Rituals

Rituals are initiated by using a rite card on the work verb.

Each rite requires different types of cards to initiate the ritual, and each rite usually consumes at least one component of the ritual. The card types used with each rite vary but can include lore, influence, tools, ingredients and followers.

The ritual you initiate is usually a result of the aspects of the cards used as components of a rite. For instance, if you want to initiate the ritual "Summon a creature of smoky deception", the total of aspects between all cards used in the rite must add up to at least 2 Knock, 2 Winter, and 6 Forge, regardless of which rite is used.

Completed rituals can have various results depending on the specific ritual initiated including healing wounds, summoning minions, converting passion to reason, converting reason to passion, killing mortals, and ascending.

## Summoning Rituals

All Summoning Rituals require Knock, and adding Knock to a Rite disqualifies it from being anything but a summoning. Should the summoning fail, Reason can be used to safely dismiss the Spirit, Passion can be used to attempt to reassert control but may fail. On failure the Spirits will assault you (potentially damaging Health or Reason) or a random Follower.

### Call on the Cartographer of Scars to raise a corpse to half-life

Aspects: 4 Edge, 4 Winter

Requirements: A Human Corpse, Winter (4), Edge (2)

This ritual calls a force, the corpse to serve as a vessel, and create a Shattered Risen. The corpse will be consumed regardless of the Rite used. It will only survive 60 seconds.

### Call on the Ring-Yew to raise a corpse to half-life

Aspects: 4 Moth, 4 Winter

Requirements: A Human Corpse + Winter(4) + Moth (2)

This ritual invokes The Wood to bring the corpse into a half-life, creating a Burgeoning Risen. The corpse will be consumed regardless of the Rite used. It will only survive 60 seconds.

### Call on the Ring-Yew to renew a corpse's half-life

Aspects: 4 Moth, 4 Winter

Requirements: Burgeoning Risen + Winter(4) + Moth (4)

This ritual invokes The Wood to delay the third half-death of the risen.

### Summon one of the Name-emanations of the Forge of Days

Aspects: 12 Forge, 12 Edge, Deep Mandaic Speaker

Requirements: Knock (5) + Lantern (2) + Forge (10)

This Ritual summons King Crucible, a Name of The Forge of Days. He is the Tutor in Deep Mandaic.

### Summon one of the Name-emanations of the Red Grail

Aspects: 12 Grail, 12 Edge, Phrygian Speaker

Requirements: Knock (5) + Grail (10) + Forge (2)

This ritual summons Ezeem, a Name of The Red Grail. It is the Phrygian Tutor.

### Summon the mysterious Name known as the Baldomerian

Aspects: 12 Lantern, 12 Secret Histories, Fucine Speaker

Requirements: Knock (5) + Secret Histories (2) + Lantern (10)

This ritual summons Teresa, the Baldomerian, a Name of the Door-in-the-Eye. Teresa doesn't struggle; she's always up for a chat. She is also the Fucine Tutor.

### Summon a creature of smoky deception

Aspects: 8 Forge, 8 Moth

Requirements: Knock (2) + Winter (2) + Forge (6)

This ritual calls a Caligine, a spirit related to The Forge of Days.

### Summon one of the more bewildering creatures of the Red Grail

Aspects: 8 Grail, 8 Moth

Requirements: Knock (2) + Grail (6) + Moth (2)

This ritual calls a Raw Prophet, a thing related to The Red Grail.

### Summon a sharp-edged Lantern-thing

Aspects: 8 Lantern, 8 Edge

Requirements: Knock (2) + Edge (2) + Lantern (6)

This ritual calls a Hint, a thing that is not mortal but not Long.

### Summon a creature of the Thunderskin

Aspects: 8 Edge, 8 Heart

Requirements: Knock (2) + Edge (2) + Heart (6)

This ritual calls a Percussigant, a ceaseless creature related to The Thunderskin.

### Summon a servant of the Sun-in-Rags

Aspects: 10 Winter, 10 Edge

Requirements: Knock (2) + Winter (8) + Edge (2)

This ritual calls a Maid-in-the-Mirror, a Servant of The Sun-in-Rags.

### Summon one of the Voiceless Dead

Aspects: 6 Winter, 6 Moth

Requirements: Knock (2) + Winter (4) + Heart (2)

This ritual calls a Voiceless Dead, the fate of those who neither descend or become a Long.

## Other Rituals

According to the game files, Grand Rituals have a 10% failure rate, while Major and Minor have 30% and 70% respectively.

### Reason's Glory

This Ritual transforms Passion to Reason if successful. On failure you gain Fascination instead.

Requirements for Grand: Knock (0), Desire (0), Lantern (15) Edge (1)

Requirements for Major: Knock (0), Desire (0), Lantern (10) Edge (1)

Requirements for Minor: Knock (0), Desire (0), Lantern (5) Edge (1)

### Passion's Gyre

The inverse of Reason's Glory, transforms Reason into Passion if successful. But on failure it only generates Dread.

Requirements for Grand: Knock (0), Desire (0), Moth (15) Edge (1)

Requirements for Major: Knock (0), Desire (0), Moth (10) Edge (1)

Requirements for Minor: Knock (0), Desire (0), Moth (5) Edge (1)

### Forge's Redemption

This Rite, if successful, will turn Decrepitude back into Health while generating Notoriety and Fascination. If it fails, Decrepitude remains and the attempt generates Dread and Mystique.

Requirements for Grand: Knock (0), Desire (0), Forge (15) Grail (1)

Requirements for Major: Knock (0), Desire (0), Forge (10) Grail (1)

Requirements for Minor: Knock (0), Desire (0), Forge (5) Grail (1)

### The End is Beautiful

This Ritual is indiscriminate. It targets a random card with the Mortal or Summoned aspect (this includes Followers, Hunters, Spirits, and some Patrons) and kills it, producing A Human Corpse if the target was human or a relevant Influence if the target was a spirit. A successful ritual will generate Dread, Fascination and Notoriety along with its other effects, while a failed ritual will generate Dread and Mystique. Whether or not the ritual succeeds, any assistant used will also be targeted and killed.

Requirements for Grand: Knock (0), Desire (0), Winter (15) Lantern (1)

Requirements for Major: Knock (0), Desire (0), Winter (10) Lantern (1)

Requirements for Minor: Knock (0), Desire (0), Winter (5) Lantern (1)