Ritual Magic

Alchemy

Alchemy is the art of infusing magic into chemical processes. The most notable of which occurs in potions, but may also be seen in magical powders and talcs. Whereas a typical enchanting uses a magical trigger, the alchemist causes the magic to trigger when the chemical reaction occurs. For example, the potion being dissolved by the hydrochloric acid in the stomach or a piece of paper burning in a fire. Alchemists are required to have the Chemistry skill. To create an alchemical object, the spell caster must first decide on the trigger mechanism and create the device to contain the materials prior to triggering. The caster then assembles the device completely and casts the spell to be imbued into the object as in a normal enchanting. This works exactly like enchanting, however the trigger spell is not needed. Please note, that alchemists products are almost always one-use as well because the chemical reaction usually destroys the material in question.
Georges is an event planner and has decided that he is going to create some elixirs that will help him plant lavenders in specific areas for special events. He decides to take the leaves from a fresh lavender plant and press them to place the oil into a sealed glass vial. This vial will then go into a pot that is filled with dirt. Once the glass vial is broken, the lavender will start to permeate the air. This reaction will be the trigger for a Create Lavender Plant spell. The spell itself is a small one, although he wants a fine quality of plant. The range and the radius for the spell will be 0. He only needs about 1 Liter of plant per spell, but he wants them of excellent quality, so he will need 60 power in the spell. His Magic Theory is 8, therefore he needs 8 intensity in the spell. All totaled, he will be crafting an alchemy of 8 total power, with one spell. Therefore he first rolls his Create Lavender spell and achieves 7 Ss; resulting in 1 MF drain. He will then need two successes on his Ritual Magic (Alchemy) skill roll to avoid loosing Will. He achieves three successes and so creates the vial and loses no drain. He goes on to create twenty of these and when the next party happens, he takes ten of them with him. He lines the main walkway with five planters on each side and breaks the glass vials in turn. He turns around and is enthused to see 10 fantastic plants in the planters. the smell of lavendar wafts through the air greeting every new person to the party. Fantastic!

Anchoring

Anchoring is much like enchanting. the main difference is that an anchored spell does not have a trigger spell–it is always on. Use the Enchanting rules to anchor a spell, just do not include the trigger spell.
Let’s assume that Harris has decided to use the ring, not as a protection device, but a prison. He might do everything identically except add a range to his spells and not cast the Sense word “Alight” spell. Since he needs to be at least 7 meters away (or feel the heat) he will have to add 3 MF for a range of 8m. Using the same rolls as above we find:
Spell MF Skill Skill Roll MF Taken
Create Fire 11 MF 8+1 7 Ss 4
Protect from Fire 10 MF 8+1 4 Ss 6
Total 21 MF 10
To anchor these spells without any drain of Will he would need 5 successes; 2 for the 2 spells and 3 for the 21 MF. An alterantive approach would be for him to cast two enchantings: One for the Protect from Fire (10 MF; 1 spell; 2 Ss on enchant roll) and one for the Create Fire spell (11 MF; 1 spell; 3 Ss on enchant roll). This is smarter approach for him for two reasons. First, he can get closer to the center of the area of effect and therefore, he can reduce the cost of that spell. Second, obtaining 3 successes on one roll and 2 on another is far easier than obtaining 5 successes on one roll.

Artificing

Artificing is the skill of creating magical foci. A magic focus gives the caster a bonus die to their dice roll for a particular rune or magic skill. There are three types of foci: Spell Foci, Spirit Foci, and, Power Foci. Like enchanting, the mage first creates the item to be enchanted. If the item has already been created, the mage suffers a +2 penalty to his or her enchanting roll. In addition, the workmanship will affect this skill. Use the Bonus/Penalty chart for additional bonuses and penalties. Finally, a focus will not work until it is bound to the mage. The binding process is a long process where the foci and the mage’s soul intertwine. Take note that the binding cost is not paid by the creater of the object. Itis paid for by the user of the object at a later time than creation. Other specifics can be found below.
Spell Foci give caster’s a bonus die for casting a specific Noun/Verb combination.

Creating a spell Foci works like Inscription Ceremony. The base ceremony takes 2 hours plus 2 hours of bonus points in the spell to be inscribed. Each hour the mage will roll their Ritual Magic skill requiring a number of successes equal to the total number of hours in the ritual, e.g. creating a +2 foci will take 4 hours and, thus, requires 4 successes every hour. If this number is not achieved, then the caster looses a number of MF equal to the number of successes missed.
The binding cost depends on the type of Spell Focus. If the focus holds a specific spell (including area of effect, range, and intensity) then the cost is only 1 character point/bonus point. Verb and Noun rune foci cost 2 character points/bonus point, and either noun or verb runes cost 4 character points per bonus point.


Spirit Foci give a conjurer a bonus die for conjuring a specific type of spirit, e.g. Hearth Spirit.

