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==Magic==
 
==Magic==
It is apropos that magic is called a craft, because magical effects are carefully constructed. it is a time consuming process that takes skill, knowledge and a little artistry. A ritual crafting has five "steps." They may look different depending on the crafter's tradition, and some may change the elements or the order, but the underlying pattern is the same. Making a ritual into a more elaborate ceremony can
 
 
===Parts of a Ritual===
 
'''''Preparation'''''. The crafter prepares herself, the ritual space and the subject. Preparing the space includes things like ritual cleansing with brooms, water and or incense; drawing or painting symbols on the walls and floor (voodoo ''vever'', Lodge pentagrams and Enochian symbols). Participants take ritual baths and or anointed with special oils. The right mindset is achieved through meditation or prayer, accompanied by dancing and drumming in some traditions, chanting in others.
 
 
'''''Invocation'''''. Necessary spirits are called to the ritual. This process often begins during the preparation but continues--the dancing, drumming or chanting continues throughout the ritual. In the invocation any and all powers invited will be spoken, and symbolic representations presented.
 
 
'''''Intent'''''. The crafter expresses what he wants the ritual to accomplish. It can be simple and direct--"destroy this enemy in particular"--or something more complex. Symbolic representations are often used: a ritual bath for the subject of an exorcism to symbolize the cleansing process, damaging a symbolic link to the subject of a harmful ritual (the "voodoo doll"). Crafters generally continue invoking the spirits while performing tese symbolic actions.
 
 
'''''Offering'''''. The "what's in it for me?" stage where offerings are made to satisfy the spirits invoked and encourage them to honor the intent. This can be a sacrifice, a gift of food or drink, or something less tangible like a promise of service or prayer of thanks.
 
 
'''''Dismissal'''''. The powers called up for the ritual are dissipated or sent away, excess energy is safely grounded. More hostile spirits will be more difficult to send away. "Never summon something you can't put down, kid." This is a crucial component of harmful rituals, because the crafter needs to take steps to protect herself and her clients from the magic's effects.
 
 
===Ritual Elements===
 
There are three basic elements to a ritual: ''Time'' to conduct the ceremony, ''Ritual Space'' attuned to the spirits and forces involved, and ''Material & Symbolic Components''. These elements act as foci for the crafter's intent, making it easier to achieve results. In the right quantity or quality, suitable elements might grant bonuses, though the law of diminishing returns applies, as does TANSTAAFL. It's possible, in an emergency to dispense with ritual elements. Taking shortcuts make the ritual more difficult, of course, and prone to failure or backfire.
 
 
'''''Time'''''. Rituals are meant to be conducted over a longer period of time. Even if successful a ritual's effect may not be felt immediately. A blessing or curse might take days to manifest. Extra time is used to Create Advantages that can be used during the actual casting, like ''Peristyle Attuned to Legba'', or ''Well-Rehearsed Chanting''. Penalties for rushing depend entirely on the amount of time ''not'' taken.
 
 
'''''Ritual Space'''''. An area that's magically resonant, or symbolically ''right'' or favored by the spirits. Most crafters don't have difficulty with this element. Places used constantly for rituals get tuned to magical energies and can often offer an aspect like ''Consecrated to Legba'' or ''Well Established.'' Any place can be cleansed and prepared in a few minutes or ''properly'' prepared in a week or so. Crafting without ''any'' ritual space is good for an aspect opposing the ritual.
 
 
'''''Material & Symbolic Components'''''. Representations of the target, spirits involved in the ritual, sacrificial offerings to those spirits and occult symbols of power. Simple, minimal components are fine, while elaborate preparations mat provide bonuses.
 
 
===Potions and Talismans===
 
Fortune favors the Prepared. For the magician who needs that bit of power right now, not an hour from now after the carefully prepared ritual, because of the, you know, the ''shooting at us'' problem. An item can be imbued with an effect by making the target of the ritual ''the user of this talisman, at the appropriate time''. Potions work the same way, though they are more frequently used to grant an effect that last for a while. Some items are designed to break when used, these one-shot talismans are easier to make. Others can be recharged, either through a simple ritual, a complex recasting, or meeting certain conditions (leave it overnight in a glass of whiskey, next to an open window).
 
 
sometimes you'll be able to pull just the right thing out of your bag, particularly if you can give me a flashback of when and how it was prepared. This works really well if you've taken some time earlier to say "I'm going to spend X hours in my ritual space making some useful things for later."
 
 
===Horses & Guardian Spirits===
 
(Placeholder)
 
  
 
==Random points of interest==
 
==Random points of interest==

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