User Tools

Site Tools


rituals

Rituals

A ritual is a written formula comprising of magical words and arcane gestures that are performed to produce a magical effect.

Dedicated scholars and priests, as well as some Casters, learn the ways of ritual magic. By performing prescribed actions, speaking arcane words and following the directions of the written ritual, magic effects can be achieved without the raw power of spells. Some rituals are duplicates of spells, while others are unique formulations. To the uninitiated, the distinction is fine, but ritualists and casters know the subtle difference.

A ritual is performed from a written text, either in a ritual book (a permanent record of the ritual) or from a scroll (which is consumed in the performance of the ritual).

Unlike spells, rituals are not limited to 4th level. 5th and even 6th level rituals have been rumoured.

Performing a ritual

Using your ritual book, or a ritual scroll, you may perform a ritual with the magical effects as listed in the ritual description. You must concentrate to perform a ritual: if your concentration is broken during the ritual, the ritual fails and any materials used are consumed and lost.

You must succeed in a number of Perform (Ritual) or Use Magic Device checks (DC 20 + 2 x ritual level) equal to the level of the ritual, each taking 15 minutes per level of the ritual, and using 25gp of ritual materials (incense, libations of oil, animal sacrifice or similar). 0 level rituals count as 1/2 a level (DC 21).

Performing familiar rituals: Once you have successfully performed a particular ritual, you gain a +4 competence bonus to checks to perform that same ritual.

Caster level and rituals: When a ritual’s effects are dependent on Caster Level, you use your ranks in Perform (Ritual) or Use Magic Device, or your Caster level, whichever is higher.

Assisting Ritualists

When you're performing a ritual, you may be assisted by a number of other participants. These assistants must succeed in a DC 10 + ritual level check to grant you +2 to your check. You may gain a bonus of up to your level multiplied by your Charisma modifier (minimum +2) in this manner, no matter how many assistants are participating.

Backlash

If any of your checks fail, the materials are consumed and a backlash affects all the participants - but ritual is not lost.

The backlash to the ritualist and any other assisting participants is at least 1 VP per level of the ritual, but may be higher. If the ritualist has no VP left, or never had any, all participants must make a Fortitude save (DC equal to the performance DC of the ritual) as if struck for damage, or fall unconscious.

If conscious, the ritualist may continue, provide more ritual materials, and another check may be made after the requisite performance time.

When a ritual’s effects are dependent on Caster Level, you use your ranks in Perform (Ritual) or Use Magic Device, or your Caster level, whichever is higher.

Acquiring rituals

Rituals as Treasure: Most commonly, rituals are found as part of treasure. Academic books, holy scriptures, blaspheming tomes - all may contain rituals among their pages. No matter what the form of the book, or the number of rituals it contains - whether is is a long rolled scroll, or a bound tome, or a carved wall - we call this a ritual book.

Sometimes, rituals are inscribed onto one-use scrolls for speedy use (see Magic Items).

Rituals may be performed directly from these treasure sources, but as more are acquired, the weight of books becomes prohibitive - the most practical ritualists copy found rituals into their own dedicated ritual book.

Rituals Gained at a New Level: ritualists perform a certain amount of research between adventures. Each time a character with the Improved Ritual Magic feat attains a new level, he adds a new ritual to his ritual book. The ritual must be of a ritual level lower than half his character level.

Rituals Copied from a ritual Book or a Scroll: A ritualist can also add a ritual to his book whenever he encounters one on a magic scroll or in a ritual book. No matter what the ritual's source, the ritualist must spend 1 hour studying the ritual. At the end of the hour, he must make a spellcraft check (DC 15 + ritual's level). If the check succeeds, the ritualist understands the ritual and can copy it into his ritual book (see Writing a New Ritual into a ritual book). The process leaves a ritual book that was copied from unharmed, but a ritual successfully copied from a magic scroll disappears from the parchment.

If the check fails, the ritualist cannot understand or copy the ritual. He cannot attempt to learn or copy that ritual again until one week has passed. If the ritual was from a scroll, a failed spellcraft check does not cause the ritual to vanish.

In most cases, ritualists charge a fee for the privilege of copying rituals from their ritual books. This fee is usually equal to half the cost to write the ritual into a ritual book (see Writing a New Ritual into a ritual book). Rare and unique rituals might cost significantly more.

Independent Research: A Ritualist can also research a ritual independently, duplicating an existing ritual or creating an entirely new one. The cost to research a new ritual, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the ritual to be researched. This should also require a number of spellcraft and Knowledge (arcana) checks.

Writing a New ritual into a Ritual Book

Once a ritualist understands a new ritual, he can record it into his ritual book.

Time: The process takes 1 hour per ritual level. Cantrips (0 levels rituals) take 30 minutes to record.