The base artificing ceremony takes 2 hours plus 2 hours of bonus points in the spell to be inscribed. Each hour the mage will roll their Ritual Magic skill requiring a number of successes equal to the total number of hours in the ritual, e.g. creating a +2 foci will take 4 hours and, thus, requires 4 successes every hour. If this number is not achieved, then the caster looses a number of MF equal to the number of successes missed.

The binding cost of depends on the type focus. Specific spirit type foci, e.g. a Moon Spirit focus, costs 1 point per bonus. Spirit class foci, e.g. a Sky Spirit focus, costs 2 points per bonus point and Spirit foci, i.e. any spirit or elemental, cost 4 points/bonus point.
Power Foci store Mana for use at another time.

There are two types of power foci: renewable and expendable. Renewable foci will refresh themselves over time, while expendable will not. Expendable power foci, once used up are forever useless as a foci again. The object would have to be unmade and remade to be useful again. Each type of focus is creating in a ceremony that lasts as long as the caster chooses to maintain it (or until the object breaks). Each hour the mage looses 1 MF, 1 PF and rolls their ritual magic skill. Renewable foci use a target number of 5 and expendable foci a 4. The number of successes is then stored in the object as MF. Renewable foci cost the mage 1 character point per hour of casting.
The binding cost depends on the type of focus. Renewable foci cost 1 character point/MF stored. Expendable foci cost 2 character points/MF stored. Renewable foci will restore MF at a rate of 2 MF per hour.

Enchanting

When mages enchant items, they take an ordinary item and infuse it with magic so that it holds a spell until a trigger condition is met. First the mage creates the item to be enchanted. If the item has already been created, the mage suffers a -2 penalty to his or her enchanting roll. In addition, the item must be of above average quality (See workmanship). Each level above “Above Average” gives a +1 bonus die. Then the mage casts the spells into the item. Before the spell is completely finished however, the caster binds the spell into the item. The caster then continues with another spell. The enchanter will take drain for each spell cast. This continues until the caster has cast as many spells as they wish to include into the item. At the end of the enchant the caster casts a spell to act as the trigger mechanism. The minimum number of successes for the Enchant roll is equal to the number of spells cast onto the item. Drain for the Enchant roll is not calculated in mental fatigue, but in permanent Will; 1 for each 10 power imbued into the item. Each success reduces this drain by one. Because of the great amounts of mental fatigue used, Enchanting ceremonies are generally done in ritual fashion.
Spell MF Skill Skill Roll MF Taken
Create Fire 8 MF 8+1 7 Ss 1
Protect from Fire 7MF 8+1 4 Ss 3
Sense Word “alight” 1MF 8+1-6 2 Ss 0
Total 16 MF 4
For example, Harris wants to create a ring of fire when he speaks a command. He first buys a good quality ring. The ring’s quality is of excellent quality and so will give him a +2 for the Enchant roll. However, he has a -2 penalty for not personally creating the object. His skill in Ritual Magic (Enchant) is 8+1, therefore he will be rolling 8+3-2 dice. He doesn’t want the fire to burn him so he decides to also cast a Protect from Fire spell. He decides that the ring of fire will have a 6 meter radius (6 MF), a range of 0 (0 MF), and he wants the temperature to be high enough to start wood on fire, but not melt metals. He decides on 200 degrees Celsius, for a needed Power of 10. With a Magic Theory of 7, he needs 2 Intensity for a total spell of 8 MF. His protect from Fire spell will be similar, but with a smaller radius; 4 meters, for a total cost of 7 MF. He wants the trigger to be the spoken word “Alight”, that would be a simple spell costing only 1 MF. The rune for the word “alight” is unknown by Harris, therefore he will need to pay a penalty for that.

Therefore he has the following:
Afterwards, Harris needs to roll his Ritual Magic (Enchant) skill. In order for the skill to be successful, he will need three successes (one for each spell). In addition, he will need 2 more successes to avoid draining any Will. All totaled this comes to 5 Ss needed. He only rolls three successes and so has enchanted the item successfully, but at the cost of 2 Will. However, he now has a ring that when someone says, “Alight” a 2m wide sphere of fire will be created and the person wearing the ring will be safe (as will people within 4 meters of him)!

