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MERP Magic Ritual

There are several factors that determine the success or failure of a ritual magic: 1) The caster's magic ritual bonus, 2) The sum of all spell levels multiplied by 3, 3) Modifiers for spell familiarity (+5 for known, -5 for unknown but on list, -15 for not on list), 4) Time spent equals ritual level minus caster level in hours, 5) Caster must make ritual rolls modified by their bonus every 5 hours or the ritual suffers a -20 modifier, 6) Minimum power points spent equal to ritual level times 1.5 plus bonuses for additional power points spent. Rolling above certain thresholds results in different ritual outcomes from full success to failure and backlash effects.

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0% found this document useful (0 votes)
136 views1 page

MERP Magic Ritual

There are several factors that determine the success or failure of a ritual magic: 1) The caster's magic ritual bonus, 2) The sum of all spell levels multiplied by 3, 3) Modifiers for spell familiarity (+5 for known, -5 for unknown but on list, -15 for not on list), 4) Time spent equals ritual level minus caster level in hours, 5) Caster must make ritual rolls modified by their bonus every 5 hours or the ritual suffers a -20 modifier, 6) Minimum power points spent equal to ritual level times 1.5 plus bonuses for additional power points spent. Rolling above certain thresholds results in different ritual outcomes from full success to failure and backlash effects.

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Bob
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Ritual Magic

Factors that will determine the success or failure of the ritual:


1 Casters Magic Ritual Bonus
2 Sum of all spell levels x3
3 List Modification (bonuses should be factored for EACH spell in ritual)
a Non standard or list caster cannor normall learn -30
b on list caster can learn but does not know yet -15
c on list caster knows, but not high enough level -5
d on list caster knows to proper level +5
4 Time Spent is equal to (Ritual Level - Caster's Level) in hours
5 For every 5 hours (round up) caster or casters must make a Ritual Roll modified
by only their Magic Ritual Bonus
this roll must equal 101+, or the ritual will sudder a modification of -20 (mod is unknown to caster)
6 Power invested
a Must spend ritual level * 1.5 minimum power points to be successful
b For every multiple of these PP, a +5 will be added to the ritual
c PPs from "Participants" and not "casters only count half

Roll Plus Bonus Effect


100-90* The ritual succeeds, but all casters have no spell points for 1-10 days
89-80* The ritual succeeds, but all casters have no spell points for 3-30 days
79-70 The ritual is successful, but only at 75% Strength, and all casters have no spell points for
4-40 days
69-60 The ritual is successful, but only at 75% Strength, and all casters have no spell points for
5-50 days. In addition the backlash causes participands to take "C" Cold and "A" Impact
Criticals
59-50 The ritual is successful, but only at 50% Strength, and all casters have no spell points for
6-60 days. In addition an explosion blows all participants back 20 ft. All take "D" Impact
and "B" Crush Criticals
49-40 The ritual fails. Casters take "E" Impact and "C" Crush Criticals. No spell points for 8-80
days. Participants take "D" Impact and "B" Crush Criticals and no spell points for 1-10
days
39-20 The ritual fails, all involved are knocked out for 1-10 hours. Casters take "E" Impact and
"C" Crush Criticals and have no spell points for 10-100 days. Participants take "D"
Impact and "B" Crush Criticals and have no spell points for 2-20 days
19' Ritual is perverterd, all are knocked out for 1-10 hours
* Caster may choose to stop Ritual on this result, PPs are lost and material ,ay be consumed

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