Difference between revisions of "Astral Magic"
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Astral Magic is the art of manipulating Dreaming itself. Astral Magic Rituals are ceremonies which characters may perform to produce certain effects. These are often referred to as Astral Magic Spells, or simply Rituals. | Astral Magic is the art of manipulating Dreaming itself. Astral Magic Rituals are ceremonies which characters may perform to produce certain effects. These are often referred to as Astral Magic Spells, or simply Rituals. | ||
− | To cast a ritual, you must gather a specified number of people and then perform an action of some sort. These actions are generally up to you - you may script an elaborate ritual, or merely chant quietly to yourself. While you are casting, it must be apparent to any observer that you are casting a spell. The Ritual may have specific activities or components necessary to cast the spell. | + | To cast a ritual, you must gather a specified number of people and then perform an action of some sort. These actions are generally up to you - you may script an elaborate ritual, or merely chant quietly to yourself. While you are casting, it must be apparent to any observer that you are casting a spell. The Ritual may have specific activities or components necessary to cast the spell. Some spells require you to [[Glossary#Concentration|concentrate]]. If you lose consciousness during the casting, the spell fails. |
There are two categories of Astral Magic Spells: | There are two categories of Astral Magic Spells: | ||
− | '''Dreamscaping Rituals''' create a territory for game play. Each territory may have an owner, called a | + | '''Dreamscaping Rituals''' create a territory for game play. Each territory may have an owner, called a Warden. Territories may not overlap, and may not be any larger than a city block. (a little under 3 acres, or 100,000 square feet) See also: [[Territories]]. |
'''Oneiromancy''' must be cast in a territory created by a Dreamscaping Ritual. They can effect characters or the game itself in numerous ways. | '''Oneiromancy''' must be cast in a territory created by a Dreamscaping Ritual. They can effect characters or the game itself in numerous ways. | ||
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== Dreamscaping Rituals == | == Dreamscaping Rituals == | ||
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|name=Arena | |name=Arena | ||
|requirements=none | |requirements=none | ||
− | |action=All ritual participants must remain in the area for an hour. During this time they must spar, duel, and otherwise challenge each other. Suggested: The | + | |action=All ritual participants must remain in the area for an hour. During this time they must spar, duel, and otherwise challenge each other. Suggested: The Warden may host a combat tournament which takes at least half an hour. |
|location=Public parks. Places with a stage. Anywhere that boffer fighting does not disturb the dream. | |location=Public parks. Places with a stage. Anywhere that boffer fighting does not disturb the dream. | ||
|challenges=Dueling (5 out of 7), foot race | |challenges=Dueling (5 out of 7), foot race | ||
− | |effect=This area is now a Combat Arena. The | + | |effect=This area is now a Combat Arena. The Warden may host duels or tournaments, and may bestow blessings to the victors. The Warden gets the following powers: |
{{Skill| | {{Skill| | ||
|skillname=Master of Ceremonies | |skillname=Master of Ceremonies | ||
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|skillname=Champion's Boon | |skillname=Champion's Boon | ||
|skilltype=Daily | |skilltype=Daily | ||
− | |skilldesc=When someone wins a duel which you observe, you may | + | |skilldesc=When someone wins a duel which you observe, you may bestow them 1 bonus skill. They must select this skill from their class list. Someone may only benefit from the Champion's Boon once per day. The skill disappears at 6 AM.}} }} |
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|action=A live performance which lasts at least 30 minutes. There must be at least 2 people in the audience. During this time they must perform or watch performances. Music and spoken word are the most common types of performances. | |action=A live performance which lasts at least 30 minutes. There must be at least 2 people in the audience. During this time they must perform or watch performances. Music and spoken word are the most common types of performances. | ||
|challenges= | |challenges= | ||
− | |effect=This territory is now a Performance Hall. The | + | |effect=This territory is now a Performance Hall. The Warden of the area gets the following powers: |
{{Skill| | {{Skill| | ||
|skillname=Cheers | |skillname=Cheers | ||
|skilltype=Daily | |skilltype=Daily | ||
− | |skilldesc=At the end of a performance, the people in the audience are | + | |skilldesc=At the end of a performance which lasted at least 5 minutes, the people in the audience are bestowed with one bonus health to their maximum. Someone may only benefit from this reward once per day. The health disappears at 6 AM. |
}} | }} | ||
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|skillname=Tip The Man | |skillname=Tip The Man | ||
|skilltype=Daily | |skilltype=Daily | ||