Space in the ritual book: A ritual takes up one page of the ritual book per ritual level. Even a 0-level ritual takes one page. A ritual book has 100 pages.

Materials and Costs: The cost for writing a new ritual into a ritual book depends on the level of the ritual, as noted on the following table. Note that a ritualist does not have to pay these costs in time or gold for rituals he gains for free at each new level.

LevelCost
05 gp
110 gp
240 gp
390 gp
4160 gp
5250 gp
6360 gp

Replacing and Copying Ritual Books

A ritualist can use the procedure for researching a ritual to reconstruct a lost ritual book.

Duplicating an existing ritual book uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

Selling a ritual book

Captured ritual books can be sold for an amount equal to half the cost of purchasing and inscribing the rituals within.

Feats

Feat: Improved ritual magic

Prerequisite: Use Magic Device or Perform (Ritual) 1 rank, and you have performed at least one ritual successfully.

Benefit: You gain a +2 bonus to checks to perform a ritual, and need not make a Use Magic Device check to activate a ritual you have never seen before. You take half damage from any backlash effects (minimum 0), and gain a +2 competence bonus to saves against knock out from backlash.

Additionally, each time you gain a character level, your research discovers a new ritual that you may record in your ritual book. The ritual must be of a ritual level lower than half your character level.

Ritual descriptions

The description of each ritual is presented in a standard format. Each category of information is explained and defined below.

Name: This is the name of the ritual.

Level (Domain): This entry lists the level the ritual is. Rituals are not limited to one domain, but can be comprised of combined effects from one or more domains, noted in parentheses.

Duration: This line lists the duration of the ritual. Durations for rituals work just the same as for spells.

Saving Throw: If the ritual allows a saving throw, it is noted here along with the effect of a successful save. Saves for rituals work just the same as they do for spells.

Spell Resistance: Certain creatures are supernaturally resistant to magic. Spell resistance works the same for rituals as it does for spells.

Target: A ritual's range indicates how far from you it can reach, as defined in the range entry of the ritual description. A ritual's range is the maximum distance from you that the ritual's effect can occur, as well as the maximum distance at which you can designate the ritual's point of origin. If any portion of the ritual's area would extend beyond this range, that area is wasted. Standard ranges are the same as for spells.

Performance DC: The DC of the Perform (Ritual) or Use Magic Device check that is required is listed here.

Backlash: The damage taken by performers if any of the ritual checks fail. If the cost is higher due to metamagic effects being built into the ritual, that is noted in parenthesis.

Description: This paragraph describes the effects of the ritual.

Example rituals

«PLACEHOLDER - dumping rituals in here for storage» FIXME

Armour

Arcane armour, major

Level 3 (armour)

Duration 1 hour/level

Saving Throw Will negates (harmless); Spell Resistance no

Target personal, 1 touched target

Performance DC 26

Backlash 3VP

The target of this spell receives a +6 armour bonus to its Defence. This armour is made of force and provides protection against the attacks of incorporeal creatures. If the target has a greater armour bonus from another source, a spell with this effect word instead increases that armour bonus by +1 and allows it to provide protection against the attacks of incorporeal creatures.

Ultimate protection

Level 4 (armour)

Duration 1 hour/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Cone, 20 ft

Performance DC 28

Backlash 4VP

All creatures in the area of effect are granted a +6 bonus to Defence and resistance 10 against all elements (acid, cold, electricity, fire, and sonic).

Artifice

Mend

Level 0 (artifice)

Duration instantaneous

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target 1 touched object

Performance DC 21

Backlash 1VP

This ritual repairs damaged objects up to 5lb per level, restoring 1d4 wound points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this effect word to function. Magic items can be repaired by this ritual, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this ritual, but do not regain their magic abilities.

This ritual does not affect creatures (including constructs), and has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Repair construct

Level 1 (artifice)

Duration instantaneous

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target 1 touched construct creature

Performance DC 22

Backlash 1VP

This ritual repairs 1d6 damage to a construct creature.

Break

Level 2 (artifice)

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes

Target 1 object, 25 ft + 5 ft / 2 levels

Performance DC 24

Backlash 2VP

This ritual causes one object within range to lose half of its maximum Wound Points and gains the broken condition. This item can weigh no more than 10 pounds per caster level. Magic items gain a +4 bonus on the saving throw to resist this effect + their normal bonus. Items in another creature's possession use the save of the creature or the item, whichever is better.

Craft

Level 2 (artifice)

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

Target 1 object, 25 ft + 5 ft / level

Performance DC 24

Backlash 2VP

Craft enables you to form one existing piece of non-living, unattended organic matter (leather, wood, cloth, bone, and so on), up to 10 cu. ft + 1 cu. ft. per level, into any shape that suits your purpose. While it is possible to make crude coffers, clothes, sails, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.

