So, I feel like I have another area where rules are missing that are needed in order to play the game.
Ritual drain.
Specifically, this passage:
After the spell effect goes off, each participant [resists] drain equal to twice the number of hits (not net hits) on the defense side of the final Sorcery + Magic test (minimum 2).
Problem: Some spells are not resisted, so there is no "defense side" to use to calculate Drain.
Let's use Healing Circle to cast a Heal spell.
Firstly, what's my threshold? I have three people in the circle to heal. One with Essence 1, one with Essence 3 and one with a nice pure Essence 6.
It is not spelled out, but usually the caster's hits are applied to each target individually. So let's assume I get three net hits (cuz TH7s). The Ess1 target gets no benefit, Ess3 gets 1 box healed, and the Ess6 character gets 4 boxes healed. Assuming that's the correct reading. Seems right, but not spelled out. For the next three days, anyone using the circle gets +3 dice on healing tests made in the circle. Since the healing rules don't specify that I need to remain in the circle, I guess my characters can just ducking to the circle to make healing tests, then wander off elsewhere?
Now onto drain. There's no "defense side" to use for "hits" to double here.
So, what's the intent? What's the Drain Value? And why is that true? I've literally copied the whole section out and read through it. If it's hiding somewhere, I'm at a loss to find it.
Same seems to hold true for *Circle of Protection, Watcher, Ward*, and any Ritual version of a spell that does not entail a resistance/defense test.
Would love to be wrong, but it doesn't seem you can use these rules to cast most rituals spell. Is this on a radar anywhere for a fix?