Ritual Sorcery 3

Ritual Spellcasting
Ritual spellcasting works much like regular spellcasting, except that it
is cast over a longer period of time and can affect targets outside the
magician’s visual range. In addition, a group may collaborate and combine
their skills using ritual spellcasting to make a spell more potent.
Requirements
All members taking part in the ritual must be of the same tradition and
must know the spell. In order to cast ritual sorcery, you must have a
magical lodge appropriate to the tradition of those involved. The Force
of the lodge limits both the number of spellcasters who can successfully
contribute to the ritual and the Force of the spell cast. A group cannot
ritually cast a spell of a higher Force than that of the magical lodge used.
The maximum size of a group casting a ritual is equal to either the
Force of the lodge or the lowest Ritual Spellcasting skill among the
members of the group, whichever is less. For example, Harry, Al, and
Rowan have Ritual Spellcasting skills of 3, 5, and 4 respectively. They’re
trying to cast a spell using the hermetic lodge Harry built at a Force of 4.
The lodge would accommodate one additional person, but Harry’s skill
rating of 3 precludes anyone else helping out. A ritual involving three
people is the largest in which he can be involved.
Ritual Ta rgeting
Ritual spells can be used on any target, whether within visual range or
not. If the target is not in sight, the spellcaster or group needs someone
who can see the target for them, generally referred to as a spotter. The
individual acting as the spotter must be a member of the group casting
the ritual—or a spirit bound to a member of that group—and must
be able to astrally perceive the target. The spotter must be present in
the lodge when the ritual begins, and then must travel physically or
astrally to where she can assense the target of the spell. The target does
not have to be astrally active (and it’s often safer for the spotter if she
isn’t); the spotter must just be able to assense him. For the duration of
the ritual, a link is present between the spotter’s astral form and the
ritual group. If the spotter is noticed by the target, it is possible to use
the link to track her back to the ritual team’s physical location. See
Astral Tracking, p. 193.
Note that magicians have a limit on the length of time they can
astrally project (p. 192). Any ritual that cannot be completed before
an astrally projecting spotter has to return to her body must be aborted
at that time. When a Ritual Spellcasting attempt must be aborted,
the spell fails with no effect and all members must immediately resist
Drain. Because of this limitation, bound spirits are often used as spotters
for ritual teams—spirits that are not bound to a member of the
ritual team cannot be used as spotters.
Team Leader
Each ritual spellcasting team must have a leader. This is often the most
powerful or skilled magician, but it doesn’t have to be. The leader’s
Ritual Spellcasting + Magic forms the basic dice pool used to determine
the spell’s success. The spell’s Force is limited by the leader’s
Magic attribute—if the Force is higher than the leader’s Magic, then
the entire team is assumed to be Overcasting (p. 182) and will be subject
to Physical Drain.
Ca sting a Ritual Spell
Ritual Spellcasting is carried out in the same manner as Spellcasting,
except that the ritual requires twelve hours, minus the leader’s Magic
(minimum 1 hour). Ritual Spellcasting can be either a Success Test or
an Opposed Test, depending on the spell in question and whether the
target can resist it (see Spells, p. 87).
When casting begins, the dice pool is equal to the leader’s Ritual
Spellcasting + Magic. Each additional member of the team makes
a Ritual Spellcasting + Magic test as if they were casting the spell;
their net hits are added as a dice pool bonus to the leader’s Ritual
Spellcasting dice pool (see Teamwork Tests, p. 65). Individuals may use
foci to supplement their own tests.
No ticing Ritual Spellcasting
There is a chance that the target of a ritual spell may notice the mana
building up around him. The gamemaster makes an Assensing +
Intuition (20 – spell Force, 1 hour) Extended Test for the target beginning
an hour after the ritual spellcasting starts to determine if he
notices anything unusual.
Ritual Drain
At the end of the ritual, each member of the ritual team—including
the spotter—must resist the Drain of the spell. Individual magicians
with foci or bound spirits not otherwise occupied may use them to
help with Drain.

Ritual Sorcery 3

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