Ritual Magic, the most common type in the Orc Lands, involves contact with the Spirit World through lengthy rituals, anywhere between ten minutes and several days. Dealing with spirits is a slow and tricky business, and a practitioner must build up a relationship with members of the Spirit World in order to work greater magic.
Among the People, magic is mainly the province of shamans. Shaman characters begin with basic magic rituals; others must discover them as play continues. Shamans should see the GM for a starting list of rituals.
To perform Ritual Magic a practitioner must have a ritual written or memorized. The simplest rituals allow mortals to speak to local spirits, ask a blessing, send a curse, or travel through the Spirit Realm; more powerful ones compel or banish spirits, call down nature's wrath upon enemies, create charms to protect or harm mortals, or meddle with
The Knowledge (Spirit Lore) skill aids in improvising magical new rituals from known ones, evaluating found rituals, and understanding the ways of spirits. The Research skill can help discover forgotten spells in musty tomes.
The magician and any assistants creates a sacred circle, and conduct the ritual over minutes, hours, or sometimes days. The GM rolls secretly to determine the effect of the ritual, and announces the result ... which may not always correspond to what a magician intended.
Factors influencing the success of a ritual include, but are not limited to:
- the ritual leader's POW
- the number of assisting characters and their POW
- special knowledge or significant items woven into the ritual, e.g. the name of a particular spirit, or an offering that spirit likes
- results of skill or characteristic checks required by the ritual, if any, e.g. Perform, Craft, or Stamina
- the location of the ritual, e.g. the grave of a ghost a character wishes to speak to, or a sacred grove
- participants' Allegiance to relevant spirit powers, if any.
Allegiance is a percentile value, built up during play, resulting from "favors" done on behalf of one or more major players in the Spirit World. The GM keeps the Allegiance value(s) of a character secret, although players can guess how indebted the spirits are based on their own actions. In the Spirit World, who you are matters as much or more as what you know.