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Celtricia, World of Factions-Mechanics Information V2.0

Started by LordVreeg, October 13, 2007, 03:48:05 PM

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LordVreeg

*BUMP*
FEAR THE STREAM-OF-CONSIOUSNESS DISASTER THREADS.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

I've been working assiduously on my spell rules: not so much changing them as formalizing them and making them a little more clear.  All the conversations that we have been having on spell systems  (as well as some of the ones on skill based systems) have kept me plugging away.

Guildschool spell rules, redone
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

BA---HA!!
(Yo, Troll!)


Been working on the weapon page to clean things up.  STill a WIP, but Troll and I were going over some of it a few nights ago, and it convinced me to add examples to the page.  
Weapons in Guildschool, among the 10 zillion other things peculiar to the system, have a Stregth Needed, and a Coordination needed. They actually have 2 sets of these each, for one and 2 hand use. (STN1h, STN2h, CDN1h, CDN2h)
There is also a a Strength Modifier and a corrdination modifier that determines the effect of every point of the attribute above or below the needed number.
(this is a variant we use on the skills, as well).
So I added examples of three different NPC's, and have them each using three weapons.
Pfenig Restlington, Goblin Artificer (ST6, CD 9), Rex Baird, Human Igbarian Scarlet Pilum (ST 13, CD 13), and Bar Vox Grenthog, Gartier Priest of the Earth (ST 18, CD 15).
Then I statted them each out with a little Bank Dagger, a scimitar, and a huge, heavy mace.
weapon page

Below that are the new, shortened weapn buying charts, and at the bottom the full chart.  Still work to be done to clean it up, but it is coming together.  Just thoguht I might get some more input.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

[blockquote=Steerpike]Wonderfully creepy! Undead are vulnerable to silver, eh? [/blockquote]
More powerful Undead and outsiders normally have some level of DR based on the type of weapon used.

It is actually harder to creater magic items from normal items than materials that 'resonate' throught the void.  Silver is the least of these.  But once magic is on a weapon or item, it is partially in the void itelf.

DR adds to Protection, but that is adjusted by the type of weapon used, in 10 point increments.
the hierarchy used is

Silver
Masterwork metal (blacksteel, Amretton Brass, Ambretton mithril, Asslewood, Charsteel, etc)
Magiced
Magiced +5% (means at least +5% to hit, +1 damage or more than 3 use a day spell)
Magiced +10% (means at least +10% to hit, +2 damage, or more than 5 spell use per day)
Magiced +15% (Means at least +15% to hit, +3 to damage, or greater spell use per day)
(and this goes up to +25%)

So a wight may be listed as 30AV/50PR-magiced, which means that the wight has 50 protection against magicied weapons or better.  Against masterwork, the wight has 60 protection, against silver, 70 protection, and 80 protection vs normal weapons.

This upper rank wraith that the group was fighting was statted with was statted with 55 protection-Magicced +05%

Does that make sense?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Spell List up to 510 Guildschool
_________________________________________________________________
I keep trying to add the spells that would make sense for the setting.  I added in the plague spells because the Antroo Vampyre is trying to cause a plague in Igbar  (S.O.P. for undead lords, doncha know...)

Complete spell list

New spells.
Death
Destruction of Unborn Foetus   (yes, I went there)
Instigate Disease, Greater
INstigate Disease, plague
Necromantic
Undead Scavenger's Totem
Restorative
Greater Altar of Healing

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

New Spells added for specific reasons.  Total spells up to 516 on Wiki.  I'll transfer a few nw choice offerings.
Strike of Snake and Spider
[spoiler][ic]
Spell Name Strike of Snake and Spider

Major Sphere Animist



Spell Source
Initiative 4
Range touch
Duration 1 hr plev
Save none
Save effect none
Spell Success 20
Area of effect target
Counter


Spirit cost 5
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 3
Total cost 8


Description

This spell was originally created back in the Age of Heroes, but it's current name
and configuration comes from the Chruch of the Circled Snake and Spider, of the
Old Astrikon Traders.
It is a contingency style spell, much like Souce Charge (q.v.). Is. After the spell is
cast, it lies in wait for the whol dureation, unused. However, the first time the target
attempts to strike another person (with a weapon or unarmed, not including magic
or missle), the ensorcelled will gain a speed advantage, the speed of a striking creature
added to their own.
Mechanics-wise, this spell gives the target an improved initiative the first time they
try to strike someone in melee within the duration of the spell. After that initial
roll, the spell is used. It does not affect other initiatice rolls, nor spell casting or
missle weapons.

It provides a -1 per 2 levels of the user to the initi roll, for a minimum total init of
+1.

