What is Formal: Formal Magic is a special type of magic that is called ritual or formal magic. It can be obtained when you have at least one 9th level battle magic spell. Formal Magic has a build cost associated with each level of Formal that you purchase, depending on your class. Not all Classes can purchase Formal Magic.
Formal Magic requires a scroll and components, as well as a Formal Magic Area or a Circle of Power or Protection, under almost all circumstances. There is typically a gold piece cost that must be paid to purchase components and scrolls for all formal rituals. Some scrolls and components may be quite rare and expensive as well!
What can Formal Magic do? Well, we can't say too much here, as this is considered in-game knowledge. We can tell you that it is used to create and destroy magic items, protect people and their possessions, and a variety of other uses.
How can I cast a Formal Magic Ritual once I have purchased the skill for my character from Logistics? You must first find a teacher ... this is an in-game process. Your teacher must notify Logistics (typically via e-mail) stating that they are teaching you this skill. (Formal Magic level 1 for example) After you have spent the build cost from your character sheet, you will have the ability to cast a level 1 ritual! Now you must find the Scroll and Components in game. Many times before an Event starts for the weekend, the PLOT committee will sell trivial scrolls and components out of game, in and around the Tavern. This may vary based on the make up of the PLOT committee. The more rare and exotic scrolls and components will have to be purchased in game, through character or NPC contacts.
The Actual Process: This process has been simplified a bit in order to cut down confusion. Here is how you cast your ritual once you have purchased the skill out of game, and the Scroll and Components in game.
Step 1. Create your Formal Magic area. This may be a Circle of Power or Protection cast from your memory, a friend’s memory, an item, or a variety of other ways. A second option is a Formal Magic area, which must itself be created as a formal magic ritual.
Step 2. Begin the ritual. You need to note the time out of play, and notify the Formal Marshal on duty. Many times this is done before the actual ritual is begun. You would simply say to Formal Marshal Tom, “I am heading down to my cabin to begin casting Ritual X”, the Formal Marshal would note the time, and try their best to come to the location where you are casting the Ritual when the Ritual is due to be completed. It is important to always notify an official of the game, when casting a ritual. A Plot Marshal will suffice if no Formal Marshals are on duty.
Step 3. At this point you are casting the Ritual. These rituals take a set time, and it is noted on the Formal Magic Scroll. Be sure to properly time the duration of your Ritual and the Duration of your Circle! If the Circle is dropped for any reason during the Ritual, then it will FAIL, and all components will be lost. ( See below for what can be done during the casting of a Ritual both in and out of game) Clarification – If there is a circle or formal area in place the entire casting time of the ritual then the ritual will be resolved as normal. It is possible to have a different circle in effect at the end of the ritual then was cast at the beginning.
Step 4. Assuming you made it through the casting time of the ritual, it is now time to pull your Alterations. This is where the Formal Marshal comes in. He will note the time and ritual on a Formal Log, and go over the Alterations with you. (See below for a description of a Alteration.) The Alterations of each Ritual will be listed on each Scroll. You will be asked to pull marbles or some other colored object/coin to determine whether or not your ritual succeeds or fails. This will end your Ritual. Very simple!
What can and can't be done during a Formal Ritual. Typically during a Formal Ritual that is not negatively impacting another player, you can do other things for the game, such as Monster, help PLOT, sit quietly in your cabin and read or listen to music, etc. You cannot leave site, sleep, go down to the lake and go swimming or anything like that. In other words you can either work for the game or stay in your cabin and roleplay casting the ritual.
Frequently asked questions.
“What happens if I talk during the casting of a Ritual?” The ritual will fail if it is negatively impacting another player/npc. If you are casting a ritual that does not require you to actively participate in it, then you may talk with your cabin mates, etc. See: What can be done during a Ritual.
“Can I research my own Formal Magic Ritual?” No. At this time the game is not designed to allow the players to research their own rituals. This may come at a future time. If you have an idea for a new ritual, tell a PLOT member or Formal Marshall, and they can relay it to the appropriate person.
“Can I combine rituals to see what happens?” No. Unless specifically stated on the Scroll, Rituals cannot be combined to see what happens. This is done to insure consistency and fairness in the Game.
