Mage Rituals

Sometimes, you need more magick than a single Arete roll can provide. In some cases, you may just be able to repeat a simple effect (e.g. lifting several small rocks up onto the edge of a cliff); in others, you may need to release a single powerful effect all at once (e.g. lifting a really big rock). Here are the rules that we'll use for the latter cases.


Each round of a ritual represents 15 IC minutes. Obviously, you can't do this during combat— but if you can do it before combat, then it may be very useful. Other distractions may increase the difficulty, or require a Willpower roll to continue, at staff discretion.


You may participate in a number of rounds equal to your Willpower. To continue participating, you must succeed on a Stamina roll before each additional round; the difficulty starts at 6, and increases by 1 on each subsequent roll.

A participant who fails an Arete roll may continue participating at +1 difficulty. A participant who botches may cancel it by spending Willpower; if they do not, or if the same participant botches again, then the ritual is ruined, and all participants gain Paradox equal to the number of successes they had contributed. (Acolytes and consors do not gain Paradox, but will have a splitting headache until they get a decent night's sleep.)

Levels of participation

  • The leader must have all spheres at the required levels. He rolls Arete once each round. Whenever he stops, everyone else must stop.
  • A full participant must have all spheres at the required levels. They roll Arete once each round - possibly at higher difficulty, if their paradigm is significantly different from the leader's.
  • A partial participant has at least one dot in each sphere being used. He does not roll Arete, but adds 1 success for every round in which he participates. A player who is eligible to be a full participant may choose to act as a partial participant instead.
  • An assistant is an acolyte, a consor, or a mage who lacks one or more of the spheres being used. He does not roll Arete, but adds 1 success for every 5 rounds in which he participates.

I don't have that much time!

The procedure for extended rituals may be conducted at one roll per combat round (rather than the usual one round per 15 minutes), but the difficulty goes up by 1 after each roll. Spending Willpower for an extra success may only be done for one of these rolls.

Example: A mage is about to be attacked by a vampire, and wants to Blow Him Up Real Good with a vulgar Forces 3 effect. He figures he has two combat rounds before the vampire will get close enough to attack, so he builds up a big fireball - Arete vs 7 for the first round, 8 for the second.

If the vampire started out closer, then the mage could spend the first round casting two smaller fireballs. In this case, both rolls would be Arete vs 7, but the vampire would get a separate soak roll for each one.

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