You dabble in rites and glyphs without full mastery, grasping the shape of magic but not its safety. ## Tier 1 (Rituals 1+) * Minor Rite – Mark a die as Risky; on success, complete a simple magical effect (light a fire, purify water, mend a small wound). Failure on a 1 triggers magical backlash (1 Fatigue or Injury). * Glyph Reader – Mark a die as Effectful; on success, decipher one rune, seal, or magical sigil. Failure may add +1 Corruption die to your next magic roll. * Blood for Power – You may take 1 Injury to gain +1 die to a Rituals roll. ## Tier 2 (Rituals 2+) * Improvised Circle – Once per scene, you may perform a Ritual without proper materials at –1 die, but mark one die as Persistent; on success, the ritual stabilizes. * Dark Catalyst – Mark one die as Corrupted; if successful, the ritual gains extra potency (+1 success margin). Failure = +1 permanent Corruption. * Hasten Rite – You may perform a ritual in half the normal time; mark one die as Risky to do so. ## Tier 3 (Rituals 3+) * Anchored Wards – Mark a die as Persistent; on success, place a simple spirit ward (blocks lesser entities for the scene). * Borrowed Power (Rituals/Binding) – Once per scene, call upon an unknown spirit; mark a die as Corrupted; success = spirit aids you, failure = hostile possession attempt. * Double-Edged Rites – You may stack two Corrupted dice on a single ritual; success margin doubles but adds +2 permanent Corruption if either rolls a 1. ## Tier 4 (Rituals 4+) * Ritual Memory – Once per session, retroactively declare you completed a minor ward or blessing “off-screen.” * Power Sink – You may absorb magical backlash that would strike an ally; roll Spirit + Rituals; on success, redirect it to yourself. * Ritual Mastery – You ignore one penalty die from improvised conditions (lack of reagents, time pressure, hostile environments).