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 |
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 |
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.
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 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 |