“Habitual Ritual”

“Habitual Ritual”

“Habitual Ritual”

or

“I Don’t Want to Set the World on Fire”

(with thanks to Thomas Roberts for soundboarding)

Mage, Wizard, spellcasters of all ranks share a common bond:  the ability to reshape the world around them.  With a few words in languages that shatter men’s minds, and movements that defy the limitations of mortal men, a magic user can turn their enemies to dust, restore the broken, and erase time itself in an instant!

Sadly, with all the magic that flys around at the table, the most humble but powerful of tools from the magic arsenal is left covered with dust, except for the occasional nibble by a beloved mule:  The Ritual Move

Per p. 147 of the DungeonWorld Handbook, “Ritual effects are always possible…”, which gives the magician enormous power within the game world!  

Army of Darkness at your doorstep?  A simple dash of Ritual will send them home to mummy!

Pirates abandoned you on a deserted island?  Mearly apply Ritual, and you’ll be giving them just desserts!

Compared to the list of spells for the Wizard, or to the invocations of the Mage, Ritual is a powerful ability that can and should be used liberally.  Mechanically, it allows you to “avoid” a hard move by guaranteeing success, with the “downside” being that the GM will tell you what it will take, and that you must find a place of power in order to perform it.  It exemplifies the flexibility of Dungeon World, allowing a mage to create small rituals such as creating a small flame to light a torch, to World-Shattering Epic Demon Summonings, in return for a little effort and time.  Finally, a use for those illithid tongues and jars of ogre snot while everyone else catches a nap, or for making things just a little nicer around the home, and definitely impressing those rubes while you carouse at the inn.  

Best of all, the only hard requirement is that it be performed in a place of power.  “But Ferrell, that means I have to travel all the way out to an area” I hear you say.  Ah, in 3.5 maybe this would be a supreme effort requiring rolling a million dice, but in Dungeon World?  Easily located, right in your own backyard/dungeon.  The fact that you are seeking a place of power should register with both the GM and the group, and while it may not be given to you on a silver platter, it should be close at hand.  Though guarded, with some traps, a few monsters, and may require you to evict the current resident practitioner of witch-craft.  Things you were going to do anyway, right?  And who knows what rituals they may have ongoing that you can just walk right in and “borrow”.

Maybe though you want to try a more peaceful manner?  Perhaps you can barter with your old master?  Or speak with your local Druid/Ranger, for many places of power are lost in the wilderness!  Get your party involved, because not only can you help yourself, you can help them!  Sneaky thief shoes, fiery swords and the grace to charm the horns off a devil,  all can be had!  Yes friends, Ritual should always be in the back of your mind for when you want something that lasts longer than a fireball.  Your friends, and those closer than friends, will always appreciate that longer lasting effect.

6 thoughts on ““Habitual Ritual””

  1. One thing I would like to see more of is non-mage or cleric characters using prayers to their dieties/ancestors, minor pre-battle rituals or superstitions. Even a battlecry, “taist my mountain!”, adds alot to the story.

    About to open a traped chest? maybe a short prayer to Raptay god of theives would be apropriate. About to fight a demon? follow the ancient ritual of askalon to purify your spirit. Just spilt the salt? Throw a pinch over your sholder. Non of these behaviors is likely to hurt your chances and they add flavor to the adventure. I would love to see a party where one character always turns left and the other right.

  2. One thing I would like to see more of is non-mage or cleric characters using prayers to their dieties/ancestors, minor pre-battle rituals or superstitions. Even a battlecry, “taist my mountain!”, adds alot to the story.

    About to open a traped chest? maybe a short prayer to Raptay god of theives would be apropriate. About to fight a demon? follow the ancient ritual of askalon to purify your spirit. Just spilt the salt? Throw a pinch over your sholder. Non of these behaviors is likely to hurt your chances and they add flavor to the adventure. I would love to see a party where one character always turns left and the other right.

  3. Sorry, Ferrell.  Totally forgot to comment on this after I also forgot to mention it Sunday.

    So I haven’t played DW enough for this to have come up, but there’s a fan-made Apocalypse World playbook called The Witch that borrows/alters this move.  I ran a game where eventually one player took a second PC and chose the Witch playbook.

    I really love this move.  When I first looked it over, I was taken aback by the potential scope of it.  There are no limitations placed on what the ritualist can attempt to do.  I sat there and was like:  What if somebody uses this move to, say, try and destroy the world?  Would it handle something that grand?  And then looking at the options, I realized I could handle it by saying:  Totally, but…

    * it’s going to take months of attention

    * you’re going to have to sacrifice thousands

    *you’re going to need help from your rival hold’s Seer and the other PCs

    *it’s going to mean exposing yourself to serious danger

    *it’ll have unintended consequences

    *…and someone will notice your attempt and try to stop you.

    Bam!  Instant campaign focus.  End the world.  If they do all that, they’ve earned it.

  4. Sorry, Ferrell.  Totally forgot to comment on this after I also forgot to mention it Sunday.

    So I haven’t played DW enough for this to have come up, but there’s a fan-made Apocalypse World playbook called The Witch that borrows/alters this move.  I ran a game where eventually one player took a second PC and chose the Witch playbook.

    I really love this move.  When I first looked it over, I was taken aback by the potential scope of it.  There are no limitations placed on what the ritualist can attempt to do.  I sat there and was like:  What if somebody uses this move to, say, try and destroy the world?  Would it handle something that grand?  And then looking at the options, I realized I could handle it by saying:  Totally, but…

    * it’s going to take months of attention

    * you’re going to have to sacrifice thousands

    *you’re going to need help from your rival hold’s Seer and the other PCs

    *it’s going to mean exposing yourself to serious danger

    *it’ll have unintended consequences

    *…and someone will notice your attempt and try to stop you.

    Bam!  Instant campaign focus.  End the world.  If they do all that, they’ve earned it.

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