## RITUALS AS GROUP CHECKS

When a character attempts a Ritual, other characters can help (even if they have no ability to perform Rituals themselves). The Magic Check will become a Group Check (page 50), and the character who performs the Ritual will act as the leader.

## REDUCING THE COST OF A RITUAL

It is easy to notice that the MP cost of Rituals can be rather high. In order to reduce this cost, the spellcaster may provide an especially rare or powerful ingredient; doing so will cut the MP cost in half.

- This can only be done once per Ritual, and the Game Master should determine the nature of the ingredient — finding it should be its own adventure.
- If there is no time to prepare and the Ritual is urgent, an item or ingredient the GM deems suitable can be sacrificed to allow the Ritual to take place.

## SAMPLE RITUALS

Use these examples as guidelines when adjudicating Rituals.

Summoning a great globe made of fire and using it to destroy the engine of an airship is an Elementalism Ritual of major potency targeting a small area (80 MP, DL 13). If this Ritual fails, you might trigger a devastating firestorm.

Sensing whether a person is hostile is a Spiritism Ritual of minor potency affecting an individual area (20 MP, DL 7). On a failure, you might accidentally instill strong negative emotions inside them, with unpredictable consequences.

Erecting a barrier of energy to shield a castle from an avalanche is a Ritualism Ritual of extreme potency targeting a huge area (200 MP, DL 16). If the Ritual fails, you might cause a burst of uncontrolled magical force and trigger a supernatural cataclysm.

Altering the flow of time to briefly restore the functions of a damaged device is an Entropism Ritual of medium potency affecting an individual area (30 MP, DL 10). On a failure, the mechanism and some of the nearby objects might rapidly age before your eyes and crumble to dust.