward spell would be simple since it might only require enough time for the wizard to draw a rune or sigil where the spell is placed (which gives me an idea for a new magic item... invisible chalk).
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
|
11-25-2018, 04:18 AM | #13 | |
Join Date: May 2018
|
Re: Ritual spells
Quote:
|
|
12-18-2018, 01:52 PM | #14 |
Join Date: Sep 2018
Location: North Texas
|
Re: Ritual spells
Another idea I'm considering is to make Rituals cost 2 IQ instead of 1... because everyone knows that wizards got it too easy with all those 1-point spells. ;)
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
12-18-2018, 02:00 PM | #15 | |
Join Date: Apr 2018
Location: Idaho Falls
|
Re: Ritual spells
Quote:
*Okay, maybe not everyone, but at least a significant part of the population had to get on board with the idea to even get it off the ground, and estimates are that it took between five and thirty years to finish it. |
|
12-18-2018, 02:18 PM | #17 |
Join Date: Sep 2018
Location: North Texas
|
Re: Ritual spells
I never considered that spell costs were related to memorization, at least not directly. To me, the IQ cost represents the study and effort that goes into learning the spells just like with talents. Therefore, my logic for increasing the cost of Rituals is simply a result of them being more involved than regular spells.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 12-18-2018 at 02:49 PM. |
04-21-2019, 08:28 PM | #18 |
Join Date: Sep 2018
Location: North Texas
|
Re: Ritual spells
A few thoughts about how rituals might work... I like the idea that because of their potency (several of the spells I listed previously are permanent or at least semi-permanent) the wizard must sacrifice 'potential' energy in the form of XP in addition to the initial ST that must be spent to trigger the magical effect (ST is the spark, but XP is the fuel). And since I like simple math, the XP cost could be the IQ of the spell times 10.
TBH, I also like the idea of using IQ as the factoring agent for other potential 'costs'. For example...
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
04-21-2019, 10:20 PM | #19 |
Join Date: Nov 2010
Location: Arizona
|
Re: Ritual spells
One suggestion that Joe made elsewhere is something I like -- a Ritual might be a good way to reduce Spell fatigue/mana costs. The longer the ritual lasts, the lower the cost. I think that might have some real possibilities. And making them cost 2 IQ points in order to gain that potential benefit would then make a lot of sense...
|
04-22-2019, 01:09 AM | #20 |
Join Date: Feb 2008
Location: Dayton, Ohio
|
Re: Ritual spells
I might speculate that rituals could [also/alternatively] increase the likelihood of spell casting success.
Three Notions, Not Mutually Exclusive Ritual Magic [talent?] Ritual Magic acts like a general spell 'booster', allowing a spellcaster to perform any other spell with some kind of benefit: Better chances, or lower Mana/ST cost, or perhaps even both, but at the cost of greatly increased casting time. This has the benefit of being very general — the type of ritual is not specified, and doesn't need to be. The mathematical effects are the same (whatever they may be), regardless. …and/or… Circle Magic [talent? or spell?] Perhaps 'Circle Magic' depends on the complexity of the circle. The quick, simple circle scratched into the dirt with your staff (1-2 turns to make) gives you only a very small bonus. But the multi-layered web of interlocking circles and maddening geometric shapes that you spent a month carving into stone (and filling in the lines with molten gold), and then surrounded by a ring of 360 candles and 12 chanting acolytes… well, that circle is quite a bit more effective. Or maybe Circle Magic has tiers, and you need the higher levels to make more complex circles. (Or maybe Circle Magic is itself a tier of Ritual Magic?) Either way, this is more specific, and the bonus you can potentially get out of it is much greater — but the degree of bonus is inversely proportionate to its usefulness in combat. …and/or… Even more Specific…? [spells, I think] You might have much more narrowly-applied kinds of rituals, with consequently more dramatic effects. For example, 'Rain Dance' might be a ritual that only works with weather spells — so it can increase the Magic Rainstorm spell's area of effect (enough to make it practical for saving whole villages from drought), or it can turn Lightning into Chain Lightning (have fun inventing that one), that kind of thing. This might be going too far though, because it invites a whole host of weird 'rituals' that people might dream up. I rather like the other two though, especially the Circle thing. (If Staves are a thing, it seems only proper that Circles should be too.) |
|
|