## GAME RULES

### Potency Clock

The following describes the attributes associated with different levels of magical potency:

- Minor: Potency 4, Clock 20, MP 7, DL Individual ×1
- Medium: Potency 6, Clock 30, MP 10, DL Small ×2
- Major: Potency 6, Clock 40, MP 13, DL Large ×3
- Extreme: Potency 8, Clock 50, MP 16, DL Huge ×4

## RITUALS DURING CONFLICTS

Ritual magic can certainly be attempted during a conflict scene, but you will first need to gather enough magical energy.

The process is as follows:

1. Use the Objective action to begin the Ritual — perform steps 1 and 2 of the flowchart on page 119, determining the Ritual's discipline, area and potency.
2. A Ritual Clock is immediately created with a number of sections based on the Ritual's potency — see the table above. Now that this Clock is part of the scene, anyone can interact with it through the Objective action. Like any use of the Objective action, the Game Master will be the one adjudicating which Attributes should be used for the Check, as well as whether it has a fixed Difficulty Level or is an Opposed Check. The caster can perform the first Check to fill some sections the Clock as part of the Objective action they used to begin the Ritual.
3. Once the Clock is filled, the character who initiated the Ritual may use an action to perform step 3 of the flowchart on page 119; to do so, they will spend the appropriate Mind Points and perform the Magic Check for the Ritual, whose Difficulty Level is determined by the Ritual's potency (see above). The outcome of the Check will reveal whether the Ritual is successful or its effects are twisted catastrophically.