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The Archives => Campaign Elements and Design (Archived) => Topic started by: Matt Larkin (author) on August 24, 2006, 12:51:22 PM

Title: Grimoire of Rituals
Post by: Matt Larkin (author) on August 24, 2006, 12:51:22 PM
[ooc]As those of you familiar with my Kishar Mechanics (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?10892) know, I have been creating ritual spells as a different kind of magic somewhat similar to incantations presented in Unearthed Arcana.  Rituals have casting times between 10 minutes and 12 hours, and are thus not used in combat (unlike Sorcery spells).  I'm creating this thread to list additional rituals I've come up with.  While I have other ideas, I'd really like to encourage others to write up some rituals, too.  I'll edit your ideas into this original post.[/ooc]
 
Bind Elemental Spirit
Decipher Script DC: 27
Spellcraft DC: 27 (3 checks)
Mana Cost: 7
Casting Time: 2 hours
Components: Binding reagents (Alchemy DC 20) costing 400gp, one item
Target: One elemental and one item.
This spell binds an elemental to an item.  The elemental must already be present and somehow contained.  An elemental bound to a weapon or armor grants it an enhancement bonus equal to its size category (i.e. small is +1, medium is +2, and so on).  
On weapons: A fire elemental grants it the flaming burst quality.  An air elemental grants it the sonic burst quality.  A water elemental grants freezing burst.  An earth elemental grants the weapon acidic burst.
The elemental continually tries to break free of its prison.  The owner of the item must make an opposed Will save each day or be compelled to destroy the item and release the elemental.
Augment:
3 mana and +3 DC (all checks) grant a +2 bonus to the owner on checks to resist the elemental.

Brew Flight Potion
Decipher Script DC: 28
Spellcraft DC: 24 plus one Craft (alchemy) check DC 28
Mana Cost: 5
Casting Time: 10 hours
Location: Alchemists lab
Components: Blood or feather of a magical flying creature such as a griffon, and reagents worth 700gp.
Target: One living creature of up to medium size.
This spell creates a potion that when drunk allows the drinker to fly for 10 minutes at a speed of 60â,¬,,¢ (average maneuverability).
Augment:
3 mana and +3 DC (both checks) per maneuverability category increase.
2 mana and +2 DC (both checks) per size category increase.
1 mana and +1 DC (both checks) per minute of duration increase.

Brew Healing Potion
Decipher Script DC: 26
Spellcraft DC: 20 plus one Craft (alchemy) check DC 26
Mana Cost: 3
Casting Time: 8 hours
Location: Alchemists lab
Components: Herbs and reagents (Knowledge (nature) DC 25 to find in ideal circumstances, requiring 1 day of searching; typical cost 200gp).
Target: One living creature of up to medium size.
This spell imbues a potion with healing energy.  When drunk, the potion converts 1d8 lethal damage to non-lethal damage.
Augment:
3 mana and +3 DC (both checks) per additional 1d8 damage to convert.
1 mana and +2 DC (both checks) per point of damage to immediately heal.

Brew Lust Potion
Decipher Script DC: 26
Spellcraft DC: 22 plus one Craft (alchemy) check DC 26
Mana Cost: 5
Casting Time: 9 hours
Location: Alchemists lab
Components: Herbs and reagents including mandrake (Knowledge (nature) DC 25 to find in ideal circumstances, requiring 1 day of searching; typical cost 300gp).
Target: One living humanoid or fey.
This spell imbues a potion such that whomever drinks it will lust after the first person they see, desiring attention and physical contact and intimation with that person.  The effects last for 1d6 days.  The subject can suppress his urges with a successful Will save (DC 25), but a successful save only allows the effects to be ignored for that scene in game time.
A subject receives twice his Circle of Power as a bonus on saving throws against the potionâ,¬,,¢s effects.
Augment:
3 mana and +3 DC (both checks) per additional day of duration.
2 mana and +2 DC (both checks) per +1 to the save DC.

Enfeeble
Decipher Script DC: 28
Spellcraft DC: 28 (3 checks)
Mana Cost: 6
Casting Time: 30 minutes
Components: Ceremonial reagents (Alchemy DC 25), worth 100gp.
Target: One humanoid.
Save: Will negates, DC 25
This spell breaks the mind of the subject, inflicting 2d6 points of Intelligence, Wisdom, and Charisma drain.
Augment:
Can augment creature type affected like a Sorcery spell.
1 mana and +1 DC (all checks) per +1 to the save DC.

