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> Group summoning of spirits, Non-RAW but interesting
Mordinvan
post Jul 20 2010, 01:41 PM
Post #26


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QUOTE (Lansdren @ Jul 20 2010, 02:44 AM) *
My thoughts on it (throwaway as they were when I posted the idea) was that if a group was summoning a big bad of huge power to do things for them odds are it wouldnt be A) Nice B) Willing to discuss the issues arrising from being brought (possibly dragged) from its own metaplane into our rather crappy realm. Worst case its some toxic / blood / shadow spirit from the back of beyond.

Its a bit horror movie I know but if you prefer you could always have the spirt look round and tell the runners how they have been used to try and stop the spirit coming into this world and doing some good. Thus making the runners tools for your games big bad / evil corp / Gang boss.

Options are open for all types of mayhem

Shadow spirits you say? F15 Sucubus anyone? Let the orgy begin?
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Stormdrake
post Jul 21 2010, 05:03 PM
Post #27


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Here is my house rule for Ritual Group Conjuring using the RAW rules for ritual spell casting. Will this work?

Ritual Conjuring
Ritual Conjuring works much like regular conjuring, except that it is cast over a longer period of time and a group may collaborate and combine their skills using ritual conjuring to bring forth a more potent spirit.

Requirements
All members taking part in the ritual must be of the same tradition and must be able to conjure the selected spirit. In order to cast ritual conjuring, you must have a magical lodge appropriate to the tradition of those involved. The Force of the lodge limits both the number of conjurers who can successfully contribute to the ritual and the Force of the spirit conjured. A group cannot ritually conjure a spirit of a higher Force than that of the magical lodge used. The maximum size of a group conjuring a spirit is equal to either the Force of the lodge or the lowest Ritual Conjuring skill among the members of the group, whichever is less.

Team Leader
Each ritual conjuring 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 Conjuring + Magic forms the basic dice pool used to determine the success of the summons. The spirits 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.

Enacting a Ritual Conjuring
Ritual Conjuring is carried out in the same manner as conjuring, except that the ritual requires twelve hours, minus the leader’s Magic (minimum 1 hour). Ritual Conjuring is an Opposed Test between the circle and the spirit being conjured. When the conjuring begins, the dice pool is equal to the leader’s Ritual Conjuring + Magic. Each additional member of the team makes a Ritual Conjuring + Magic test as if they were conjuring the spirit; their net hits are added as a dice pool bonus to the leader’s Ritual Conjuring dice pool (see Teamwork Tests, p. 65). Individuals may use foci to supplement their own tests.

Ritual Drain
At the end of the ritual, each member of the ritual team must resist Drain equal to twice the hits (not net
hits) generated by the spirit on the Opposed Summoning Test (minimum 2 DV). This applies whether or not a member generated any hits in the Summoning Test. Individual magicians with foci or bound spirits not otherwise occupied may use them to help with Drain.

Notes The Meta-magic’s “Great Ritual” and “Invoking” are applicable to Ritual Conjuring. In the case of Invoking, only the team leader need have the meta-magic for the circle to conjure “Great Form” spirits.
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