Regular casting and ritual casting?

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Unread post by drewkitty ~..~ »

All spells have their ritual equivlent. They follow the standard rules for the ritual casting times.

To have a longer duration, a varient of the spell needs to be made. The spell creation rules in 'through the glass darkly' are there for this.
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from F.A.Q. arcive

Question: So as my characters seem to finding magic more and more the way to due there day to day business. I was hoping to get some clarification on spell APM's. Before it becomes an issue for me. I would like to know what the normal progression is. As well as how to apply them in game terms i.e. if I cast call Lighting is that one spell APM, or what’s the deal?
Answer: In HU2, spells 1-7 are cast with 2 APM.
In Rifts (main book) and PF you can cast two spells per melee. It does not state how long it takes to cast the spells so each spell takes the place of one APM.
With RUE, its stated above, 1-5 counts as one APM, 6-10 2 APM, 11-SoL three APM
Nightbane only limits the length of rituals to 1D6x10+15 minutes.
BTS1, spells can be cast in one or two melees (15-30 seconds), with rituals ranging from 20 minutes to 2 hours casting time.
BTS2 currently has no magic rules, but they will undoubtedly be the same as RUE.
SF doesn't have any magic in the setting so there are no magic rules.
Recon is the same as SF.
TMNT follows the old school spell rules (using the wizard combat table)
ATB2 currently has no magic in the setting, so no magic rules.
N&S, uses the same basic spell casting rules as BTS1, so it takes 1 melee to cast spells level 1-10, with higher casting times for spells level 11 and above.
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Unread post by Library Ogre »

Kevin Beckman wrote:I thought not all spells had a ritual duplicate.


Not all spells have an incantation duplicate (like Create Golem, which must be a ritual), and not all incantations are practical as Rituals (why a ritual version of Energy Bolt?), but, in theory, any spell with an incantation can be learned as a ritual.
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Unread post by Nekira Sudacne »

The Rifts Main book clearly states that ALL spells can be ritual cast, but just because you know an invocation dosn't mean you can ritual cast it and vice versa. if you want to cast something as a ritual, you have to go out of your way to find someone to teach you how to cast it as a ritual, essentially learning the same spell twice.


Alternately, it's possible you only ever learn a spell as a ritual and cannot cast it in under 10 minutes.
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Re: Regular casting and ritual casting?

Unread post by Lukterran »

walross1978 wrote:LVL 6 and below are quick spells I believe was wondering if the only requirement for a spell to be ritual cast is the lvl greater than 6. Can spells from lvl 1-6 be ritual cast? if so how do you go about doing that? For example if I wanted to cast globe of daylight or magic for triple the duration can I ritual cast this? or can i triple the ppe to extended the duration?

How have you guys been doing this in your games?


If you want to extend the duration of a spell there is already another spell that will do it for you.

Energize Spell (pg. 111 Rifts Book of Magic)
Only spells 6th or less can have their durations extended. So I think that is what your looking for.
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Unread post by Nekira Sudacne »

walross1978 wrote:Okay from Nekira Sudacne post magic can be learned in ritual or regular cast for rifts. Would casting it in ritual then be more powerful than casting it regular? Take for example my globe of daylights duration or intensity would increase if it was a ritual cast?


Ritual Magic increases the base save vs. magic from 12 to 16 which the individual casters spell strength is then added to.

But no, it won't increase the actual effects, just the odds it works.

How much more ppe would it cost to cast a normal spell into a ritual?


Exsactly the same either way. The thing though is for higher level spells a ritual lets you combine the PPE pools of all the participants, thus making those 600+ spells doable when your not on a nexus at a solstace.

How do you guys deal with a magician wanting to keep the lights in side his study always on? (ritual summon lantern light?, globe of daylight?)


They have to make modifications to the spells as per the rules in Though the Glass Darkly to extend the duration

I'm looking for the effect of magic to create a unique place like a wind rush is always active in one section of wizards tower, constant fog in another section, etc...