Enhance Harvest
Decipher Script DC: 25
Spellcraft DC: 25 (5 checks)
Mana Cost: 6
Casting Time: 5 hours
Location: In the targeted land, during the Spring
Components: Special herbs consumed by the caster (Knowledge (nature) DC 25 to locate after 1 day of searching).
Target: One living creature of up to medium size.
This spell attempts to increase the fertility of the land, thus increasing the effects of harvest.  The fertility of the soil within range is increased by 1d10%.  The ritual affects a 3 mile radius.
Augment:
3 mana and +3 DC (all checks) per additional 1d10% increase.
1 mana and +1 DC (all checks) per additional mile radius.

Fertility Blessing
Decipher Script DC: 25
Spellcraft DC: 25 (2 checks)
Mana Cost: 5
Casting Time: 20 minutes
Components: Reagents consumed by the subject (Alchemy DC 25), value 100gp.
Target: One humanoid.
This spell attempts to increase the fertility of the subject, doubling the likelihood of that subject being able to conceive a child within the next week by.
Augment:
3 mana per each additional doubling of the chances.

Levitation
Decipher Script DC: 22
Spellcraft DC: 22
Mana Cost: 3
Casting Time: 10 minutes
Target: One inanimate object weighing up to 100 lbs.
Duration: 1 minute or until released
This spell allows you to levitate a single object and move it at speeds of up to 5 feet per round.
Augment:
1 mana and +1 DC per +100 lbs to lift
1 mana and +2 DC to be able to target a living being.  Unwilling subjects can make a Reflex save to slip free (DC 25).
1 mana and +1 DC per additional 5â,¬,,¢ per round to be able to move the object.
1 mana per +1 minute duration

Mend
Decipher Script DC: 20
Spellcraft DC: 20, plus one Craft (as appropriate) check DC 15
Mana Cost: 3
Casting Time: 10 minutes
Target: One non-magical object of up to 1 cubic foot in size
This spell allows you to repair broken non-magical items.  You can rejoin fractured objects seamlessly, provided all pieces are possessed.  You can even perfectly mend clothing.
Augment:
1 mana and +1 DC per additional cubic foot of size
5 mana and +5 DC per additional 20 cubic feet of size
2 mana and +1 DC to be able to repair a construct, restoring 1d6 points of damage per such augmentation.

Mist
Decipher Script DC: 20
Spellcraft DC: 20
Mana Cost: 3
Casting Time: 10 minutes
Area: 20-foot radius
Duration: 10 minutes or until dispersed
This spell summons a billowing cloud of mist that obscures vision beyond 5-feet, providing concealment (20% miss chance) to those within 5-feet and total concealment (50% miss chance) beyond 5-feet.
A moderate wind (11+ mph) disperses the mist in 4 rounds (+2 rounds per additional mana spent on the area).  A strong wind (21+ mph) disperses the mist in 1 round (+1 round per additional mana spent on the area).  Otherwise, the mist fades gradually once the duration expires.
Does not function underwater.
Augment:
1 mana per +5 foot radius
3 mana per +100 foot radius
7 mana per +1000 foot radius
10 mana per +1 mile radius
1 mana and +1 DC per additional 10 minute duration
3 mana and +3 DC per additional hour duration

Purify Poison
Decipher Script DC: 22
Spellcraft DC: 22 (2 checks), plus one Heal check DC 15
Mana Cost: 5
Casting Time: 20 minutes
Target: One medium-sized creature
This spell attempts to remove all poisons from the subject.  Your Spellcraft check results must also be at least equal to the save DC of the poison.
Augment:
1 mana and +1 DC (all checks) per size category larger than medium

Regenerate
Decipher Script DC: 45
Spellcraft DC: 45 (3 checks), plus one Heal check DC 22
Mana Cost: 10
Casting Time: 10 hours
Location: Sacred circle
Components: Blood of an immortal
Target: One living creature of up to medium size.
This spell causes the subject to regenerate, re-growing lost limbs, or heads (if multi-headed).  Broken bones mend and damaged organs are restored.  The process is long and painful, and the target suffers 10d6 non-lethal damage.  Lethal damage on the subject is reduced by 50%.  It has no effect on non-living creatures.
Augment:
1 mana per size category larger than medium
1 mana per die of non-lethal damage to negate
1 mana per additional 10% of lethal damage to heal
1 mana and +1 DC (all checks) per point of physical ability damage to restore
2 mana and +2 DC (all checks) per point of physical ability drain to restore

Restore
Decipher Script DC: 25
Spellcraft DC: 25 (2 checks), plus one Heal check DC 15
Mana Cost: 5
Casting Time: 30 minutes
Location: Any secluded
Components: Fresh spring water or special herbs (Alchemy DC 20)
Target: One living creature of up to medium size.
This spell heals 3d8 damage on the target and converts remaining lethal damage to non-lethal damage, to a maximum of 2 per hit die of the creature.
Augment:
1 mana per size category larger than medium
1 mana per additional 2 damage to convert
2 mana and +1 DC (all checks) per additional 1d8 to heal
3 mana and +2 DC (all checks) per point of physical ability damage to restore

