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Ritual Casting




You can perform rituals and spend resources to increase your effort points up to a maximum of triple. If others aid in the ritual, the maximum increases by the number of people aiding after doubling your cap. By default, creating a custom effect is a Major action, but creating a ritual increases this time. Assume the shortest ritual is 1d4+1 rounds like Rank 4 Permanence and increase it from there.

Casting as a ritual grants you +2 effort, plus 2 additional effort for each additional rank longer it takes (1 minute would be +4, 3 minutes would be +6 more, 10 minutes would be +8, etc.).

Each additional person helping also adds +1 effort assuming they have at least 2 domain and 2 practice in whatever you're doing.

Each additional rank in resource also grants +2 effort to the ritual.

Spending Resource Points to gain Effort Points functions on a 1:1 basis.

Using supernatural powers is normally a major action but ritual casting increases the time to cast to 1d4+1 rounds and grants +3 effort. You can increase this to even longer granting more effort using the same track as listed in the Permanence table above. Remember, targets must be within range the entirely of the time during casting and all those helping with the ritual and all materials must be within close range of your for the entirety of casting as well.


RAKING
Your total dice pool determines what types of things you can do.

EffortCapabilities
0Inept, powerless, talentless, useless
1Average untrained human adult capacities
2-3Trained skills or trivial powers such as cantrips
4-5Professional skills or minor powers that can emulate what a handful of people could do working together with low-tech (or a single person carrying hi-tech)
6-8Expert skills or moderate powers that can emulate what a dozen or so people could do working together with low-tech (or a handful of people with hi-tech)
9-11Master skills or major powers that can emulate what a hundred or so people could do working together with low-tech (or a dozen or so people with hi-tech)
12-15Legendary skills or overwhelming powers that can emulate what an entire army could do  with low-tech (or a hundred or so people with hi-tech)
16-19Mythic skills or godlike powers that can emulate what an entire nation working together could do with low-tech (or an army of people with hi-tech)
20-25Stellar powers that can emulate what an entire planet of people unified could do with low-tech (or an entire nation with hi-tech)
26+Cosmic powers that can emulate what an entire planet of people unified could do with hi-tech



TARGET
You must select a target


EFFECT
Damage (pick 1: alacrity, focus, or health): (Potency) fatigue damage (-1 for nonlethal, -2 for lethal, -3 for mutilation), -2 if affecting two pools, -4 if affecting all 3
Duration: 1 Potency = 1 round, 2 = 3 rounds, 3 = 1 minute, 4, = 3 minutes, 5 = 10 minutes, 6 = 30 minutes, 7 = 2 hours, 8 = 6 hours, 9 = 24 hours, 10 = 1 week, 11 = 1 month, 12 = 1 year, 13 = 1 decade, 14 = 1 century, 15 = 1 millennia, 16+ = permanent.
Healing (Health only): (Potency) fatigue damage (-1 for nonlethal, -2 for lethal, -3 for mutilation)
Range: Area x 10 x dice
Virility: 1 + dice is the number of successes needed to resist to end the effect. Only one resistance roll can be attempted every interval. An interval is 1 round if the duration is 3 minutes or less or 1 minute if its 10 minutes or 30 minutes. If the duration is longer, the interval is always 1 time size smaller: permanent-->millennia-->century-->decade-->year-->month-->week-->day-->hour-->minute.
Weight Created: Rank2 x 2 lbs./1 kg for rare/precious substance, x10 for uncommon, x100 for common
Weight Moved: Rank2 x 20 lbs./10 kg for anything, x10 for uncommon, x100 for rare