Rituals
Rituals are the second kind of Spellcasting, which used to be a part of Cinderfells past.. People used to only be able to cast through build up of spells; chanting, runes, etc. But Magic has advanced to allow people to do cooldown spells.. However, Rituals are still passed on in Magic schools, ancestors, etc.. They are Spells that are more powerful and potent than cooldown spells due to their required build up and focus.
Rituals also have a factor that Cooldown spells do not; The person who is casting a ritual but visibly is doing something.. Whether it be chanting under their breath, Visibly drawing or forming a Rune or glyph in the air, below them, in their hands, wherever they like-- Or even other special effects such as Movement.
When it comes to Combining Rituals and Cooldown spells, people have dared to try and cast both.. You may cast a ritual, then a cooldown spell right after.. But doing this has severe consequences. In reference to Mana pool and Mana burn, Doing this once will immediately give you Moderate to Severe Mana burn.. And repeating it twice, or more, will result in lethal mana burn. It is recommended to pace your spells and use Rituals and Cooldowns separately.
Just like Cooldowns being represented by CD, Rituals are represented by BD, for Build up. Each tier and class is the same as Cooldowns. BD is the amount of turns or emotes you need to take before you can cast. For example, You chant for two BD, then on the next turn, your spell is casted.
Unlike Cooldowns, Rituals do not need to cast a certain amount of rituals before they can do higher Tiers, due to the large buildup needed.
Ritual Magic Tiers
Tier 1: Cantrips
A spell which creates a small impact or minor effect, such as a small stream of fire, a light the size of your palm, levitating a small object, or even healing a small trivial wound.
Bladeslinger BD: 1 Spellblade BD: 0 Hexblade CD: Cannot cast
Tier 2: Basic Spells
Tier 2 consists of spells which have an effect which is impactful, but not always lethal. Examples of spells which would be a Tier 2 spell can be Healing a Painful/Debilitating wound, An enchanting effect to increase physical abilities (Such as increased speed and strength), Forming a quick Arcane shield or even launching a rock the size of a forearm.
Bladeslinger BD: 2
Spellblade BD: 1 Hexblade BD: 0
Tier 3: Moderate Spells
A spell which has an impressive amount of Power, And can be lethal if it hits dead-on or against a target which is already moderately injured. A torso-sized fireball is a perfect example, along with a bolt of arcing electricity, healing a crippling wound, giving yourself stone-skin on a limb or levitating in the air.
Bladeslinger BD: 3
Spellblade BD: 2 Hexblade BD: 2
Tier 4: Heavy-Duty Spells
A spell which can either be Awe-inspiring, terrifying, or deadly. Perhaps even all three in one. If a spell like this targets you and you have no cover, or protection which could be magical or Well-equipped armour, You could become knocked out of the fight or worse; dead.Examples of spells with such power can be an entire room filling with fire, Summoning a large lightning bolt from the sky onto your enemy, or a large barrage of arcane blades at an enemy.
Bladeslinger BD: 4
Spellblade BD: 3 Hexblade BD: 2
Tier 5: Extreme Spells
Tier 5 spells are when you typically are heavily dependent on Luck, as you can suffer consequences trying to cast spells of this level. Even if you successfully cast the spell; There's no guarantee on what it will do sometimes. There have been situations such as someone Casting a fire that they cannot desummon or put out, requiring assistance of others; Or another large pinball of a fireball bouncing around to not only hit a foe, But its environment, and even the Caster. If you cast at this Level, there's the possibility of self-injury through mana burn or exhaustion, or even your magic having a Wild-Magic affect .
Bladeslinger BD: 6
Spellblade BD: 5
Hexblade BD: 4 Note: The more people participating and helping with a ritual, the more efficent and potent the Ritual becomes!