This spell is a great spell to cast on that big-weapon user as one enters an adventure,
as it lasts hours.[/ic][/spoiler]
Created by me to give more depth to the whole schism betwen the old Isham/Vernidale church.  These are spells that I can have the 'Terrors of the Knife' use, but also give to Kiko.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Developed to explain the difficulty my PC's are havng sneaking up on members of the Terrors of the knife.
[spoiler]
[ic]
Spell Name Sense of Snake and Spider
Major Sphere Animist

Spell Source
Initiative 11
Range target
Duration 10min+ 1 min plev
Save none
Save effect none
Spell Success 15
Area of effect target
Counter


Spirit cost 8
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 1
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 5
Total cost 14


Description

This spell, whose most recent incarnation comes through the Old Astrickon religion
of the Circled Snake and Spider.
This spell enhances the detection of danger in a target. During the spell, the target
has a +25% to their surprise skill/CC.
[/ic]
[/spoiler]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Greater Strike of Snake and Spider
A bigger, more costly, but much better version of the first spell.  This is a contingency style spell that a PC can cast, and then start getting spell points back pretty quickly.  It was a common scroll for the Astrickon's to carry, as it really takes away the downside of a big, slow weapon.
A normal caster (without some esoteric skills) gets back about 5% of their max spell points per hour, and can recover in up to 3 sources an hour.
[spoiler][ic]
Spell Name Greater Strike of Snake and Spider

Major Sphere Animist


 
Spell Source
Initiative 5
Range touch
Duration 3 hrs+1 hr/plev
Save none
Save effect none
Spell Success 10
Area of effect target
Counter


Spirit cost 12
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 1
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 7
Total cost 20


Description

This spell was originally created back in the Age of Heroes, but it's current name
and configuration comes from the Church of the Circled Snake and Spider, of the
Old Astrikon Traders.
It is a contingency style spell, much like Souce Charge (q.v.). Is. After the spell is
cast, it lies in wait for the whol dureation, unused. However, the first three time the
target attempts to strike another person (with a weapon or unarmed, not including
magic or missle), the ensorcelled will gain a speed advantage, the speed of a striking
creature added to their own.
Mechanics-wise, this spell gives the target an improved initiative the first three
intitiative rolls where they try to strike someone in melee within the duration of the
spell. After the third, the spell is used. It does not affect other initiative rolls, nor
spell casting or missle weapons.
It provides a -1 per 2 levels of the user to the initi roll, for a minimum total init of
+1.

This spell is a great spell to cast on that big-weapon user as one enters an adventure, as it lasts hours.[/ic][/spoiler]

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Undead in Celtricia use a lot of fear effects.  Even lesser 'Cunning Undead' like wights and wraiths have some automatic, if lesser fear effects.  Funny, because there was a whole postiong on controlling and mind effecting spells on Gnome Stew recently, and a buch of people were admitting they under-utilize these types of effects.

Remove Terror
[spoiler]
[ic]

Spell Name Remove Terror

Major Sphere Life


Spell Source
Initiative 5
Range 3' plev
Duration perm
Save will+lev*2
Save effect spec
Spell Success 10
Area of effect target
Counter ment

Spirit cost 10
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 7
Death cost 0
Law cost 1
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 18


Description
This spell allows a caster to remove the effects of any fear spell from an afflicted
recipient.
After a succesful casting, the target gains an extra will save with a bonus (see above),
and can try to throw off the effects of the fear attack. Note that this works on
necromentic, mentalist, or any other type of spell unless otherwise specified.
The caster must point a holy symbol at the taget for this to work
Note that this will not affect any later fear effects.[/ic][/spoiler]

Remove Terror, Greater

[spoiler][ic]
Spell Name Remove Terror, Greater

Major Sphere Life
 


Spell Source
Initiative 5
Range 10' plev
Duration perm/4 sec plev
Save will+level*3
Save effect neg
Spell Success 0
Area of effect target
Counter

Spirit cost 15
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 8
Death cost 0
Law cost 2
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 25

Description
This spell has a similar effect as the lesser 'Remove Terror' (q.v.), but has stronger
effects.
In addition to longer range, this spell also confers a bonus on all CC's vs Fear for 4
sec per level of 2* the caster's level.[/ic]
[/spoiler]



VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Tiring slightly...But the necromantic additions are somehow the most fun.

Raise Entropic Skeletal Servant
Greater Zombie Servant
Comforts of Home, Servant's Circle

Go here for the Spells Page , if you want to get some context, or see the other spells that are in similar veins...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Rules for GMing skill use
link to page


HOW THE GAME IS PLAYED-SKILLS
Guildschool is, at the basic level, a skill-based system.  So much of the roleplaying is based on the application of skills.  Combat skills are just another set of skills and treated the same way.  Even a combat skill like 'basic sword' is actually the % chance to hit an unencumbered, actively avoiding person.  Also, the Guildschool system is best suited to a game where combat is a means to an end, not the primary focus of the game.  While 'Life-or-Death' situations naturally lend a tremendous amount of drama to a game, the gaming done in town, building relationships and forging the future of the game, is just as important.

