Ceremony & Circles
The slow magic of altars, congregations, and the year's great days. If it works while you sleep, it was a ritual.
What Ceremony Is
In ceremony the Magic Dice are set, not rolled — each die placed with about ten minutes of ritual work and a flat 1 QP. No strain, no doubles, no surges: the storm is absent, and the price is time, cost, and company. All the randomness lives in the leader's one skill roll at the climax. Failure gutters the rite out; only a natural 18 warps.
Ceremony's exclusive privileges: durations beyond sunrise; workings that run unattended; castings of M5 and M6; and targets you can only name, reached through sympathetic trappings — the lock of hair, the true name, the fistful of grave-earth.
The Circle
- The casting level can never exceed the leader's Magery. Depth is personal, always.
- The leader sets up to twice her Magery in dice (the ×2 constant).
- Gifted helpers: at most one per level of the leader's Magery, each setting up to his own Magery in dice.
- Everyone else is congregation: any number, 1 QP each — fuel and endurance, never dice. A thousand farmhands cannot conjure what one hedge-witch can.
- A gift of QP returns to the giver with the seventh day. Drawing on an unrecovered giver takes it from their body: 1 HP per point — the withering, and every passing rider sees it.
Buying Certainty
Every 5 QP contributed beyond the rite's costs gives the leader +1 to her roll, to a maximum of twice her Magery. A packed church doesn't make the rite bigger; it makes it surer — and past effective 16, roughly one great feast-day rite in eleven goes wondrously right. The floor never disappears: 17 is still flawed, 18 is still a disaster at the high altar.
Time and the Coin Ladder
| Endures | Cost multiplier | Leader needs |
|---|---|---|
| Done when the circle opens | ×1 | any leader |
| Until sunrise | ×2 | Magery 2 |
| A lunar month | ×5 | Magery 3 |
| A year and a day | ×10 | Magery 4 |
| Beyond | Invocation country — priced nowhere in this book | |
Anchored and Tended
Anchored: pay the full multiplied cost in one rite and the working stands alone until its term lapses — living in a physical anchor (boundary stones, a blessed token) whose destruction breaks it, and holding 1 QP of the leader's pool committed for its whole life. Tended: pay the base price every dawn and keep committed QP holding it in watches — vastly more over a year, never more than a devoted order can raise in a day, and it dies with the institution. Rich kingdoms anchor. Devoted orders tend. Both are correct.
Holy Days
On a tradition's lesser holy days, contributed QP counts as 1.5; on its great feasts, double. Nothing requires the great rites to wait for the great days — everyone waits anyway. That is why they are great.
Great magic in this world is an institution: talent shapes, community feeds, and the tithe's oldest meaning falls straight out of the rules. Where you find a settled mage, find the observance that pays for her.