Geas

The Geas places a compulsion onto the victim which is enforced by one or more spells that are triggered when the compulsion is broken. In order to place a Geas upon a person, they must be able to hear the compulsion that is being used. Compulsions are any command that is understood by the recipient of the geas. In practice, the compulsion is the recipient’s understanding of what the spell caster believes the compulsion means. For example, if the geas were “Not to act against my interests”, then any act that they caster would believe is against their interests if the act was known violates the geas. If the recipient honestly does not know the caster’s understanding, then the recipient’s own understanding and opinion matters. If, in the previous example, the character were stopping a slave trade, the geas would only come into effect if the caster was interested in the slave caravan (whether or not this is known by the recipient) or the recipient believed that they’re actions went against the best interests of the caster. Say, if the character knew that the funds would go to the caster, but the caster wasn’t aware of this yet, the geas would come into effect.
In game terms, placing a Geas on someone works much like enchanting. First each spell that will act as the penalty are cast onto the person (or object). Drain is taken normally. Like Enchanting, the number of successes required is the same as the number of spells used plus the power of the spells divided by 10 (rounded up). Any extra successes in the roll represents the power of the Geas. This is the number of success that the recipient must roll on a Will roll to avoid following the compulsion. Please note, that no penalty spell has to be defined. This will give the person a compulsion with no penalty if avoided.
Roald convinced Jeremy to undergo a geas in return for Roald’s support of Jeremy in the upcoming war. Roald uses the compulsion that Jeremy “cannot seek to do Roald harm, whether financially, emotionally, physically, or magically.” He decides to use a penalty spell that inflicts pain, but won’t kill–a low-level Create Fire spell. The Create Fire spell has a power of 20. With this power, he will gain 8 HP of damage until he corrects his behavior.
Using this spell as the penalty, the ritual will cost Roal 3 Will (unless countered by the Ritual Magic roll) [1 for the 1 spell and 2 for the power of the spell. Roal performs this ritual inside a hermetic lodge and gains 9 successes on his Ritual Magic roll. He takes no Will drain and Jeremy is now geased.
Later Jeremy decides to act against Roal. As he starts to pull his weapon, he remembers the geas and can feel it pulling on his soul. He fights again it, but will need 6 successes [9 on the ritual magic roll minus the three required successes] on a Will roll to avoid the geas. He decides not to try and sheathes his sword intent on having the geas removed at the earliest opportunity.

Inscription Ceremony

An inscription ceremony is like a sanctification ceremony, but it is focus on a single rune or rune combination. Much like the sanctification ceremony, the base ceremony takes 2 hours plus 2 hours of bonus points in the spell to be inscribed. The main difference between the two is that the inscription works only with a specific type of spell, whereas the sanctification works with any spell. The cost of an inscription is cheaper as well. If the caster is inscribing a specific spell (including area of effect, range, and intensity) then the cost is only 1 character point/bonus point. Verb and Noun rune inscriptions cost 2 character points/bonus point, and either noun or verb runes cost 4 character points per bonus point.

Sanctification Ceremony

A Sanctification ceremony is a permanent location attuned to casting magic. Sorcerers create magical circles; priests, temples; Shaman, holy groves or lodges; and psionic chambers.

Sanctification ceremonies are long, complex ceremonies. The base ceremony takes at least 2 hours plus 2 hours per bonus point of spell to be cast in it’s environs. Each hour the mage will roll their Ritual Magic skill requiring a number of successes equal to the total number of hours in the ritual, e.g. creating a +2 lodge will take 4 hours and, thus, requires 4 successes every hour. If this number is not achieved, then the caster looses number of MF equal to the number of successes missed. In other words, if the caster only achieved 2 successes in the above example, they would lose 2 MF. In addition, a character must pay 5 character points per bonus point that the sanctification ceremony provides.

Spell Ceremony

Spell ceremonies allows a mage to cast a spell slowly, taking hours instead of minutes. The caster determines how many points will be added to the spell each hour. Each hour of the spell adds one MF of overhead drain for each segment, e.g. a 10-hour ceremony would add 10 total Mental Fatigue.
The spell is cast as if it were the smaller spell for the hour. Successes achieved and MF Drain taken are recorded. In addition, the participants will loose 1 point of physical fatigue for each hour in the ritual.
After the spell casting is over, the character rolls their Ritual Magic skill with a target number of 5. Each success reduces the overhead drain by 1 MF. This drain occurs at the end of the spell.
Denenburg, was finally captured by the broos. He was able to escape two months later, and wants to pay back the entire village. He wants to cast Break Broo (level 8 in the spell) on the entire village (Area of Effect 4 km). He is currently 4 km away. He will use an intensity of 8 for his spell. This means he has a spell with 32 spell points. He decides to use 4 hours casting his spell, placing 8 drain in each hour. His skill in Ritual Magic is 10. With a target number of 5 he achieves 2 successes thus reducing the overhead drain to 2. Denenburg has 8 MF initially. His PF initially is 5.
Hour Rolled
Successes
Drain
(8 Potential Drain/Hour)
MF PF Notes
1 6 8-6=2 8-2=6 5-1=4
2 6 6-6=0 6-0=6 4-1=3
3 6 6-6=0 6-0=6 3-1=2
4 6 6-6=0 6-0=6 2-1=1
Ritual magic roll
(TN=5; 4 Overhead Drain)
2 4-2=2 6-2=0 NA