22GAME RULES

The Ritual

The Ritual is cast following the normal procedure for a spell (page 115), but it always requires a Magic Check which must meet or exceed a Difficulty Level based on the Ritual's potency (see below). The Check will rely on the Attributes indicated by the Ritual's discipline (see page on the left).

If you succeed, the Ritual has the desired effect; if you fail, the Game Master will describe how its effects have been twisted in a catastrophic way.

Procedure for Casting The Ritual

  1. Determine Goal: Describe what you want to accomplish with your Ritual and declare which area or creatures you want to affect.
  2. Game Master Ruling: The Game Master has final say on whether a given effect can be accomplished, as well as which Ritual discipline it falls within.
  3. Calculate Cost: By consulting the Area and Potency tables below, the Game Master determines the Ritual's total cost in Mind Points (MP).

Potency Table

Potency MP DL Examples
Minor 20 7 Create a flash of light, block a passage, shatter a glass.
Medium 30 10 Create an illusion, treat an illness, locate someone or something, sense emotions, provide short-term energy.
Major 40 13 Sense thoughts, influence emotions, dispel a curse, temporarily alter the weather, provide long-term energy.
Extreme 50 16 Weaken a divine entity, prevent a catastrophe, cause a week-long change in a creature or location.

Area Table

Area Multiplier Examples / Scope
Individual ×1 A human-sized creature, a door, a tree, a weapon.
Small ×2 A few human-sized creatures, a large creature, a small clearing, a room, a railway car, a hut.
Large ×3 A crowd, a small forest, an airship or galleon, a castle hall, a house, a giant creature.
Huge ×4 A fortress, a lake, a mountaintop, a village, a city block.