Performing this ritual takes at least 3 minutes of roleplaying. This ritual must be performed around the War Table, targeting a specific military unit or region.
Upon completion of this ritual, one Mark or Curse of the ritualists' choice affecting the target unit is removed, and no further Marks or Curses may be placed on the target unless their Ritual Cost is equal to or higher than the Ritual Cost that this ritual was performed at. This effect lasts until the start of the next Convergence or until a Mark/Curse of equal or higher Ritual Cost is placed upon the target.
You may perform this ritual at a Ritual Cost of 36+ to instead remove one Mark or Curse from a target Region and prevent further Marks or Curses from being placed on that target Region or on anything within that Region. These effects also last until the start of the next Convergence or until a Mark/Curse of equal or higher Ritual Cost is placed upon the target Region.
This ritual is designed to protect units or regions from malign magics, and it may be performed at a Ritual Cost higher than the thresholds called for above in order to make overcoming this ritual's protection more difficult.
Note that the regional version of this ritual's effect will cover any unit that is currently occupying the region at the time a they are targeted by a ritual. A unit that moves out of an affected region will become targetable by rituals as normal.
Performing this ritual takes at least 5 minutes of roleplaying. This ritual must be performed around the War Table, targeting a visible enemy unit.
While under the effects of this curse, the target enemy unit suffers 10 casualties each time it performs an Action. This effect lasts until the start of the next Convergence.
You may perform this ritual at Ritual Cost of 24 to increase the amount of casualties taken per action by the target unit to 15.
Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a symbol of a deity, an object considered sacred or closely associated with that deity, or must be performed in a space dedicated to that deity specifically.
This ritual places a Mark on the Afterworld Realm of the deity whose symbol or dedicated space was targeted by the ritual. A Realm can only be under the effects of one mark at a time.
All characters who take a Downtime Action in the marked Realm receive one additional resource produced by that Realm. If the marked Realm does not innately produce resources as a Downtime Action, it instead produces a single random resource for every character that travels there during Downtime.
This effect lasts until the start of the next Convergence or until another Mark replaces this one.
You may perform this ritual at a higher Ritual Cost to increase the bonus resources provided by the marked Realm during Downtime. For every additional resource provided, increase the Ritual Cost by 12.
This ritual increases the rewards of a chosen Downtime Action for every character that ventures there (i.e. spends the required number of Realmway Tickets) during the next round of Downtime. It's value increases as more players chose the targeted Realm for one of their Downtime Actions.
Performing this ritual takes at least 5 minutes of roleplaying. This ritual must be performed around the War Table, targeting a friendly unit.
Upon completion of this ritual and reporting it to the Crossroads, the ritualists may select one non-faction trait of the targeted friendly unit and replace it with one of the following traits:
Delver
Inquisitor
Scout
Sentry
Vanguard
This effect lasts until the start of the next Convergence or until another Mark replaces this one.
You may perform this ritual at a Ritual Cost of 21 to add one of the traits above to the targeted unit instead of replacing a trait. This effect lasts until the start of the next Convergence or until another Mark replaces this one.
Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets an area in-game or if overcharged, a region on the War Table.
If an in-game area is being targeted, the ritualists cannot leave that area until completed or the ritual will fail. If a tent or room is targeted by this ritual, it will affect the whole interior space. If it targets an open area, the boundaries will need to be marked, and the area cannot not be more than 50' across.
If a region on the War Table is being targeted, the ritual must be performed around the War Table.
Upon completion, the area is warded against Bloodless. Bloodless entities cannot pass the boundaries of the area. The ward is not indestructible, however. The ward has a maximum HP of 20 and can be dealt damage in the same way as characters and NPCs. Entities may strike the boundaries of the warded area to deal damage to the ward. Should the ward be reduced to 0 HP, the warded area will collapse.
While the ward is up, ritualists can repair damage to it by spending 30 seconds of RP and spending one Quantum crystal to repair up to 5 points of damage, up to the ward's maximum HP of 20. If you are a ritualist of the Lanternward Striders and have your Lantern of Ashward Flame, you do not need to spend a Quantum Crystal to repair the ward, just the 30 seconds of RP using the Ashward's embers.
This ward lasts 20 minutes when performed on the Battlefield using the [Battlefield] rules.
You may perform this ritual at a Ritual Cost of 60 to target a visible Region on the War Table. The ritual loses the [Battlefield] tag when performed in this way. When used in this way, no Bloodless hordes can spawn or move into this region. This effect lasts until the start of the next Convergence or until another Mark replaces this one.
If you intend to use this ritual in an open area, and especially if you intend to use it on the battlefield, you must consult the safety marshal well before you go through the Shadowgate. Staff may provide you with a particularly long thin blue tarp or a rope to mark the ward so that both players and NPCs can clearly see it.
