Talk:Call of the Ocean
First question for the GMs: since this is trying to make 2 power 6 items, should the success rolls be for 12, instead of for 6?
A couple of other mechanic notes:
A ritual must have some cost to it; the easy way to do the cost is by soaking one of Yin or Yang and turning it into damage, but if you're going to be tricksy and pretty and not do that, then the cost needs to be paid elsewhere in the ritual.
When using a ritual to create magic items, frequency 1 is one-shot (like a potion) not once per book. (In this case, one-shot is probably sufficient for what you want). --Boojum 15:34, 28 January 2011 (UTC)
The aesthetics of this are more about invoking mastery of a ship and sailing, rather than precisely the sea. Possibly it would work better to have it not all focused on the same boat, but different aspects of ocean (multiple boats, fish, swimmers, etc.)
The phase of the moon should be related to the tides -- I think the highest tides are on a full moon?
Would it help to do the ritual close to the ocean? We could blow the horn as the tide changes, and possibly charge it with incoming water at high tide?
Destruction of metal could take the form of breaking a weapon on a (mocked up) sea monster. Would it be appropriate to work something related to the Overlord's Armor into this? (I *think* disarmoring him is one of the points of this ritual?)
The "seeking by fire" strongly reminds me of the ice chips of doom. Do we know why the ice is keyed to fire and sea water? If there's some mystical connection between fire and sea water, we might be able to use it here.
Alternately, the horn could be "lost" early in the ritual and "found" in the seeking by fire.
--HeidiB 22:03, 30-31 March 2011 (UTC)