Sorcery Hot Fix
- Gallion
- Administrator
- Posts: 5566
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19 Nov 2009 19:19 #1
by Gallion (Gallion)
- James C. Kimball Director, Knight Realms
Sorcery Hot Fix was created by Gallion (Gallion)
Sorcery Hot Fix
As per my strait talk post, here is a hot fix for sorcery. This post will be locked. If you have questions about these changes, ask me or Jon G. at the event. Thanks!
Ritual Failure Chart
When a ritual fails, percentile Dice must be rolled.
- No effect from this failure chart can be defended against.
- If the ritual is purposefully disrupted, it fails and the person performing the disruption is counted as an assistant.
01-05 Ritual fails, and Caster and all assistants immediately die, and must resurrect. Any so affected may opt to take a 30 build loss, instead.
06-10 Ritual fails, and Caster and assistants are brought to 1 Body Point and may not be healed above 1 body for the duration of the period.
11-13 Ritual fails, and the ritual consumes double the normal magic points contributed by both the caster and assistants.
14-16 Ritual fails, and Caster and assistants suffer memory loss (-10 build of existing skills), or cannot learn new skills for six months.
17-20 Ritual fails, but no components are used up.
21-22 Ritual fails, and points expended are not regained till the next event.
23-35 Ritual fails, and all low magic, alchemical, and valence buffs are removed from the caster and participants.
36-40 Ritual succeeds, but the next fourth rank sorcery ritual of any color attempted by the caster requires double the components. Using the double component modifier will require four sets of components.
41-45 Ritual succeeds, but the Caster and assistants loose all remaining MP for the remainder of the period.
46-50 Ritual fails, and ritual may not be attempted again by the Caster for 6 months.
51-55 Ritual succeeds, and the caster and assistants gain clarity and no points and components are expended.
56-60 Ritual fails, and Caster receives a –15% to all ritual rolls for the next three months.
61-65 Ritual fails, and all within a 10 ft radius or in room are turned to Stone. This can be dispelled or will expire in 30 min.
66-70 Ritual fails, and all within a 10 ft radius or in room take “400 elemental” damage.
71-84 Ritual fails, with no other effects.
85-89 Ritual fails, and the Caster and assistants may not receive any spell, valence, and alchemical protections for the remainder of the event.
90-92 Ritual succeeds, but the ritual costs double MP. If the caster does not have enough MP, they expend all remaining MP and suffer the effects of a Waylay.
93-96 Ritual fails, and if the caster has a Sorcery Wand it is now broken, and may not be recreated for four months.
97-99 Ritual fails, and if the caster has a Sorcery Staff it is now broken, and may not be recreated for four months.
100 Ritual fails, and the caster forever loses the knowledge of the ritual (without a refund of build) and may not relearn it.
Casting Time Reduction:
1st Rank – 10 Min
2nd Rank – 15 Min
3rd Rank – 20 Min
4th Rank – 25 Min
Rank III Orange
Fiona's Ring of Time
Casting Time: 20 Minutes
Magic Points: 13 Points
Components Rare: Earth, Earth, Air, Air, Lesser Weave, Lesser Weave
Duration: 6 Events
This lost ritual comes to us from the people of Seven Lore. When cast on a room, it will alter time within the weave causing it to move faster. Any Ritual 2nd rank or above maybe cast with a reduction of 5 minutes from the casting time without any penalties.
Rank IV Purple
Malkurin's Lost Ark
Casting Time: 25 Minutes
Magic Points: 16 Points
Components Rare: Earth, Wind, Fire, Air, Lesser Weave, Greater Weave
Duration: 1 year, or until invoked.
This ritual will imbue a small box with a very powerful defense against a ritual failure, creating what is known as an Ark. For the Ark to function, it must be declared to be in use, and in an open position, at the beginning of the ritual, and the creator must be either casting or assisting with the ritual. Should the ritual fail with a negative effect, the creator simply closes the lid on the Ark within 5 seconds of determining the outcome of the failure roll. The Ark will then burst into flames, destroying itself and taking the ill effect with it. The ritual that was attempted fails and that ritual, along with the Ritual of the Ark, may not be attempted again for another 12 months by the sorcerer casting the ritual or any assistants. A sorcerer may only have one Ark in existence at a time.
As per my strait talk post, here is a hot fix for sorcery. This post will be locked. If you have questions about these changes, ask me or Jon G. at the event. Thanks!
Ritual Failure Chart
When a ritual fails, percentile Dice must be rolled.