So, at the most basic level, The game is just the application of skills in the enviroment around the PCs, or gaining new skills.  This means that as a GM, another major job is trying to create an enviroment where the players want to stretch and use their skills.  This often means stretching things and trying to work with the payers in giving them little bonuses to tasks unless it is ridiculous.  And don't hesitate laughing at the ridiculous attempts, it breaks the tension.

And laugh at your own NPC's CC misteps even more.




Also, when adjudicating skills, a GM will regularly give bonuses and subtractions.   The scale is set up so that an average attempt is against difficult circumstances.  This is because adventuring is difficult, frankly.  Perfect circumstances are considered to be +40%, very favorable attempts are +30%, easy attempts are +20%, favorable attempts +10%, difficult is 0, hard attempts are-10%, very difficult -20%, extremely difficult are -30%.  

This is why some of the skills are so low.  Adventurers live in a difficult world, where they are trying to overcome adversity.  Unlocking a door in a dungeon, to use an absolute trope, with the light issues, the lock being an alien design, worrying about noise or someone attacking you...that is difficult.  A normal roll, unless the quality of the lock is better which would decrease the chance, or maybe it is in an area that is totally cleared out and considered safe, which might slightly increase the chance, maybe by 10%.  And that same average lock, in the adventrurer's own house in the light of day, with all the time in the world, might be +20%.  It would have to be an easier lock to increase the chance more than that.

Another piece of advice is to use the roll to describe the success or failure. So a really good roll represents a very competent, perfect job, while just barely making the roll could be described as a difficult, painstaking attempt.

[note=Some Examples of Skill Use]
a simple example--

Perto Van Oster, Gnomic member of the Eye of Igbar has a 16% 'Basic Trap' skill.  He is at a backdoor late at night in the Dockside, trying to get into Lucky's Ointments.  The lock is decently made, and it it dark (he has a candle, shielded) , and Perto is is a little worried about the Scarlet Pilums in the Area.  This would be a normal roll on his 16% chance, since this is a normal, difficult situation.

If he had paid off the 'Pilums to be somewhere else, or felt comfortable using a lantern, he'd probably be given a +5% on the roll.

Another example
Skald Pinotage AfrikanVintage of the Martial School of Song is being prodded by his group about the significance of a Statue they have found in a ruin in the Wibble Hills.  The Statue shows a monkey faced man with a noose and an ankus, with a head with three faces and three sets of arms and legs.  Pinotage only has a 5% basic scholar skill (level2), and cannot think of any other skill sthat might help, so he has a very poor 5% chance of knowing anything.[/note]





Social Skills
Even more involved is the GM's job of adjudicating social skills.  Determining the effect of a skill and the proper difficulty often stretches the skills of even the best GM.  On the other hand, when this is done well, the game runs incredibly smoothly, with the use of skills and the affects of skill CC's determining the flow of the game.


The Clever use of Addition
Ther game is set up to encourage the clever use of skills.  This often manifests itself as players asking for a bonus on a skill CC or skill use due to a related skill. Since this is a skill based system, one based on thinking players, this is not a thorn in the GM's side.  Rather, this is something that has to be adjudicated personally, situation by situation, but try to encourage the players thinking.  


The system is built to do this.  There is a lot of skill overlap by design.  Basic Outdoor and Basic Forester seem very similar and are indeed complimentary and meant to be used in a skill stacking situation.  Basic Forester is an artisan skill, and as such is a lesser knowledge involving the mundane aspects of this skill, whereas the Esoteric skill of Basic Outdoors includes powers and knowledge of how the House of Earth affects trees, the treants, tree spells, etc.  

As a rule of thumb, skill stacking (except for dropdowns that are already allowed) are normally a maximum of 25% of the add on skill allowed.  And as a rule of thumb, even if it is totally applicable, the maximum an artisan skill can add to a non-artisan CC is 10% of the artisan skill amount, while a non-artisan skill can add a maximum of 25% of that skill.  
An artisan skill to another artisan, or a non-artisan to another non-artisan, the maimum is 25%.

Remember, the idea here is not to make the players fail.  The idea is to encoutrage them to think.  This doesn't mean a cakewalk, but rather fostering and reinforcing their clever use of skills.  This creates a magical synergy in the game that is impossible to beat, where the intelligence and creativity of the player directs the game.

