Quote Originally Posted by Icarus View Post
I wouldn't change 1 (the original idea is suited to my campaign, but maybe it can work like that for other GMs); 2, I dont see a problem, you can draw your magic circle with chalk, blood, whatever, nitpicking this could be too detrimental to the player; and about 3, I'd say rituals are a form of magic and disallow non-mages from doing it (in Dragon Age; it could work in different settings).
1. Ritual, to me, implies ceremony and activity. Things that can't be performed in a 15 sec round. More importantly, with the force multipliers you could apply, you might not want that to be an every round occurrence.

2. For location, my thoughts weren't on specifics as a detail alone, but as a force multiplier. With no MP cost, and especially if you extend casting time, the stunt chart doesn't work as-is. So I'd recommend dropping the success check. Instead, a ritual with no circle could have maybe a flat 50% chance of failure; a circle drawn with a stick in the dirt has a 25% chance; a specially prepared ritual room in a Circle Tower has 0% chance. And/or, the more prepared the chamber, the added benefits to the casting.

3. Personally, I'm not overly keen on non casters performing ritual magic, but other systems allow it, so I was just tossing it out there. D&D allows certain spells to any class, and IIRC Shadowrun allows non-casters to participate. More importantly would be the number of mages -- would having X mages boost the spell effect?

Example: casting Fireball has like a 4 yd radius for 3d6 damage. However, a ritual fireball, cast by 5 mages in a specifically prepared ritual room could have say a 10 yd radius and say 9d6 damage -- each mage adding 1d6 damage and 1 yd, and the quality of the circle acting as a bonus 2 mages. Food for thought - it's more work this way.