“Can I cast Rituals during Spell Reset?” No. If you are beginning an hour long Ritual at 5:30 and Reset is at 6:00, then the remaining 30 minutes will have to be continued once the in game signal is given again.
What are Alterations? These are
variables in the Formal Magic system. Each ritual has a random factor associated
with it that can be positive, negative, or not affect things at all. The
Alterations are listed on each scroll, and describe the result of said
alteration. They can range from minor to spectacular.
The chart above shows the standard success/alteration/failure ratio for each level of Formal Magic. Here’s where things get fun. These alterations can be manipulated to a certain extent in several ways.
Apprentice assisting – Can change 1 success to a alteration OR 1 alteration to a success, but there must always be one Alteration and one Success in the ritual.
Familiars - A familiar has the ability to assist in formal casting, allowing the caster to make a one-step change to the alteration scheme of any ritual the familiar assists with.
Type of Circle – Casting an Earth Ritual in a Celestial Circle of Power automatically adds 1 Alteration. The opposite is true as well, for casting a Celestial Ritual in an Earth Circle of Protection.
Duration of Circle – A temporary Circle adds one alteration to the ritual, while taking away one success.
Roleplaying – If the caster actively roleplays the ritual, in whatever way is deemed appropriate by that player and the formal/plot marshal, then you may change a alteration to a success or a success to a alteration.
Components – using an extra set of components in the Ritual will remove or add 1 Alteration or 1 Failure, if more then 1 in the Ritual. There must always be at least one Alteration and Failure in a Ritual. At this time there is no limit to the amount of extra sets that you may add to the ritual, but you are still bound by the rule of always 1 alteration and 1 failure in a ritual.
Level of Mastery of the caster – Caster level of Formal Ability – Ritual level = shift of Successes to Alterations at the casters choice. (Caster with level 6 formal casting a level 1 ritual can change 5 successes to alterations, or any combination there of, as long as that meets the minimum of 1 success 1 alteration and 1 failure in the ritual.)
Permanence - The more formal points/levels in an item will cause it to be harder to be successfully cast. The following list will apply to points/levels NOT counting the permanence.
0-12 no change
13-18 changes 1 success to a alteration
19-24 changes 2 successes to alterations
25-30 changes 3 successes to alterations
31-36 changes 4 successes to alterations
37-42 changes 5 successes to alterations
43-48 changes 6 successes to alterations
49-54 changes 7 successes to alterations
55-59 changes 8 successes to alterations
60-64 changes 9 successes to alterations
65-69 changes 10 successes to alterations
this progression continues adding one alteration per 5 levels of formal cast in the item.
Apprentices- These are players, just like you. They must have Formal magic up to the level of the Ritual being cast, in the same Realm of Magic.(Earth or Celestial) They can assist in the casting of the Ritual by going through the casting with you. They can remove one alteration or add one alteration at their discretion. The Master (caster) CAN determine which way an apprentice moves the alterations. Also an apprentice can cause a ritual to Fail automatically. This will be known to the Master. You may only have 1 apprentice per ritual.
Casting Rituals on other players – this is permitted as long as it is noted on each Scroll. The other player may have something to say about this if it is detrimental to that character! The procedure is the same for the most part, with one significant difference. You MUST remain in the Circle or Formal Area the entire casting time of the ritual. You must also conform to these guidelines:
1. You cannot talk. Any in game conversation will cause the Ritual to fail, and all components will be lost.
2. Any abrupt movement, such as being startled or falling out of a chair can cause the ritual to fail. This would be judged by the Formal or Plot marshal present. Sleeping while casting the Ritual will cause it to Fail.
3. You must be able to physically read the Scroll while casting the Ritual. There is no infra-vision in Solar. If the Marshal asks you to read the Scroll, you must be able to out of game, to prove there is sufficient light to cast the ritual.
4. You may chant, sing, hum, or role play in other suitable ways during the casting of the ritual. You may also simply sit quietly in the circle with the Scroll in front of you.
5. You can also gesture in a quiet manner, such as pointing, nodding your head. You may not mouth words, or write things down. (unless called for in the Ritual)
6. Finally, if all
parties involved agree, then the requirements above can be waived, and the
ritual time must pass, then the Alterations can be pulled.