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Old 10-16-2014, 02:22 PM   #8
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Ritual path magic group casting

I don't see any problem with assembling a circle or coven to help you cast spells, but I do agree that army- and town-sized pools of contributors can be a bit game-breaking. On the one hand, that might just add an interesting dimension to strategic spellcasting; if "the army with more soldiers to support the witches" is the army that wins, is that a bad thing?

But if this is a problem in your games, I'd throw my official support behind this optional rule: A caster cannot tap more energy sources than his effective casting skill.

This rule doesn't change anything on the party level, or really on spellcasting in general, which is intentional. It only kicks in to prevent casters from convincing their entire village to donate some spare FP for a megaspell. And because I don't think that's necessarily a problem in every game, I want to state again that I only officially endorse this rule as optional, not as errata.

("Effective casting skill" means that Ritual Mastery, grimoires, etc., will improve this, but gathering bonuses such as Places of Power will not. Remember that your mana reserve and any energy contributed by sacrificing FP+HP are two different "sources.")
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gathering magic energy, group rituals, ritual path magic


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