Ritual #1
A pretty calm ghost that resides within one of the PC's antique shop flipped out and began manifesting and attacking players. Once his temporary insanity subsided there was a conversation and one of the Wizard's used the sight to discover that he'd been hit by some sort of dark magic. The group is currently attempting to use the ghost as a focus point and track the spell back to its creator.
Sounds good. Though it might be hard to get some substance from the spell. It might defend itself, like the one in GP, so it might not lend itself to be used as a link. I could see making it a Lore roll to get a good link out of that, but you could just as well skip that part, the idea sounds solid enough.
Ritual #2
Part of the party was attacked by two Black Court Vampires. They killed one and captured another. They are currently attempting a ritual using the BCV as a focus to track down his maker.
I think I would want a description on how the wizard is going to represent the "link to the maker" part. I could see using a BCV to find any other BCV, so finding a specific Vampire based on the template would require a bit more. Not in terms of a roll or something, just as a description.
Second, I want to make sure I'm doing the Complexity for these rituals correctly. Thus far I have both at:
8 Shifts to create the effect of Tracking which is based on a required +8 Survival.
8 Shifts to cover making the spell last "A Few Hours"
5 Shifts to cover the base Disciple of the Target which is +5.
21 Shifts Total
Wow, that sounds like a lot. The 8 shifts for the tracking itself sounds more or less ok. If the target is that well hidden, the difficulty can well be that high. But as dragoon said, starting a bit lower and adding a few aspects for a +2 for each might make more sense. For example, usually it would be a difficulty of +4 to track the wizard through his spellwork, but the ghosts essence has mixed with the spell (+2) and the spell is already dissolving (+2), so it's a total of +8 to track it. It wouldn't change much now, but it might make it easier to set up subsequent spells.
Duration. Tracking spells don't really need a duration. A tracking spell is a "simple task" spell. It answers a simple question: "does this get done?" If the answer is yes, everything is well, if the answer is no, you need to find another way. Time doesn't really play into it. In fact, a ritual like this doesn't really have to be one ritual. Remember how Harry regularly describes how he does his tracking spell a couple of times to triangle the location. In game terms, that would still be one ritual, you just describe it as doing it multiple times, because that's how your character does it at the time. You could also have it mark a map, enchant a compass, any number of things that would just show you the way. Some of them seem like they should have a duration, but if you can just describe it differently for the same result minus a duration, the spell doesn't need a duration.
Discipline doesn't make sense here whatsoever. The target's stealth could be used as a base for the tracking difficulty above, but discipline in addition to everything else doesn't make a lot of sense.
Also, remember that the spell isn't necessarily the interesting bit of the game right now. The most interesting thing, I would imagine, would be what happens when they find and confront the people they are looking for.
Lastly, I know for the Complexity Wizards can help each other out. So maybe one player makes a Declaration they have a grimoire to help out the caster (Lore). Or maybe they know someone who can help with some required knowledge (Contacts). But what about for the Power portion? Anyone have any experience with 2-3 Wizards working together on a single ritual. Each contributing their own power to the spell?
Note: I usually just use Cheer Saving Thaumaturgy from Paranet Papers, but these spells are kind of big deals as they lead to a pretty key NPC.
Any help would be greatly appreciated. Thank you!
If you want to keep the players from getting to the targets too easily, I think a better way to go would be to up the ante on the spell preparation, not so much the number of shifts. Let them come up with a good reason why they can use the spell tied to the ghost. Let them convince the ghost to help them. Once that's done, they earned the right to use this to get to the bad guys, and it's much more interesting than just having to go through large numbers.