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From: Max Rible <slothman@*********.ORG>
Subject: Re: [SR3] Spell Rituals
Date: Tue, 8 Jul 1997 12:24:02 -0800
At 15:02 7/8/97 -0400, Steve Kenson wrote:
>RITUALS

>Rituals cannot reduce the effective Force of a spell for Drain purposes below
>1. Ritual modifiers are applied before Drain Code modifiers. If the final
>result is less than 2, the Drain Target Number is considered to be 2. For
>example, a Powerbolt spell has a Drain of +1S. If the spell is cast at Force
>5 with two rituals, the effective Force for Drain is reduced to 3. The final
>Drain Code for the spell is (3+1) = 4S.

>The following rituals can be used for spellcasting. Shadowrun players are
>free to come up with new rituals for their magical characters but, as always,
>the gamemaster has final say on whether or not any ritual is appropriate for
>the campaign.

An addition I'd like to see: some rituals should take more time than others.
Exclusivity and fetishes should take no time; Talisman is just a reusable
fetish that's more general-purpose, and I would suggest you cannot have
both Fetish and Talisman. For gestures and incantations, the wizard should
take at least two actions to spellcast, because it takes time to perform the
gestures and/or incantations. It doesn't make sense to me that someone would
be able to get the benefit of performing a dance if they only do so for about
a second, or singing if they can only get out one note.

I'd also suggest that there might be another Ritual, Preparation (there
ought to
be a better name for it), which would involve lighting incense, drawing chalk
circles on the ground, and similar such activities. (It would not actually
require talismongered fetishes, which is why this isn't just a form of
expendable fetish.)

--
%% Max Rible %% slothman@*****.com %% http://www.amurgsval.org/~slothman/ %%
%% "So, an Arisian, a Vorlon, and a knnn go into a tavern..." %%

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