− | |skilldesc=When someone puts on a performance which lasts at least 5 minutes, you may | + | |skilldesc=When someone puts on a performance which lasts at least 5 minutes, you may bestow the performer 1 bonus skill. They must select this skill from their class list. Someone may only benefit from this reward once per day. The skill disappears at 6 AM.}}}} |
=== Feast Hall === | === Feast Hall === | ||
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|action=All participants must remain in the area for at least an hour. During this time they must consume food or drink. | |action=All participants must remain in the area for at least an hour. During this time they must consume food or drink. | ||
|challenges= | |challenges= | ||
− | |effect=This area is now a Feast Hall. The | + | |effect=This area is now a Feast Hall. The Warden of the area gets the following powers: |
{{Skill| | {{Skill| | ||
|skillname=Cheers | |skillname=Cheers | ||
|skilltype=Daily | |skilltype=Daily | ||
− | |skilldesc=At the end of a meal, anyone who has consumed food or drink may make a toast. Everyone involved is | + | |skilldesc=At the end of a meal, anyone who has consumed food or drink may make a toast. Everyone involved is bestowed with one bonus health. Someone may only benefit from this reward once per day. The health disappears at 6 AM. |
}}}} | }}}} | ||
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|action=The ritual participants must remain in the area for an hour. | |action=The ritual participants must remain in the area for an hour. | ||
|challenges= | |challenges= | ||
− | |effect=This territory is now Haunted. A Haunt must always be "dangerous". The | + | |effect=This territory is now Haunted. A Haunt must always be "dangerous". The Warden of the area gets the following powers: |
{{Skill| | {{Skill| | ||
|skillname=Beckon Shade | |skillname=Beckon Shade | ||
|skilltype=passive | |skilltype=passive | ||
− | |skilldesc=You may | + | |skilldesc=You may bestow someone with the following ability: |
− | *'''Surrender to Possession''': You may wander off-stage and turn into a [[Shades|Shade]]. The | + | *'''Surrender to Possession''': You may wander off-stage and turn into a [[Shades|Shade]]. The Warden of the Haunt may choose yours stats, but is not in control of you. Your motivation is to attack any Dream in the Haunt. If possible, you should ambush and attack from hiding. You may respawn three times.}} |
{{Skill| | {{Skill| | ||
|skillname=Bolster the Hero | |skillname=Bolster the Hero | ||
|skilltype= | |skilltype= | ||
− | |skilldesc=If someone has dealt a death blow to three shades, they may seek your boon. You may | + | |skilldesc=If someone has dealt a death blow to three shades, they may seek your boon. You may bestow them with the following ability: |
*'''Spirit Boon:''' Touch a packet to yourself and say "Heal 10 to self." This can only be used once. If it is not used by 6 AM, it disappears. You may not have more than one of these boons at a time.}} | *'''Spirit Boon:''' Touch a packet to yourself and say "Heal 10 to self." This can only be used once. If it is not used by 6 AM, it disappears. You may not have more than one of these boons at a time.}} | ||
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After the sacrifice, the sacrificer must say the words "May you rise from your ashes." If these magic words are not spoken, the ritual will not work and the target will be killed (most brutally) instead. This is said to be an extremely painful way to die. | After the sacrifice, the sacrificer must say the words "May you rise from your ashes." If these magic words are not spoken, the ritual will not work and the target will be killed (most brutally) instead. This is said to be an extremely painful way to die. | ||
|effect=The victim of the sacrifice will "phase in" in one hour. When they return, they may have reassigned their class and skills, created a new character, or resurrected as a previous character. If the magic words were not spoken after the sacrifice, the victim remains dead as if he was killed normally.}} | |effect=The victim of the sacrifice will "phase in" in one hour. When they return, they may have reassigned their class and skills, created a new character, or resurrected as a previous character. If the magic words were not spoken after the sacrifice, the victim remains dead as if he was killed normally.}} | ||
+ | |||
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{{AstralRit| | {{AstralRit| | ||
|name=Land Hex | |name=Land Hex | ||
− | |description=This spell will place a hex on the territory in which it is cast. The area is filled with Void energy which prevents the casting of Astral Magic. The | + | |description=This spell will place a hex on the territory in which it is cast. The area is filled with Void energy which prevents the casting of Astral Magic. The Warden of the territory may conjure monsters which represent this energy. Once a certain number of monsters are defeated, the hex ends. |
− | |requirements=1 person | + | |requirements=1 person. This must be cast in a dangerous area. May not be cast in a territory which is currently ''hexed''. |