- No effect from this failure chart can be defended against.
- If the ritual is purposefully disrupted, it fails and the person performing the disruption is counted as an assistant.
01-05 Ritual fails, and Caster and all assistants immediately die, and must resurrect. Any so affected may opt to take a 30 build loss, instead.
06-10 Ritual fails, and Caster and assistants are brought to 1 Body Point and may not be healed above 1 body for the duration of the period.
11-13 Ritual fails, and the ritual consumes double the normal magic points contributed by both the caster and assistants.
14-16 Ritual fails, and Caster and assistants suffer memory loss (-10 build of existing skills), or cannot learn new skills for six months.
17-20 Ritual fails, but no components are used up.
21-22 Ritual fails, and points expended are not regained till the next event.
23-35 Ritual fails, and all low magic, alchemical, and valence buffs are removed from the caster and participants.
36-40 Ritual succeeds, but the next fourth rank sorcery ritual of any color attempted by the caster requires double the components. Using the double component modifier will require four sets of components.
41-45 Ritual succeeds, but the Caster and assistants loose all remaining MP for the remainder of the period.
46-50 Ritual fails, and ritual may not be attempted again by the Caster for 6 months.
51-55 Ritual succeeds, and the caster and assistants gain clarity and no points and components are expended.
56-60 Ritual fails, and Caster receives a –15% to all ritual rolls for the next three months.
61-65 Ritual fails, and all within a 10 ft radius or in room are turned to Stone. This can be dispelled or will expire in 30 min.
66-70 Ritual fails, and all within a 10 ft radius or in room take “400 elemental” damage.
71-84 Ritual fails, with no other effects.
85-89 Ritual fails, and the Caster and assistants may not receive any spell, valence, and alchemical protections for the remainder of the event.
90-92 Ritual succeeds, but the ritual costs double MP. If the caster does not have enough MP, they expend all remaining MP and suffer the effects of a Waylay.
93-96 Ritual fails, and if the caster has a Sorcery Wand it is now broken, and may not be recreated for four months.
97-99 Ritual fails, and if the caster has a Sorcery Staff it is now broken, and may not be recreated for four months.
100 Ritual fails, and the caster forever loses the knowledge of the ritual (without a refund of build) and may not relearn it.
Casting Time Reduction:
1st Rank – 10 Min
2nd Rank – 15 Min
3rd Rank – 20 Min
4th Rank – 25 Min
Rank III Orange
Fiona's Ring of Time
Casting Time: 20 Minutes
Magic Points: 13 Points
Components Rare: Earth, Earth, Air, Air, Lesser Weave, Lesser Weave
Duration: 6 Events
This lost ritual comes to us from the people of Seven Lore. When cast on a room, it will alter time within the weave causing it to move faster. Any Ritual 2nd rank or above maybe cast with a reduction of 5 minutes from the casting time without any penalties.
Rank IV Purple
Malkurin's Lost Ark
Casting Time: 25 Minutes
Magic Points: 16 Points
Components Rare: Earth, Wind, Fire, Air, Lesser Weave, Greater Weave
Duration: 1 year, or until invoked.
This ritual will imbue a small box with a very powerful defense against a ritual failure, creating what is known as an Ark. For the Ark to function, it must be declared to be in use, and in an open position, at the beginning of the ritual, and the creator must be either casting or assisting with the ritual. Should the ritual fail with a negative effect, the creator simply closes the lid on the Ark within 5 seconds of determining the outcome of the failure roll. The Ark will then burst into flames, destroying itself and taking the ill effect with it. The ritual that was attempted fails and that ritual, along with the Ritual of the Ark, may not be attempted again for another 12 months by the sorcerer casting the ritual or any assistants. A sorcerer may only have one Ark in existence at a time.
- James C. Kimball Director, Knight Realms
- GJSchaller
- Platinum Member
- Character is to a person, what carbon is to steel.
- Posts: 10421
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20 Nov 2009 08:16 #2
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic Sorcery Hot Fix
This has been added to the Online Rulebook. I will remove the old casting times from the Sorcery rules after the event.
Moderators: Lois Heimdell (LoisMaxwell)
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NPC award for March goes to Pat hand for his portrayal of Jaromir the Templar. Pat shined in his performance this month as he played a mysterious and pious character that, in the end, was very understanding and compassionate. He turned an NPC role into something very deep and interesting, showing the struggles without actually speaking of them - a very convincing Galladelian Templar. Thanks Pat!
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