Ritual Paths
Ritual Magic System
This system is a modification of the Books/Paths Effect Shaping magic system. It has one base skill (Ritual Magic). Each realm is an IQ/Very Hard skill, and has an additional base skill- it defaults to the worst of the two -6. Each ritual is a Regular technique that has some level relative to the realm. Rituals cannot be used without training (must put at least 1 point to raise 1 level above default), but can be raised above the governing skill (subject to some cap).
Margin of Success
The margin of success influences how powerful the spell is in most cases. For buff spells, this corresponds with the bonus provided. The bonus will also vary depending on how widely scoped the spell is. For example, a general DX buff will have a lower bonus for a certain margin than a spell to increase knot-tying ability. The table below lists the bonuses for a basic, somewhat broad buff spell (such as DX).
Ritual Design Guide
Penalty Guide
Utility:
Utility |
Penalty |
Notes |
| Extremely Useful |
-4 |
Almost any situation can benefit from this spell (teleport?) |
| Occasionally |
-1 |
(situational spells) |
| Often |
-2 |
Some situations (buffs) |
| Rarely |
0 |
(specialized spells) |
| Very Useful |
-3 |
Most situations benefit (healing, mind control) |
Power:
| Power |
Penalty |
Notes |
| Ultimate |
-6 |
End of the world shit |
| Extreme |
-5 |
Used to destroy/control large group of people (village) |
| Very High |
-4 |
Destroy/control moderate group of people |
| High |
-3 |
Area damage/ single kill |
| Medium |
-2 |
Significant utility/moderate damage |
| Low |
-1 |
Minor utility (fill a bucket, light a fire) |
| Minor |
0 |
Slight convenience (light a candle, write a message) |
Restrictions:
| Varies |
Subjects (x1), Time(1/2), Range (1/2), Conditions, Items, Potions, Resisted?, single instance |