The Ritual is cast following the normal procedure for a spell (page 115), but it always requires a Magic Check which must meet or exceed a Difficulty Level based on the Ritual's potency (see below). The Check will rely on the Attributes indicated by the Ritual's discipline (see page on the left).
If you succeed, the Ritual has the desired effect; if you fail, the Game Master will describe how its effects have been twisted in a catastrophic way.
| Potency | MP | DL | Examples |
|---|---|---|---|
| Minor | 20 | 7 | Create a flash of light, block a passage, shatter a glass. |
| Medium | 30 | 10 | Create an illusion, treat an illness, locate someone or something, sense emotions, provide short-term energy. |
| Major | 40 | 13 | Sense thoughts, influence emotions, dispel a curse, temporarily alter the weather, provide long-term energy. |
| Extreme | 50 | 16 | Weaken a divine entity, prevent a catastrophe, cause a week-long change in a creature or location. |
| Area | Multiplier | Examples / Scope |
|---|---|---|
| Individual | ×1 | A human-sized creature, a door, a tree, a weapon. |
| Small | ×2 | A few human-sized creatures, a large creature, a small clearing, a room, a railway car, a hut. |
| Large | ×3 | A crowd, a small forest, an airship or galleon, a castle hall, a house, a giant creature. |
| Huge | ×4 | A fortress, a lake, a mountaintop, a village, a city block. |
Philip Forlenza (Order #)