On the other hand, that's a good reminder of how easy this kind of thing is to break if one isn't careful. And on the third hand, the idea of "ward vs. aging" gives me ideas of rituals for lichdom and various other ways to attain immortality.
Yup, one of the main reasons I want to eventually include rituals...
There would even be ritualls of ascension (for becoming a "DragonMage" (a human who shifts into a dragon form, as opposed to a dragon who shifts to human in order to "slum it"), the lich ritual, a more powerful one for becoming a lich lord, rituals for major curses (such as lycanthropy, but where the target does NOT have to be bitten), summoning of super power entities (major servants of deities) opening gateways more powerful than a normal spell ever could, etc...
All sorts of ideas....
Anyway, I was figuring that to do magic rituals, you would need a
Magecraft: Rituals skill (that minor ritual that the Warrior Mage knows for creating a bonded weapon does not count here as that is a personal ritual with a limited effect). Then each ritual could be treated as something along the lines of a Training Path... (i.e. you meet the prerequisites, pay some Character Points, and you know the ritual). Yes, you could even supply characters with books that contain various rituals, but until they actually gain the TP for that Ritual, they simply "don't understand it enough to perform it with any chance of success" yet.
For multiple casters -- I would suggest that each additional caster (call them secondary casters) provide a bonus, based upon the number of ranks they have in Magecraft: Ritual. Perhaps +1 to casting roll for every 10 ranks in Magecraft: Ritual, if they do not know the ritual. +1 for every 5 ranks if they do know the ritual -- the main person (the focal caster) performing the ritual is the only one actually making the roll... For those who aid in this way, failure is a smaller risk - they would only suffer half the adverse effects (where possible -- for example if failure results in death, then those who aid in this manner would be put into a coma, 1 hit from death, and would only gain 1 point per day until fully recovered (presuming somebody is caring for their body), and not wake up until they have fully healed -- those who are not taken care of would be in coma, recovering as above, but then also suffering from not eating/drinking as well (so they would hover near death for a while and then eventually die anyways) --- good reason to have minions who do NOT aid in the ritual, but who are there just in case the worst happens....
Now, this is just for them to aid in performing the basic ritual....
Those who
know the ritual can also help to increase the power of the ritual. If you think of each category of adjustment as a series of steps, then a second mage who knows the ritual, can increase an element by a single step without increasing/decreasing the modifier (i.e. change the range from 100 yard to 500 yard while still only adding +4 to the TN of the ritual, or changing the casting time from 1 day to 12 hours while retaining the -18 modifier that normally goes with a casting time of 1 day).
As I said, this sort of aid would be limited to those who KNOW the ritual, and aiding in this manner prevents having their ranks being applied as a secondary caster, they would be a focal caster as well, and fully share in any adverse effects... If there is more than one focal caster, then the one who actually rolls would be the primary focal caster.