Rite of Binding
Decipher Script DC: 40
Spellcraft DC: 40 (3 checks)
Mana Cost: 9
Casting Time: 6 hours
Components: Ceremonial reagents (Alchemy DC 30), worth 1000gp.
Location: A place of power.
Target: One humanoid or giant mystic.
Save DC: Will negates, DC 30 +1 per additional caster
This spell attempts to bind a mysticâ,¬,,¢s power, preventing him from using his mystic abilities (thus treating him as though he were no longer a mystic).
If the casting succeeds and the subject fails his save, his powers are bound inside him.  Unless they are later released, he is effectively a normal person.
Augment:
5 mana and +5 DC (all checks) to attempt to bind the supernatural powers of a fey.
15 mana and +15 DC (all checks) to attempt to bind the powers of a cosmic being.
2 mana and +2 DC (all checks) to increase the save DC by 1.

Rite of Demons
Decipher Script DC: 30
Spellcraft DC: 30 (3 checks)
Mana Cost: 6
Casting Time: 1 hour
Duration: 1 day
Components: Ceremonial reagents (Alchemy DC 25), worth 200gp.
Location: A place of power.
Target: One humanoid or giant.
Save DC: Fort negates, DC 25
This spell endows the caster or subject with demonic traits.  The subject gains claws, fangs, and horns, all of which deal appropriate damage for a creature of its size.  Its eyes glow red and it gains Darkvision 60â,¬,,¢.  The subject also receives a +2 bonus to Strength and Constitution.
The subject becomes incredibly violent and must make a Will save (DC 25) to control its temper if provoked.
The subject and the caster each gain 1 point of Taint, with a  Fort save (DC 30) to resist this.
Augment:
1 mana and +1 DC (all checks) to add +1 to the save DC
2 mana and +1 DC (all checks) per additional day of duration
2 mana and +3 DC (all checks) per 2 points to improve the bonus to Strength and Constitution.
1 mana per 5 points of energy resistance (type of your choice) to grant
5 mana and +5 DC to grant the subject spell resistance equal to 11 + its HD.

Rite of Power
Decipher Script DC: 30
Spellcraft DC: 30 (3 checks)
Mana Cost: 6
Casting Time: 1 hour
Duration: 1 hour
Components: Ceremonial reagents (Alchemy DC 25), worth 250gp.
Location: A place of power.
Target: One humanoid.
This spell endows the subject with enhanced powers.  The subject gains a +2 enhancement bonus to all ability scores.
Augment:
1 mana and +1 DC (all checks) per additional hour of duration
1 mana to be able to affect fey or giants
2 mana and +2 DC (all checks) per point to increase the enhancement bonus
1 mana and +1 DC per point of resistance bonus to grant on saving throws
2 mana and +2 DC per point of deflection bonus to grant to AC
2 mana and +1 DC per point of natural armor to grant
3 mana and +1 DC per point of DR/magic to grant
2 mana to grant low-light vision
2 mana to grant Darkvision 60â,¬,,¢
1 mana per +1 competence bonus to grant to Listen, Spot, and Search checks

Soul Binding
Decipher Script DC: 40
Spellcraft DC: 40 (3 checks)
Mana Cost: 9
Casting Time: 4 hours
Location: Altar of power, during a full moon
Components: Blood of a live sacrifice (other than victim), drawn onto the victimâ,¬,,¢s forehead; alchemically prepared reagents (DC 25) left to burn
Target: One creature
This ritual binds a curse to the soul of victim (rather than just the victim).  To do so, requires the subject be killed at the moment of completion.  The other ritual must be cast to overlap, and be completed shortly after the death of the victim.  The curse will remain with the victim even if he dies and is reborn.

Summon Cosmic Being
Decipher Script DC: 24
Spellcraft DC: 24 (3 checks), plus one Knowledge (planes) check DC 20
Mana Cost: 5
Casting Time: 1 hour
Location: Summoning circle
Components: Incense and reagents (Alchemy DC 20)
Target: One cosmic being.
This spell summons a lesser cosmic being.  The being is under no obligation to serve the caster, but may negotiate.
Augment:
1 mana and +3 to the DC of all checks to summon a specific category of cosmic being (example: lesser demon).
5 mana and +8 DC to summon a specific lesser cosmic being (must know its name).

