Just a drive-by thought, one of the "magic system design" rules, at least when it comes to having multiple types of magic, is to ensure that a secondary (etc.) system just doesn't repeat the same stuff that the other one does. I SR5, at least, the ritual spells kinda feel like they cover a lot of the same territory.
Now, with that said, there does need to be
some crossover, right? The initial thing that I remember about it from SR2 was it was basically the way that THEY got to you when you broke the law and used magic without, you know, following the rules. One imagines curses etc.
So, outside of the--what?--50 ritual spells that seemed a little bit...off... what would you do with Ritual Magic to make it more useful to PCs?
Of course, this doesn't necessarily mean reinventing the wheel. Protecting hearth and home (expanded protection spells) makes obvious sense, but they kind of refer to the ritual magic itself (e.g., protecting ritual space). You have the curses (etc.) above, or whatever it is that you would do to magical miscreants if, say, you happen to be in the Lord Protector's office in Blighty. And, of course, you've got the mega-apocalyptic stuff ala the Great Ghost Dance.
If we exclude the mega-apocalyptic stuff, and the "protect yourself" for a longer term stuff, where else would you go? Would you make it different for the various Traditions?
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Hoping to keep the discussion going for the sake of it, even if I'll personally be taking the results into another game system. (Just as everyone has their preferred edition of SR, so do I--it just happens to be in
GURPS.
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)
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For reference, this is a quick list with basic description that I put together for a friend that is helping me out in the aforementioned crunchy system. This is for those that, as above, didn't make it up the rungs (as it were) to SR5.
Note: If something reads like a note to self, then it is. (Especially the bits about Pattern.
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• Curse — Curse with Illusions.
• Prodigal Spell — Cast a combat spell out of LOS.
• Remote Sensing — Detection spells at a distance.
• Ward — Astral barrier.
• Circle of Protection — Astral and physical barrier.
• Circle of Healing — Cast healing on people within the circle (i.e., more than one subject at a time).
• Renascence — Maintains Area Manipulation spell.
• Watcher — Creates small spirit bound to the magic-user that are used for observation/watching.
• Homonculus — Create a small servant being (low intelligence).
Shadowrun V/VI Rituals (Grimoire)
• Aspect Mana Line — Change the mana Aspect of a ley line for a short distance.
• Alarm Ward — Lets the caster(s) know when an astral form or spell crosses the area that is warded.
• All Conjuration (Minion) — Conjure ally spirit.
• Astral Doppelganger — Changes the aura of an individual in the ritual to that of someone that the ritual leader has assensed.
• Atonement — Forgiveness of past transgressions (takes the person to the Dweller for judgement and punishment).
• Attune Animal (Adept) — Adepts can bond with a mundane, non-sapient creature.
• Attune Item (Adept) — Attunes mundane item (not foci etc.) to an Adept. Can be enhanced through Imbue Item (ritual).
• Augury and Sortilege — Divination themed to the tradition of the magic-user (portents).
• Blood Bond (Blood Magic) — Bond magic-user to genetically-related subject.
• Blood Rite (Blood Magic) — Acts like Sacrifice metamagic, i.e. collects blood magic energy for the purposes of other rituals.
• Blood Sight (Blood Magic) — Allows magic-user to determine characteristics etc. of someone that led blood sample behind.
• Calling (Spirit Type) — Call forth a spirit that is not otherwise appropriate for the magic-users Tradition.
• Charged Ward — Astral ward that “attacks back” when crossed.
• Circle of Cleansing — Weave energy to counteract the effects of a positive background count.
• Death Mark — Allows magic-user to follow the trace from a corpse back to their point of death.
• Dispersion Circle — Reduces the time it takes for alchemical preparations to ‘cook’.
• Door Ward — A ward specifically over a door (ref: good luck horseshoe etc.).
• Empower (Adept) — Lend an Adept Power to an attuned animal.
• Temporary Transfer (Adept) — Sort of like Empower, except the power is not available when transferred.
• Qi Marked (Adept) — Gives animal companion their own version of Adept Powers.
• Grave Binding — Binds a corpse to the grave to prevent any magical shenanigans (i.e. Necromancy).
• Group Bond — Forms a magical group of magic-users; predicate for an Initiate Group (from ye olden days).
• Imbue Item — Adds trait to bonded item. (Sounds like Pattern Item—becomes significant to the individual, acquires increased magical power etc.).
• Remove Traits — Remove the aforementioned traits. Probably discard this one.
• Kything — Forces astral beings to become visible.
• Far Sensing — Expand ability to sense magic to an increased area.
• Leeching — Great geomantic ritual that draws mana to the ritual circle, but does so by creating mana ebbs.
• Ley Sight — See and hear from any point within the aspected domain of a mana line, except those that are blocked by wards.
• Light of Dharma — Channel inner peace outwardly to create calm—physical, mental, and spiritual.
• Living Vessel Preparation — Prepare living host to become a vessel for a spirit.
• Manifest Sha — Temporarily disrupt the power of a mana line or aspected energies of background count.
• Masking Ward — Conceals magical activity on the astral plane, but is “transparent” so that it cannot be seen by astral observers.
• Obfuscating Ward — Similar to Masking Ward but designed to block Detection spells.
• Polarized Ward — As basic ward, but acts like a one way mirror.
• Recharge Reagents — Recharge reagents by taping into mana line/pool.
• Smudging — Removes astral imprints and otherwise cleanses an area; also reduces imprint for the purposes of Psychometry.
• Spirit Pact — Enter into pact with a spirit to reduce strain on their use of magic.
• Summon Great Form Spirit — Instill more power into spirit. If combined with Sacrifice and Invocation (metamagics) can summon a Great Form Blood Spirit.
• Trap Ward — Once triggered, degrades into physical barrier.
• Whisper of Bones — Necromancer can gain information from dead individual.