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<h1>RITUALS AS GROUP CHECKS</h1>
<p>
When a character attempts a Ritual, other characters can help (even if they
have no ability to perform Rituals themselves). The Magic Check will become a
Group Check (page 50), and the character who performs the Ritual will act as
the leader.
</p>
<h2>REDUCING THE COST OF A RITUAL</h2>
<p>
It is easy to notice that the MP cost of Rituals can be rather high. In order
to reduce this cost, the spellcaster may provide an especially rare or
powerful ingredient; doing so will cut the MP cost in half.
</p>
<ul>
<li>
This can only be done once per Ritual, and the Game Master should determine
the nature of the ingredient — finding it should be its own adventure
</li>
<li>
If there is no time to prepare and the Ritual is urgent, an item or
ingredient the GM deems suitable can be sacrificed to allow the Ritual to
take place.
</li>
</ul>
<h2>SAMPLE RITUALS</h2>
<p>Use these examples as guidelines when adjudicating Rituals.</p>
<p>
Summoning a great globe made of fire and using it to destroy the engine of an
airship is an <em>Elementalism</em> Ritual of major potency targeting a small
area (80 MP, DL 13). If this Ritual fails, you might trigger a devastating
firestorm.
</p>
<p>
Sensing whether a person is hostile is a <em>Spiritism</em> Ritual of minor
potency affecting an individual area (20 MP, DL 7). On a failure, you might
accidentally instill strong negative emotions inside them, with unpredictable
consequences.
</p>
<p>
Erecting a barrier of energy to shield a castle from an avalanche is a
<em>Ritualism</em> Ritual of extreme potency targeting a huge area (200 MP, DL
16). If the Ritual fails, you might cause a burst of uncontrolled magical
force and trigger a supernatural cataclysm.
</p>
<p>
Altering the flow of time to briefly restore the functions of a damaged device
is an <em>Entropism</em> Ritual of medium potency affecting an individual area
(30 MP, DL 10). On the failure, the mechanism and some of the nearby objects
might rapidly age before your eyes and crumble to dust.
</p>