− | |action=You must draw a hexagon on the ground and stand within it while casting this ritual. You must spend 10 minutes roleplaying the casting of the ritual. This may include actions such as pouring salt or blood on the ground, destroying art, or | + | |action=You must draw a hexagon on the ground and stand within it while casting this ritual. You must spend 10 minutes concentrating roleplaying the casting of the ritual. This may include actions such as pouring salt or blood on the ground, destroying art, or making horrible noises. It must be clear to anyone observing you that you are casting a spell. At the very minimum, you must continue waving your hands in circular motions. |
− | |effect=You may create a "curse card", which must be given or delivered to the | + | |effect=You may create a "curse card", which must be given or delivered to the Warden. The card indicates that no Astral Magic may be cast at this location until 20 monsters are defeated. The Warden gains the following power: |
{{Skill| | {{Skill| | ||
|skillname=Beckon Shade | |skillname=Beckon Shade | ||
|skilltype=passive | |skilltype=passive | ||
− | |skilldesc=You may | + | |skilldesc=You may bestow someone with the following ability: |
*'''Surrender to Possession''': You may wander off-stage and turn into a [[Shades|Shade]]. You may build your shade as an Adept. Your motivation is to attack any Dream in the Haunt. If possible, you should ambush and attack from hiding. You may respawn three times.}} | *'''Surrender to Possession''': You may wander off-stage and turn into a [[Shades|Shade]]. You may build your shade as an Adept. Your motivation is to attack any Dream in the Haunt. If possible, you should ambush and attack from hiding. You may respawn three times.}} | ||
}} | }} | ||
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|name=Harvest | |name=Harvest | ||
|description=This spell creates a [[Resource Tag]] of the type "Quicksilver", "Cold Iron", or "Spirit Silk". | |description=This spell creates a [[Resource Tag]] of the type "Quicksilver", "Cold Iron", or "Spirit Silk". | ||
− | |requirements=This must be cast in a territory which is '''fertile'''. It must be cast by the | + | |requirements=This must be cast in a territory which is '''fertile'''. It must be cast by the Warden of that territory. Casting this spell will make the territory '''infertile''' for 30 days. (please note the this on your [http://dreamings.ning.com/groups group page]). The caster of this spell may not cast Harvest again for 30 days, even if they do it in a fertile territory. This restriction is not lifted by switch characters through an Ashes of the Phoenix spell. |
|action=You must spend at least 10 minutes roleplaying the casting of the ritual. This may include actions such as digging, searching, or otherwise locating the resource somewhere within the territory. | |action=You must spend at least 10 minutes roleplaying the casting of the ritual. This may include actions such as digging, searching, or otherwise locating the resource somewhere within the territory. | ||
|effect=You may print out and sign a [[Resource Tag]] for "Quicksilver", "Cold Iron", or "Spirit Silk". | |effect=You may print out and sign a [[Resource Tag]] for "Quicksilver", "Cold Iron", or "Spirit Silk". | ||
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|effect=You may print out and sign a [[Wand Tag]] which should be attached to a suitable prop. | |effect=You may print out and sign a [[Wand Tag]] which should be attached to a suitable prop. | ||
}} | }} | ||
+ | |||
+ | |||
+ | === Unite Dream Country === | ||
+ | |||
+ | {{AstralRit| | ||
+ | |name=Unite Dream Country | ||
+ | |description=This spell unites a number of territories into the same nation, called a dream country. Territories within a dream country have a common set of laws, and a common ruler, called a Shaper. ''See also:'' [[Dream Countries]], [[The Shaper]]. | ||
+ | |requirements=This spell must be cast by a minimum of five Wardens, each of which must own a territory within the dream country. This ritual must be cast in every territory which wishes to join. The Warden of the territory must participate in the casting. | ||
+ | |||
+ | When the dream country is first founded, this ritual must be cast in at a minimum of five territories within 5 days. Additional territories may join at a later date by casting the ritual in those places. At least five participants must be present for each casting. | ||
+ | |||
+ | All dream countries have a name, and a flag or symbol. This must be prepared prior to the first casting of this ritual. | ||
+ | |||
+ | |action=The casters decorate the territory with the the dream country's symbol or flag. The Warden of the territory must deliver a short speech in which he or she dedicates his territory to the dream country. Each dream country may have a traditional action such as a toast or pledge, which should be performed as well. | ||
+ | |effect=The territory in which this is cast is now part of a Dream Country. | ||
+ | |||
+ | ''This ritual can also be used to remove a territory from a dream country. In this usage, the ritual is called "Recede from Dream Country".'' | ||
+ | }} | ||
+ | |||
[[Category:TheDreaming]] | [[Category:TheDreaming]] |
Latest revision as of 14:12, 19 March 2010
Astral Magic is the art of manipulating Dreaming itself. Astral Magic Rituals are ceremonies which characters may perform to produce certain effects. These are often referred to as Astral Magic Spells, or simply Rituals.