Performing this ritual takes at least 3 minutes of roleplaying. The target character(s) must be willing and present throughout.
Upon completion of this ritual, the targeted characters immediately suffer the Weakened condition and remain Weakened for the duration of the Curse. When reporting this ritual to the Crossroads, the ritualists may select a number of visible enemy units on the War Table equal to the number of characters targeted by this curse. Those targeted enemy units' Attack stat is halved for the duration of this curse. This curse lasts until the end of the next Convergence or until removed from any of the target characters.
A character may only be under the effect of one instance of this ritual.
Unlike other effects, this Curse technically applies to multiple entities, both characters and units. The effect on the selected units lasts until the curse fades or is removed from the targeted characters. Also note the duration is through the end of the next Convergence, and there is no minimum or maximum amount of targets. Furthermore the effects of the curse end for all characters and units should the curse be removed from any of the targeted characters.
Performing this ritual takes at least 3 minutes of roleplaying. This ritual must be performed around the War Table, targeting a non-Fallen Enclave.
Upon completion of this ritual, the target [Enclave] region's Stability is increased by 20 to a maximum of 100.
This ritual may be performed at a Ritual Cost of 21 to raise one more target [Enclave] region's Stability by 20 to a maximum of 100.
Performing this ritual takes at least 2 minutes of roleplaying. This ritual must be performed around the War Table, targeting a friendly unit.
While under the effects of this Mark, the target unit may move 2 additional regions when it performs the Move action. This effect lasts until the start of the next Convergence or until another Mark replaces this one.
You may perform this ritual at a higher Ritual Cost to increase the bonus to movement granted to the target. For every additional region the target unit can move when performing a Move action, increase the Ritual Cost by 12.
Performing this ritual takes at least 3 minutes of roleplaying. This ritual must be performed around the War Table, targeting a visible region.
While under the effects of this Curse, target region counts as an additional region for the purposes of movement. Additionally, units that enter or start the next round of Downtime in the cursed region suffer 10 casualties. This Curse lasts until the start of the next Convergence or until removed.
You may perform this ritual at a higher Ritual Cost to affect additional regions. The additional target regions must share a border with the first region targeted. For each additional region targeted, increase the Ritual Cost by 14.
Performing this ritual takes at least 5 minutes of roleplaying. This ritual must be performed around the War Table, targeting a visible region.
Upon completion of this ritual and reporting it to the Crossroads, the ritualists may select either the [Perilous Terrain] or [Difficult Terrain] Terrain Feature to add or remove from the targeted Region. This effect lasts until the start of the next Convergence or until another Mark replaces this one.
You may perform this ritual at a Ritual Cost of 60 to add or remove both [Perilous Terrain] and [Difficult Terrain] from the targeted Region. This effect still lasts until the start of the next Convergence or until another Mark replaces this one.
Performing this ritual takes at least 3 minutes of roleplaying. This ritual must be performed around the War Table, targeting a visible unit.
Upon completion of this ritual, the target unit regains 20 Health, up to its maximum.
You may perform this ritual at a higher Ritual Cost in order to restore additional Health to the target. For every 10 additional Health restored, increase the Ritual Cost by 12.
Performing this ritual takes at least 5 minutes of roleplaying. This ritual must be performed around the War Table, targeting a visible enemy unit.
Target enemy unit takes 50 damage.
You may perform this ritual at a higher Ritual Cost in order to increase the amount of damage dealt to the target unit. For every 25 additional damage dealt, increase the Ritual Cost by 25.
Performing this ritual takes at least 3 minutes of roleplaying. This ritual must be performed around the War Table, targeting a visible unit.
Target unit increases their Defense attribute by 20. This effect lasts until the start of the next Convergence or until this mark is replaced by another one.
Performing this ritual takes at least 3 minutes of roleplaying. This ritual must be performed around the War Table, targeting a visible unit.
Target unit increases their Attack attribute by 20. This effect lasts until the start of the next Convergence or until another Mark replaces this one.
You may perform this ritual at a higher Ritual Cost in order to increase the Attack bonus for the target unit. For every 10 additional Attack, increase the Ritual Cost by 12.
Performing this ritual takes at least 10 minutes of roleplaying. This ritual must be performed around the War Table, targeting a revealed region.
Upon completion of this ritual, a military unit is created in the target region. The leader of the ritual may issue orders to this unit during the following round of Downtime, after which, the unit returns to the Realm of Zetar. The unit has the following attributes:
Chosen of War
Health: 75
Attack: 80
Defense: 70
Traits: [Vanguard] [Sentry] [Unique - Ethereal]
The [Unique - Ethereal] trait bestows upon this unit the ability to ignore the negative effects of Terrain features and reduces the damage this unit takes in combat by a third.