As per the rules those don't exsist unless your character invents them, again, see the rules for modifying and inventing spells in Though the Glass darkly

I just don't want to say it happens I would like to explain how this happens and saying the magic user goes to each section of the tower and cast those spells everyday doesn't make any sense.



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Last edited by Nekira Sudacne on Fri Jul 06, 2007 8:39 am, edited 1 time in total.
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Unread post by drewkitty ~..~ »

Nekira Sudacne wrote:snip...

Ritual Magic increases the base save vs. magic from 12 to 18 which the individual casters spell strength is then added to.

...snip


Far as I know casting a spell as a ritual gives the spell a Spell str. of 16. Where did you get the spel Str. of 18 number.
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Unread post by Library Ogre »

drewkitty ~..~ wrote:
Nekira Sudacne wrote:snip...

Ritual Magic increases the base save vs. magic from 12 to 18 which the individual casters spell strength is then added to.

...snip


Far as I know casting a spell as a ritual gives the spell a Spell str. of 16. Where did you get the spel Str. of 18 number.


Yeah, I was thinking "Is this another of those RUE changes that I missed?"
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Unread post by Nekira Sudacne »

it was a typo, my bad.
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Unread post by Tinker Dragoon »

Nekira Sudacne wrote:Ritual Magic increases the base save vs. magic from 12 to 16 which the individual casters spell strength is then added to.


Spell strength doesn't apply to Rituals. This has been made somewhat unclear in more recent books, but spell strength only applies to Invocations (which used to be the sole bearers of the "spell" moniker, with Rituals being considered a separate type of magic entirely, like Circles and Wards).
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Unread post by Nekira Sudacne »

Tinker Dragoon wrote:
Nekira Sudacne wrote:Ritual Magic increases the base save vs. magic from 12 to 16 which the individual casters spell strength is then added to.


Spell strength doesn't apply to Rituals. This has been made somewhat unclear in more recent books, but spell strength only applies to Invocations (which used to be the sole bearers of the "spell" moniker, with Rituals being considered a separate type of magic entirely, like Circles and Wards).


actually, it's pretty clear in RUE...
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Unread post by Nekira Sudacne »

walross1978 wrote:Okay from Nekira Sudacne post magic can be learned in ritual or regular cast for rifts. Would casting it in ritual then be more powerful than casting it regular? Take for example my globe of daylights duration or intensity would increase if it was a ritual cast?


Nope...exsactly the same either way.

How much more ppe would it cost to cast a normal spell into a ritual?


Exsactly the same PPE cost either way. and you can't just take a normal spell you learn and ritual cast it. you actually have to go out, find a teacher and tottally RE-LEARN THE SAME SPELL to cast it as a ritual.
How do you guys deal with a magician wanting to keep the lights in side his study always on? (ritual summon lantern light?, globe of daylight?)


alchmist encanted itmes. You forget, you don't need spells persay to get magical effects. you can have enchanted items as well

I'm looking for the effect of magic to create a unique place like a wind rush is always active in one section of wizards tower, constant fog in another section, etc...


Diabolist wards can accomplish this. simply by inscribing a permancy ward onto an area, any spell cast at the same time as the ward is inscribed becomes PERMANTLY active and will never stop. All alchmists also know ward magic, and so he can get the wards inscribed from the same guy he got his everburning candels from.

In fact, sinse alchmists by definition have levels as an invocational caster (any), diabolist and summoner, in addition to the alchemists training for making magical items and poitions, you might just wanna make this wizard an alchmist and have him do it all himself.
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Unread post by Nekira Sudacne »

EPIC wrote:
Kevin Beckman wrote:"Base save vs Ritual magic is 16. No spell strength bonuses usually apply to rituals, a potential victim of ritual magic always needs to roll a 16 or higher to escape it's enchantment."

RUE pg 187


so does "always need to roll a 16" include any bonuses to save vs. magic? or is this just another poorly worded rule open for debate?


.....


You always include bonuses unless it says otherwise. It's in no way unclear.
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