To cast a ritual, you must gather a specified number of people and then perform an action of some sort. These actions are generally up to you - you may script an elaborate ritual, or merely chant quietly to yourself. While you are casting, it must be apparent to any observer that you are casting a spell. The Ritual may have specific activities or components necessary to cast the spell. Some spells require you to concentrate. If you lose consciousness during the casting, the spell fails.
There are two categories of Astral Magic Spells:
Dreamscaping Rituals create a territory for game play. Each territory may have an owner, called a Warden. Territories may not overlap, and may not be any larger than a city block. (a little under 3 acres, or 100,000 square feet) See also: Territories.
Oneiromancy must be cast in a territory created by a Dreamscaping Ritual. They can effect characters or the game itself in numerous ways.
Contents
Dreamscaping Rituals
Arena
Arena | Dreamscaping Ritual | ||||||||
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Casting Requirements: | none | ||||||||
Typical Location: | Public parks. Places with a stage. Anywhere that boffer fighting does not disturb the dream. | ||||||||
Action to Cast: | All ritual participants must remain in the area for an hour. During this time they must spar, duel, and otherwise challenge each other. Suggested: The Warden may host a combat tournament which takes at least half an hour. | ||||||||
Methods to Challenge: | Dueling (5 out of 7), foot race | ||||||||
Effect | |||||||||
This area is now a Combat Arena. The Warden may host duels or tournaments, and may bestow blessings to the victors. The Warden gets the following powers:
|
Performance Hall
Performance Hall | Dreamscaping Ritual | ||||||||
---|---|---|---|---|---|---|---|---|---|
Casting Requirements: | none | ||||||||
Typical Location: | musical venue, any place where music is played | ||||||||
Action to Cast: | A live performance which lasts at least 30 minutes. There must be at least 2 people in the audience. During this time they must perform or watch performances. Music and spoken word are the most common types of performances. | ||||||||
Methods to Challenge: | |||||||||
Effect | |||||||||
This territory is now a Performance Hall. The Warden of the area gets the following powers:
|
Feast Hall
Feast Hall | Dreamscaping Ritual | ||||
---|---|---|---|---|---|
Casting Requirements: | none | ||||
Typical Location: | Restaurant, Kitchen | ||||
Action to Cast: | All participants must remain in the area for at least an hour. During this time they must consume food or drink. | ||||
Methods to Challenge: | |||||
Effect | |||||
This area is now a Feast Hall. The Warden of the area gets the following powers:
|
Haunt
Haunt | Dreamscaping Ritual | ||||||||
---|---|---|---|---|---|---|---|---|---|
Casting Requirements: | none | ||||||||
Typical Location: | The woods at night, spooky places | ||||||||
Action to Cast: | The ritual participants must remain in the area for an hour. | ||||||||
Methods to Challenge: | |||||||||
Effect | |||||||||
This territory is now Haunted. A Haunt must always be "dangerous". The Warden of the area gets the following powers:
|
Oneiromancy
Ashes of the Phoenix
Ashes of the Phoenix | Astral Ritual |
---|---|
Description: | Someone is ritually sacrificed and phases out for one hour. Before they next phase in, they may reassign their class and skills, or create a new character. They may also choose to resurrect as a previous character. |
Casting Requirements: | 2 people. This ritual must be cast within three days of a new moon. This ritual may only be cast on someone once per new moon. |
Action to Cast: | After preparing the ritual for at least 10 minutes, one person will sacrifice another. The entire ritual must last at least 10 minutes, and may include any action which prepares for the sacrifice. The sacrifice itself is a death-blow delivered to the victim's torso. After the sacrifice, the sacrificer must say the words "May you rise from your ashes." If these magic words are not spoken, the ritual will not work and the target will be killed (most brutally) instead. This is said to be an extremely painful way to die. |
Effect | |
The victim of the sacrifice will "phase in" in one hour. When they return, they may have reassigned their class and skills, created a new character, or resurrected as a previous character. If the magic words were not spoken after the sacrifice, the victim remains dead as if he was killed normally. |
Land Hex
Land Hex | Astral Ritual | ||||
---|---|---|---|---|---|
Description: | This spell will place a hex on the territory in which it is cast. The area is filled with Void energy which prevents the casting of Astral Magic. The Warden of the territory may conjure monsters which represent this energy. Once a certain number of monsters are defeated, the hex ends. | ||||
Casting Requirements: | 1 person. This must be cast in a dangerous area. May not be cast in a territory which is currently hexed. | ||||
