Quote:
Originally Posted by philosophyguy
1. [...] If I am creating new rituals, how can I determine what the appropriate penalty should be?
2. [...] Again, if I am creating a ritual from scratch, what information is available to guide the GM in determining the appropriate time length?
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The answers to these two questions are the same: estimate it, comparing it to other, similar rituals for balance, and tweaking for how you think the ritual should "feel" - if it's a basic effect for the Path/Book, that every practitioner of that type of magic should be able to pull off, give it a lower penalty than the obscure ritual that only masters regularly perform. Note that several rituals in Thaumatology have different penalties for defaulting to different Paths, so it's definitely not a fixed thing.
All that said, it's certainly possible to fiddle up some guidelines, at least for the penalties. As a quick rule of thumb, look at the energy costs for various Verbs in the Syntactic Magic system (Thaumatology, p. 185), add one to each, and double it. Then add more penalty if it produces more than just a "basic" effect for that type of magic. So if you wanted a ritual to transform someone into a frog, you'd look up Transform, determine the "base" penalty was (3+1)X2, or -8, and tack on an extra -4, because radical body transformation is pretty big, for a final penalty to the ritual of -12. You could use the "Time to Cast" from Syntactic Magic as at least a guideline for how long the ritual should take, too - since Transform has a time to cast of 2, the highest of the Verbs, I'd go for something high for a ritual, too, using something like an hour.