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Rituals
Ritualists write ritual seals at the
scribe desk. Anyone can use a finished seal; only someone who knows the school at the seal's rank can write it.
Ritualists write ritual seals at the scribe desk in five schools (Augmentation, Deception, Restoration, Travel, Warding); anyone can use a finished seal. Augmentations are permanent body changes, up to three per person.
Learning rituals
The Rituals tree (open to every ninja) has one technique per school: Augmentation, Deception, Restoration, Travel and Warding. Each rank you learn (C, B, A, S) lets you write that rank's seals. The same tree holds the ritualist perks:
- Enduring Ritualist (B): timed rituals last 50% longer. Persistent Ritual (A): twice as long.
- Quicken Ritual (B): seals are written 50% faster.
- Experienced Ritualist (C): a 25% chance a seal isn't used up.
- Share Ritual (B): a blessing on an ally also touches the nearest other ally within 3 cells.
- Ritual Specialization (B): ritual healing and resistance-breaking are 25% stronger.
- Expansive Ritual (B): area rituals cover 50% more ground.
- Ritual Knowledge (B): your curses last twice as long.
Costs: C seals take cloth and silver; B adds gold; A adds a spirit gem; S needs three spirit gems and gold.
Augmentation
Permanent body changes, used on a person (up to three per person): claws, fangs, scaly skin, thin or thick fur, expanded or filtered lungs, sleepless, enhanced metabolism, armour plates, thick hide, living furnace, pervasive hearing, exoskeleton, skeletal reinforcement, massive claw, photosynthetic, prehensile tail, very thick hide, extra arms, healing touch and adaptive body.
Augmentation expulsion (A) removes all augmentations and curses.
Curses (C, five days, on enemies and prisoners): brittle bones, lethargy, thin skin, combat fear and festering sores.
Deception
Soothing calm: ends a mental break at once.
Wisp lights,
miasma of shadows and
hallucinatory wall (thrown): lights, a cloud of shadow, an illusory wall that blocks sight but not movement.
Poker face,
glib limerick: better bargaining and social impact for a day.
Grim interrogator: breaks down a prisoner's resistance.
Lap of luxury: a good mood for a day.
Camouflage and
vanish (B): invisibility for a while.
Memory rewrite (B): erases someone's worst bad memory.
Phase shift (B): half damage for a short while.
Curse: nightmares (A),
extend lifespan (S): five years younger.
Restoration
Cleansing, cure disease, comrades' succor (heals everyone near), remove affliction, restore senses, transfer vitality, borrowed vigour, lasting rest (preserves a corpse), field of victory, moonlight vigor (a full night's rest),
heal (A, about 80 points), fantastic recuperation,
contingent recovery (heals once when the bearer goes down), soul guard,
cure blight (S),
call the departed (S) and
restore youth (S, ten years).
Travel
Flicker and
jaunt (thrown): carry the thrower to where the seal lands.
Companion summon and
summon friend: pull one of your animals or people on the map to your side.
Wagon's burden,
feet of cloudrunner,
cheetah's pursuit: carrying capacity and speed.
Transit circle (B): place two or more; right-click one with a colonist to step through to another.
Swift mark (S): a marker stone you place; a
swift mark recall seal flashes its user to the nearest mark.
Warding
Warding sigil (B): a floor glyph that stuns enemies who come near and raises the alarm.