By acquiring specific Classes and Skills, characters may gain the ability to use Ritual magic belonging to different disciplines.

Each branch of Ritual magic grants you influence over different aspects of the world:

## Discipline Magic

Arcanism
  【WLP + WLP】 Produce a magical effect based on the Arcana you have bound.
Chimerism
  【INS + WLP】 or 【MIG + WLP】 Enhance your senses, see through the eyes of an animal, quell the fury of a monster.
Elementalism
  【INS + WLP】 Walk on water, shape rock, snuff out fires, cause a rainstorm or summon powerful cyclones.
Entropism
  【INS + WLP】 Cause the decay of physical matter, twist the flow of time, teleport creatures or items.
Ritualism
  【INS + WLP】 Extract magic from an object, activate a soul circuit, sense the presence of magic.
Spiritism
  【INS + WLP】 Sense the presence and feelings of creatures, put someone to sleep or embolden their heart.

The full process for casting Rituals is described on the next page. Remember that Ritual magic should never be able to accomplish any of the following:

- Causing direct damage. The Ritual can still deal collateral damage — if you open a chasm below your enemies' feet, they are bound to suffer some kind of harm. When establishing collateral damage dealt by a Ritual, use the table on page 93.
- Inflicting or removing status effects.
- Causing characters to lose or gain HP , MP , IP , Fabula Points or Ultima Points.
- Replicating the mechanical benefits of an existing spell or Skill (however, narrative effects such as teleportation of flight are okay, even if some Skills do grant them).
- Generating creatures or equipment, or granting them permanent abilities.

Aside from these, most Rituals are fair game — but the stronger the effect you seek, the more tragic the consequences will be if your Ritual goes wrong.

# RITUALS