[note=Some examples of additive skill use]
 
Portney Bastardly, a spear Brother of the Scarlet Pilums, is trying to improve his suit of armor.  It's a normal suit of Chain Armor he wants to improve to masterwork.  He's a level 5 blacksmith and a level 2 armorer, for a total of 39%.  He's not trying to just fix or create, he's actually trying to improve it, so the GM  adjudicates it is very difficult, -20% to actually effect an improvement from basic armor to masterwork quality (to say nothing of the price).  This would be a difficult task, so Portney's player askes if his Protection, Heavy Armor skill would help.  The GM is thrilled that Portney's PC is working his skills, and since he has a total of a (basic def- Hvy armor 15% + protection-Hvy armor 5%=20%) 20% of protection-hvy armor, the GM affords him 25% of this skill (20*.25=5%) to his 39% armorer chance, for a total of 39+5-20=24% cance of success.

A more complex example, revisited.

Skald Pinotage AfrikanVintage of the Martial School of Song is being prodded by his group about the significance of a Statue they have found in a ruin in the Wibble Hills.  The Statue shows a monkey faced man with a noose and an ankus, with a head with three faces and three sets of arms and legs.  Pinotage only has a 5% basic scholar skill (level2), but in his artisan skills, he has Basic Artist 18% (level 3).  Since Sculpture is under the umbrella of Basic Artist, his player requests to get a bonus.  The GM feels that some of the information about the statue (the format and style is from the Old Orbic Devilkin worshippers) would be under the baliwick of Sculpture, so he gives Pinotage 1/10 of his Basic Artist Skill to go along with his Basic Scholar, bringing the chance from 5% to 7%.[/note]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Nomadic

very nice read, will probably look more in depth at it later (and give you a better reply)

LordVreeg

Relating to the post above, (skills adjudicating in game)
we post that the Skill list continues to grow, though there is still work to be done.

See the chart on the bottom for the full list with dropdown skills, attirbute modifiers, et al
Skill listing

Added more defensive combat skills, athletics skills, and of course, more Artisan and more social skills.
We are up over three hundred skills, and more still to go.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Cheomesh

It's interesting.  I like the way your continuous initiative system works.

M.
I am very fond of tea.

LordVreeg

Link to Celtricia page
Witchcraft and Ritual Magic in GuildSchool
-------------------------------------------------------------------

Since the Trollish Madapesicle has been muling it over, as well as seeing new members doing system design, I thought I'd post the current version.

Celtrician Rulebook


--------------------------------------------------------------------------------
 

Ritual Magic

Witchcraft, or ritual magic, is another facet of the Celtrician world. Due to the very steep ramp up of skill needed to cast even lower power spells, and the many types of spell power sources needed for higher powered spells, there comes a time when the pc's, and even more when the NPC's need a little crutch for casting.

It also makes the world more believable that the more powerful spells can be used, it just takes preparation and time.  And when people try to understand the complex magical achievements of the ancient Omwo~, the Vicorians, and others, ritual fills part of the gap.

Witchcraft is a casting skill that uses ritual to allow a caster to cast spells that would be beyond their level, or to add that skill onto their spell success %[note=Makes sense...I hope]  Witchcraft has been available by the rules since almost the beginning of the game.  But only a few PCs have used it.  Maybe because it is bloody useless in combat, maybe becasue scrolls are a more useful albiet more expensive way of casting more powerful spells...[/note]

Ritual magic is a skill. Using it requires basic reagents, and tripling the reagent's needed for the spell. It also takes a minimum of 1/2 an hour, or 10 minutes per segment the spell actually takes to cast. So if the caster is trying to cast Vernidale's Hold, which has an initiative of 3, it would take 3* 10 minutes, or a thirty minute ritual. A write magic-style spell has an initiative of 20, so casting it as a ritual would take 10 min*20, 200 minutes, so 3 hours, 20 minutes.  Create a Potion is very difficult, but used a lot by witches.  As a spell, it takes 50 segments, or 10 min *50, 500 minutes, or 8.33 hours to create a potion.  This is kind of in keeping with how we see our alchemists, etc.

If used as a ritual, the care and time taken add the ritual magic ability to the spell success ability of the caster, increasing the likelihood of success. In addition, the caster's abiliy is added to the spirit spell points of the caster, allowing spells with higher spell points than normally possible to be cast, though the caster is reduced to zero points available in Spirit where the ability is added to spell points after spell completion.

Since the extra spell points from the skill go to spirit, normal rules of spellpoint conversion apply.  A caster must have at least 5 spirit points available to be able to use a ritual

Witches often come from areas where the teaching of the different spell types is somewhat weak, so that to augment their weaker abilities, they are strong in ritual magic.

 

There is a subskill of ritual magic, hard to learn, called 'true Ritual' This is the abilty to have multiple witches come together to cast.  All the particiapants must have the ritual magic spell skill, and the leader must have the true ritual skill, to use this.

There is another sub-skill, called blood-magic, that allows a caster to use pain and blood to reduce the amount of spell points needed.

Obviously, this skill must be learned before it can be used.  

Did I mention that Palimar's old Player has him creating a spell called "Reclusive Asshat"?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg