# CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS

Since both magic and the divine dwell in spirit form within places, items, and creatures, the use of spells, Rituals, and magic abilities – excluding those of the Invoker Class (see page 154), with its ability to harmonize with natural forces – might provoke a reaction from those very same spirits. The details of such events vary based on the character’s Identity and abilities used, but they often come into play as a consequence of Opportunities, Fabula Points, Sacrifices, Surrenders, or failed Rituals. The Game Master might also add favorable and unfavorable plot twists as they see fit.

Among the most fitting rules to use in these circumstances are harmful or beneficial environmental effects (see Core Rulebook, page 299), a sudden shift in the invocation wellsprings (see page 156) or, in the most extreme situations, the introduction of a new threat or danger.

## MEDIATION AND RITUALS

Following these premises, Rituals become a dialogue with the forces of nature and require self-discipline, empathy and preparation – they are often the exclusive prerogative of a single member of the group, trained in one or more disciplines:

- Chimerism, Elementalism, and Spiritism. These are the most common disciplines, associated with communicating and negotiating with the spirits of flora and fauna, the presences inhabiting the basic elements and the positive and negative influences that flow through all living creatures, respectively.
- Arcanism. When reimagined to fit a natural fantasy style, this discipline represents the ability to gain the favor of ancient protector spirits, keeping a fragment of their power inside any item they consider an appropriate vessel. This may include being hosted within the Arcanist’s own body, in the form of a tattoo, scarification or partial metamorphosis.
- Entropism and Ritualism. Finally, these disciplines are the most unusual and they are linked to a subject we will address on the following page: magic as a form of control.