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.
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: