So, here’s some info on what ritual mages use in my setting, both lore and stats. They are defenitely the most tool-heavy of all wizardly types.
How Do They Magic?
Basically, the orthodox style of ritual mages abuse the powers of dead gods, through prodding their subconcious memories of prayers long gone. Their rites are highly specific and strangely mutated shadows of religions long past.
And then there’s chaotic mages, drawing upon the Force emitted by the Other. Their rites are simpler, and in some ways cruder. No one really knows if they appease some unknown entities or if the rites are purely for the wizard’s own sake.
Mechanically, you roll one or several dice for spell effects. The total roll determines the spell’s effectiveness, but if they roll over a certain Limit the spell fails.
Orthodox ritual mages use components. It’s sort of a substitute for the offerings the faithful of the ancient religions gave to their now-dead gods. Each spell has its own component, which is consumed by the casting.
Using a component increases Limit by +4 for the cast.
Implements are used by both types of ritual mages, and they function as sort of signal enhancers. They help the mage absorb and direct power into spells.
A blackened wooden staff as long as a man. It’s perhaps one of the older ritual tools, and therefore simple. To use it, one must whirl it with both hands above one’s head, where it produces a hollowing ringing sound. This provides +1 Limit while casting.
A hefty silver rod the length of a lower arm. Every bit is inscribed with runes and patterns. Provides +1 Limit while held. A common tool, especially for university wizards.
A curved dagger of pure silver, covered in runes and patterns. If the mage draws blood with the dagger (1d4 no-armor damage to themselves or a solid blow to an enemy), they get +1 stacking Limit to their next casting.
A meter-long wooden staff, partially engulfing an emerald. The wood tingles of a constant static electricity. If the warping rod is used when casting, the caster may add a free additional casting die to the spell, which does not count towards Limit. If this is the highest die, the GM will roll on a side-effects table.
Some components are not spell specific, but work more as expendable Implements.
A solution of cobalt, quicksilver, alcohol and a range of other materials. It acts as weak sedative, while also stabilizing magical output. It increases the user’s Limit for a whole day. A save is rolled against a blanket penalty to all actions for each dose taken. The highest active penalty is used. Another save is rolled against the secondary effect when a new threshold is reached.
|+1||-2 for 1d4 hours||–|
|+2||-2 for 2d6 hours||Save or throw up, losing the dose|
|3-4||+3||-4 for 2d6 hours||
Save or pass out for 1d4 hours
|5-7||+4||-4 for 3d8 hours||
Save or nullify your magic for 2d6 hours
|8||+5||-6 for 3d8 hours||
Save or take 1d4 damage to all mental stats
A thick, red paste made out of white-tree sap, red clay, and blood. It’s used to draw a runic circle on whatever you’re targeting with the spell, and provides +2 Limit when used. Can be used to create a ritual circle around the caster as well.
A purplish crystalline salt created in alchemical laboratories. Traditionally formed into a circle around the caster. Every spell cast in the area within the next round will gain +1 to [sum] (spell effectiveness) per casting die, after Limit is checked.