Psychic rituals

Psychic rituals are rituals like those in Ideology DLC but with the psychic side of Royalty DLC. They are performed at an Psychic ritual spot and can be improved with stuff like void sculptures and shard beacons and Apparel like ritual masks and ceremonial hoods. They allow to psychically induce an insane Archotech machine-god who can distort reality.
== Mechanics ==
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either Bioferrite or a Shard which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% Psychic sensitivity such as Ghouls, psychically deaf pawns and psychically dead pawns, cannot be a participant nor the target of a ritual.
Children may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.
The quality of any ritual is based on the following factors.
* The Psychic sensitivity of the Invoker. An Invoker with 100% Sensitivity will grant a bonus, this increases proportionally up to a maximum of at 281% sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.
* The number of Chanters. filling all spots (whether there are four or six) grants a bonus, with each pawn contributing an equal portion of the bonus.
* The number and Quality of any nearby Void Sculptures, up to six sculptures. Normal and Good give each, Excellent and Masterwork gives each and legendary gives .
* The number of nearby Shard Beacons. Each beacon provides an bonus, to a max of at four Beacons.
* Psychic ritual quality offset from the Psychic Ritual Precept. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by * (Number of pawns with precept/Number of pawns participating)
== List of rituals ==
Ritual 	Ritual Effect	Ritual Duration	Ritual Cooldown	Ritual Cost	Required Research
Void provocation	Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.
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* Causes an entity event to occur between 2 to 4 hours, or and , after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See Events/Anomaly. Some entities require a minimum Monolith Level and some have other requirements.
* Ritual quality dependent chance to fall into Dark psychic shock, being rendered unconscious for between and 
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== NPC rituals == 
NPCs have their own similar, but mechanically unique psychic rituals
== Analysis ==
=== Intentionally bad rituals ===
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality Draw animals has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute psychic animal pulser for the cost of bioferrite. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a Shard, which is likewise easier to get hold of from a smaller group. As many stats (noticeably Global Work Speed) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero psychic sensitivity. A psychically deaf pawn equipped with a single item of prestige armor has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.
=== Chronophagy analysis=== 
 Age Where Chronic Ailments Can First Appear
Age	Ailment
20 	Artery Blockage
23 	Carcinoma
34 	Alzheimer's
41 	Bad Back
49 	Cataracts, Hearing Loss
51 	Frail
69 	Dementia
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop chronic ailments, and the lower their Immunity Gain Speed and Fertility. Pawns closer in age have an easier time forming romances, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in lovin'. The transhumanist ideology includes a need for age reversal after pawns reach age 25.
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to Healer mech serum or bionic replacements.
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous statistics lower than a fully grown pawn, notably a Global Work Speed of .83, a move speed of 0.95x, and a higher risk of Overdose and Addiction from reduced body size. Pawns under 16 cannot have children of their own. 
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age. 
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required bioferrite per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.