Summon Elemental
Decipher Script DC: 22
Spellcraft DC: 22 (3 checks), plus one Knowledge (planes) check DC 20
Mana Cost: 3
Casting Time: 1 hour
Location: Summoning circle
Components: You must have enough of the desired element that the elemental could form from, plus summoning reagents (Alchemy DC 20), cost 100gp.
Target: One elemental.
This spell attempts to summon an elemental to serve the caster.  If you succeed on all checks the elemental is summoned and serves you for 1 hour plus 1 hour per Circle of Power you possess.  If you succeed on at least two checks, but fail some of the others, the elemental appears but not under your control and attacks you.
The spell summons an elemental of small size.
You must concentrate to maintain control of the elemental.  If you cease concentration you must make a Charisma check with a DC equal to the HD of the elemental or the elemental goes rogue and attacks on its own.
You can attempt to contain an elemental with a gem for later use: garnet (fire), aquamarine (water), pearl (air), tourmaline (earth).  Such a gem can hold the essence up to 1 week per Circle of Power you possess.  If shattered (a standard action), the elemental is then released immediately.  The gem itself must be worth at least 100gp per HD of the elemental.
Augment:
1 mana and +1 to the DC of all checks per additional hour of duration.
2 mana and +2 DC per additional size category of the elemental, to a maximum of huge.  Each such augmentation also requires an additional 200gp of reagents.
You may attempt to instead summon a greater elemental (Elemental Monolith) for an additional 16 mana and +16 DC.  This requires reagents worth at least 2000gp.

Summon Familiar
Decipher Script DC: 20
Spellcraft DC: 20 (3 checks)
Mana Cost: 4
Casting Time: 3 hours
Components: Herbs and incense (Alchemy DC 20 to create)
Location: Any private sanctum
This spell summons a familiar to the caster.  A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer.  It is an animal native to the area that answers the call.  The nature of the master determines the type of familiar, but a DM may allow a player to choose his familiar.  It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type.  A familiarâ,¬,,¢s Intelligence improves to at least 5 (or its base whichever is higher) and increases by 1 per Magic Rating of its master, but not to more than that of its master.
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiarâ,¬,,¢s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
The familiar may be chosen from the following list: bat, cat, hawk, lizard, owl, rat, raven, snake, toad, or weasel.
A caster with at least a 10 Magic Rating can communicate telepathically with his familiar while they are in visual range.
You may only have one familiar at a time.
Augment:
2 mana and +4 DC to choose familiar from following list: baboon, badger, camel, dog, donkey, eagle, light or heavy horse, hyena, manta ray, monkey, mule, octopus, pony, tiny viper snake, wolf
6 mana and +10 DC to choose familiar from following list: ape, black bear, boar, cheetah, crocodile, warhorse (light or heavy), leopard, monitor lizard, war pony, porpoise, shark (medium), constrictor snake, squid, wolverine
8 mana and +15 DC to choose familiar from following list: brown bear, polar bear, bison, giant crocodile, lion, rhinoceros, shark (large), tiger, orca
10 mana and +15 DC to choose from non-animal list (type does not change): imp, dragon (wyrmling), pseudodragon, shocker lizard

Summon Succubus
Decipher Script DC: 23
Spellcraft DC: 23 (3 checks), plus one Knowledge (planes) check DC 20
Mana Cost: 5
Casting Time: 1 hour
Location: Summoning circle
Components: Incense and reagents (Alchemy DC 20), costing 200gp
Target: One succubus.
This spell summons a succubus.  The being is under no obligation to serve the caster, but may negotiate.

Vampirism
Decipher Script DC: 40
Spellcraft DC: 40 (3 checks)
Mana Cost: 9
Casting Time: 6 hours
Location: Profane casting circle, ritual must begin at dusk
Components: Unholy reagents (2000gp worth), demonâ,¬,,¢s blood, a vampireâ,¬,,¢s fang
Target: One human
Saving Throw: Fort negates, DC 30
This transforms a single human into a vampire, imposing the curse of vampirism.  The ritual requires that the victim be stabbed, and thus if the spell fails or the target passes his save, the subject dies.
Augment:
2 mana and +2 DC (all checks) per +1 to save DC
Title: Grimoire of Rituals
Post by: Tybalt on August 24, 2006, 03:36:28 PM
Interesting. I like the descriptions and the way the spells seem to work. One thing that I liked when I first started reading heroic fantasy was the idea that magic-users had to overcome something in order to be able to make magical effects take place.

Title: Grimoire of Rituals
Post by: Matt Larkin (author) on August 24, 2006, 05:36:59 PM
Yes.  There is no limit to how often one can attempt a ritual, but one does have to succeed in the skill checks.

I have also tried to go with fairly dark rituals that seem appropriate to the Dark Ages view of magic (binding spirits, horrible curses, nasty stuff).
Title: Grimoire of Rituals
Post by: Matt Larkin (author) on August 26, 2006, 12:32:34 PM
I added a few new rituals, and updated the existing ones.  I raised the DCs slightly on several to encourage multiple casters aiding (as is traditional in rituals), and because I feared Circles of Power might make some rituals nearly sure bets at too low levels.