Action to Cast: | You must draw a hexagon on the ground and stand within it while casting this ritual. You must spend 10 minutes concentrating roleplaying the casting of the ritual. This may include actions such as pouring salt or blood on the ground, destroying art, or making horrible noises. It must be clear to anyone observing you that you are casting a spell. At the very minimum, you must continue waving your hands in circular motions. | ||||
Effect | |||||
You may create a "curse card", which must be given or delivered to the Warden. The card indicates that no Astral Magic may be cast at this location until 20 monsters are defeated. The Warden gains the following power:
|
Harvest
Harvest | Astral Ritual |
---|---|
Description: | This spell creates a Resource Tag of the type "Quicksilver", "Cold Iron", or "Spirit Silk". |
Casting Requirements: | This must be cast in a territory which is fertile. It must be cast by the Warden of that territory. Casting this spell will make the territory infertile for 30 days. (please note the this on your group page). The caster of this spell may not cast Harvest again for 30 days, even if they do it in a fertile territory. This restriction is not lifted by switch characters through an Ashes of the Phoenix spell. |
Action to Cast: | You must spend at least 10 minutes roleplaying the casting of the ritual. This may include actions such as digging, searching, or otherwise locating the resource somewhere within the territory. |
Effect | |
You may print out and sign a Resource Tag for "Quicksilver", "Cold Iron", or "Spirit Silk". |
Move Altar
Move Altar | Astral Ritual |
---|---|
Description: | A Dead God relocates his or her altar. |
Casting Requirements: | The caster must be a Dead God. The caster must have an icon. This is a symbolic representation of the Dead God, which could include a painted symbol, a photograph or other piece of art, a doll, or a holy artifact. This ritual may only be cast on an altar once per day. |
Action to Cast: | The Dead God must spend five minutes at the old altar, during which time it should be cleaned and any icons should be removed. The god then travels to the new spot for the altar, and spends five minutes creating it. The creation should involve placing or creating an icon in that location. Any of the God's followers should be performing the God's prayer or litany. |
Effect | |
The God's altar is relocated. |
Forge Weapon
Forge Weapon | Astral Ritual |
---|---|
Description: | This spell creates a Weapon Tag of the type "Silver", "Iron", or "Essence". |
Casting Requirements: | You must spend four identical types of currency.
|
Action to Cast: | You must spend at least 10 minutes roleplaying the casting of the ritual. This may include actions such as hammering on the weapon, etching it with runes, or otherwise enchanting it. At the end of the spell, you must tear up the Resource Tags used in casting. |
Effect | |
You may print out and sign a Weapon Tag which should be attached to a weapon prop. |
Forge Wand
Forge Wand | Astral Ritual |
---|---|
Description: | This spell creates a Wand Tag of the type "Silver", "Iron", or "Essence". |
Casting Requirements: | You must spend four identical types of currency.
|
Action to Cast: | You must spend at least 10 minutes roleplaying the casting of the ritual. This may include actions such as waving the wand over a flame, etching it with runes, or otherwise enchanting it. At the end of the spell, you must tear up the Resource Tags used in casting. |
Effect | |
You may print out and sign a Wand Tag which should be attached to a suitable prop. |
Unite Dream Country
Unite Dream Country | Astral Ritual |
---|---|
Description: | This spell unites a number of territories into the same nation, called a dream country. Territories within a dream country have a common set of laws, and a common ruler, called a Shaper. See also: Dream Countries, The Shaper. |
Casting Requirements: | This spell must be cast by a minimum of five Wardens, each of which must own a territory within the dream country. This ritual must be cast in every territory which wishes to join. The Warden of the territory must participate in the casting.
When the dream country is first founded, this ritual must be cast in at a minimum of five territories within 5 days. Additional territories may join at a later date by casting the ritual in those places. At least five participants must be present for each casting. All dream countries have a name, and a flag or symbol. This must be prepared prior to the first casting of this ritual. |
Action to Cast: | The casters decorate the territory with the the dream country's symbol or flag. The Warden of the territory must deliver a short speech in which he or she dedicates his territory to the dream country. Each dream country may have a traditional action such as a toast or pledge, which should be performed as well. |
Effect | |
The territory in which this is cast is now part of a Dream Country. This ritual can also be used to remove a territory from a dream country. In this usage, the ritual is called "Recede from Dream Country". |