Ritual magic edge feedback wanted

OOC commentary and whatever else you want to chime in with.
Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Ritual magic edge feedback wanted

Post by Ndreare »

This is an weird edge I created for the Nightbane game I am looking for feedback on. I think it could fit in multiple settings.
Ritual Magic
Requirements: Novice, Spellcasting d4+ or Occult d4+
Your character has learned to reach deep within and push more and more power into his spells to make them more powerful through deep arcane practice. The character need not be arcanely gifted to lead a ritual. The character may perform Rituals as dramatic tasks.
To perform a ritual requires the lead character to have this edge. The character may take advantage of up to Spirit in assistants each of whom must have the Occult skill and rolls Support (with no limit to the maximum support provided). When performing a Ritual the character uses Occult with the following modifiers, to perform must choose a base spell. The ritual then has the following modifiers;
  • Requires 2 tokens in 5 or less rounds per rank of the highest level power in the Ritual. No more than 2 tokens can be gained per round.
  • +0 Base casting time 1 hour per roll.
  • -2 Casting time 15 minutes per roll.
  • -4 Casting time 5 minutes per roll.
  • -6 Casting time 1 minutes per roll.
  • +1 Increase time +1 per step (2 hours, 4 hours, 8 hours, 2 days, 4 days, 1 week).
  • -1 Per PPE costs of the spell not provided by the caster or assistants.
  • -2 Per rank of the spell (-1 Novice, -2 Seasoned, -3 Veteran, -4 Heroic, -5 Legendary).
  • -1 add an additional spell linked to the effect.
Note: No mater how many modifiers are used in the ritual, the penalty cannot be reduced below -2.

The advantage of using Rituals is in the right situation, the right skill and preparation Rituals can do nearly anything. The following adjustments can be used on a spell cast as a Ritual;
  • +2 PPE to double the range of the spell.
  • +2 PPE to make an instant spell have duration 5 rounds.
  • +2 PPE to double the duration of a spell.
  • +2 PPE to double area of effect of a spell.
  • +4 PPE to increase the strength of a spell making it -2 to resist.
  • +4 PPE to increase the die type damage of a spell (stackable).
  • +4 PPE to increase Armor of a Spell by 2 (stackable).
  • +4 PPE store spell for release an amount of time equal to the casting time of the ritual in the future. (The trigger for release must be declared at the time of casting.)
  • +4 PPE double the amount of time a spell can be stored before being released.
  • +2 PPE to add other minor effect the GM allows.
  • +4 or more PPE to add other major effect the GM allows.
  • X2 Final PPE cost. Can be targeted through a Thaumaturgically Sympathetic object. (GM arbitration)

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Post Reply

Return to “Out of Character Topics”