Re: Dark Gate OOC Thread
I heard something about fluffy tails here but I see none. ;_;
That said, I agree with powers sharing in the 3 at a time limit, since mechanically and (as a result) fluff-wise they share the same spirit ceiling.
Also, more ritual suggestions:
Fertility Ritual
Ritual Cost: 50 denarii or 4 hours to gather the ingredients.
Ritual Time: 20 minutes.
Ritual Requirements: Healer talent.
Description: The caster performs this ritual on themselves, a willing patient, or a helpless target. If the target is fertile, they automatically become/make their partner pregnant whenever a roll would be required for the next caster's mind/10 days. If the target has neither fertile nor infertile, they are treated as having fertile for the next caster's mind/10 days. If the target is infertile, their/their partner's pregnancy chance dice is changed to 1d20 and they become/make their partner pregnant on a 20 whenever a roll would be made for the next caster's mind/10 hours.
Contraception Ritual
Ritual Cost: 50 denarii or 4 hours to gather the ingredients.
Ritual Time: 20 minutes.
Ritual Requirements: Healer talent.
Description: The caster performs this ritual on themselves, a willing patient, or a helpless target. If the target is fertile, their/their partner's pregnancy chance dice is changed to 1d20 and pregnancy occurs on a result of 20 whenever a roll would be made for the next caster's mind/10 hours. If the target has neither fertile nor infertile, they are treated as being infertile for the next caster's mind/10 days. If they target is infertile, they've wasted either 50 denarii or 4 hours.
Arguments could be made for requiring focus in body, but it felt like these should be a bit more accessible, all things considered, plus body already gets a bunch of cool stuff.
Fiery Chariot
Ritual Cost: 50 denarii
Ritual Time: 10 minutes
Ritual Requirements: Focus in Fire, Conjurer Talent
Description: The caster summons a horse and chariot made of fire that lasts for mind/10 days or until dismissed. It has a body score equal to the caster's mind score, natural flight, 2X Quick, and 2X Pain Resistant, and Resilient. It has Immunity (Heat), a natural torch effect as consistent with the level 1 fire spell, and automatically deals 1d10 heat damage that ignores AV to anything that strikes it in melee, or 2d10 heat damage that ignores AV to anything that touches it directly (unarmed attacks, grapples, attempts to mount the chariot, ramming it into a target, etc.) except for its summoner and up to 1 other person of the summoner's choosing at a time. It is mindless and cannot be ordered to do anything on its own, away from its summoner, except for wait, nor can it be communicated with, it must be directed through its reins for it to move at all. A mage can attempt to cast spells from the chariot, though doing so on a round in which the chariot has moved causes a -10 casting penalty.
Fire looked like it needed some love in the ritual departments, so here we are, the ability to summon a loyal steed that specializes in transportation (and sort of drops the ball elsewhere) and also accidentally set any forest you're near on fire. Was considering changing the last bit to a -20 casting penalty.