The Potency Ritual pulls elemental forces into the wielder's body to empower all spells of a specific type to deal increased damage for a limited time. This Ritual allows the wielder to, once per Logistics period, add 5 points to any numeric call they make from casting a spell in memory or from a Battle Magic scroll for ten minutes. The 5 points will only be added to the specific Elemental force which is bound into the Ritual by the Ritual Caster at the time it is cast. The Elemental force may only be chosen from the following: Chaos, Healing, Flame, Ice, Stone, Lightning. When this Ritual is cast for the Healing element, it is considered an Earth Ritual; when cast for the Chaos element, it is considered a Necromantic Ritual; and when cast for Flame, Ice, Stone, or Lightning, it is considered a Celestial Ritual.
Note that this does not affect Channeling damage or weapon damage. A character may benefit from the Potency Ritual of each specific Element (as listed on the scroll) no more than once per Logistics period.
Note that the target of this spell should treat it in all ways as though it were an attack of the new amount. Thus, if a person using Potency cast a 2nd level Evocation Bolt for 15 points of damage, the target could Counterspell with a 3rd level Evocation Bolt, since they are unable to tell that it started as a 2nd level spell. Similarly, if that same 15 point Evocation Bolt (cast from a 2nd level slot) was put into a Spell Store or Enchant, the recipient would treat it as a 3rd level spell. If Potency takes a spell over 45 points of damage, it cannot be put into a Memory Strike or a Spell Store or similar Ritual, nor can it be Counterspelled, as there are no 10th level or higher Signature Spells.