Make Whole

Level 2 (artifice)

Duration instantaneous

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target 1 object, 25 ft + 5 ft / level

Performance DC 24

Backlash 2VP

This pritual functions as mend, except that it repairs 1d6 points of damage per level when cast on a construct creature.

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges and single-use items (such as potions and scrolls) cannot be repaired in this way.

When make whole is used on a construct creature, the effect bypasses any immunity to magic as if the spell did not allow spell resistance.

Smith

Level 3 (artifice)

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

Target 1 object, 25 ft + 5 ft / level

Performance DC 26

Backlash 3VP

This ritual enables you to form one existing piece of inorganic matter (metal, stone, and so on), up to 10 cu. ft + 1 cu. ft. per level, into any shape that suits your purpose. While it is possible to make crude coffers, weapons, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.

Perfection

Level 3 (artifice)

Duration 1 day

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target 1 object, 25 ft + 5 ft / level

Performance DC 26

Backlash 3VP

This spell enhances armour, tools, weapons or other objects, making them function almost perfectly for the duration of the spell. The spell grants a +4 equipment bonus to tools, or +2 equipment bonus to hit and +1 critical threat range to weapons, or a +3 equipment bonus to armour and armour check penalty, depending on the targeted object.

Resize Item

Level 3 (artifice)

Duration 1 day/level; see text

Saving Throw Will negates (object); Spell Resistance yes (object)

Target 1 object, 25 ft + 5 ft / level

Performance DC 26

Backlash 3VP

You are able to shrink or enlarge a targeted nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass), or double its normal size in each dimension (to about 8 times the original volume and mass).

Shrinking an item effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Even a burning fire and its fuel can be shrunk by this spell.

Enlarging an item effectively increases its size category by one step. Enlarged weapons deal increased damage, but are more difficult to wield - see the Equipment rules for size categories of equipment and weapons.

Objects changed by a Resize Item effect can be returned to normal composition and size by a word of command from the original caster. Restoring the object to its normal size and composition ends the spell.

Rust

Level 3 (artifice)

Duration instantaneous

Saving throw none; Spell Resitance no

Target 1 touched object

Performance DC 26

Backlash 3VP

Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed.

You may employ this spell in combat with a successful melee touch attack. Rust used in this way instantaneously destroys 1d6 points of Armour bonus gained from metal armour, through corrosion. Any excess corrosion damage is applied to the Damage Reduction provided by the armour, if any.

Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.

Against a ferrous creature, this effect deals 3d6 points of damage + 1 per caster level.

Magic items made of metal are immune to this spell.


Dispelling

Counterspell, Minor

Level 0 (dispelling)

Duration instantaneous

Performance DC 21

Backlash 1VP

This ritual may be used to counter another's ritual or spell of 0th level. You do not need to identify the target spell to counter it with this effect.

Once the ritual is complete, you may elect to maintain the ritual until the spell you wish to counter is cast. Maintaining the ritual costs half the amount of sacrifice.

Counterspell, Lesser

Level 1 (dispelling)

Duration instantaneous

Performance DC 22

Backlash 1VP

This ritual may be used to counter another's ritual or spell of 1st level or lower. You do not need to identify the target spell to counter it with this effect.

Once the ritual is complete, you may elect to maintain the ritual until the spell you wish to counter is cast. Maintaining the ritual costs half the amount of sacrifice.

Counterspell, Moderate

Level 2 (dispelling)

Duration instantaneous

Performance DC 24

Backlash 2VP

This ritual may be used to counter another's ritual or spell of 2nd level or lower. You do not need to identify the target spell to counter it with this effect.

Once the ritual is complete, you may elect to maintain the ritual until the spell you wish to counter is cast. Maintaining the ritual costs half the amount of sacrifice.

Suppress

Level 2 (dispelling)

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

Performance DC 24

Backlash 2VP

The ritualist selects one spell effect that affects a willing target. That spell effect is suppressed for the duration of this ritual. If the suppressed spell has a limited duration, that duration continues to expire while this suppression is in effect.

Negation

Level 3 (dispelling)

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

Target Restrictions selected

Performance DC 26

Backlash 3VP

This ritual funcitons just like Suppress, except that it can target creatures that are not willing. The targets receive a saving throw to negate this ritual, and the ritualist must overcome the target's spell resistance (if any).

Counterspell, Greater

Level 3 (dispelling)

Duration instantaneous

Performance DC 26

Backlash 3VP

This ritual may be used to counter another's ritual or spell of 3rd level or lower. You do not need to identify the target spell to counter it with this effect.

Once the ritual is complete, you may elect to maintain the ritual until the spell you wish to counter is cast. Maintaining the ritual costs half the amount of sacrifice.

Counterspell, True

Level 4 (dispelling)

Duration instantaneous

Performance DC 28

Backlash 4VP

This ritual may be used to counter another's ritual or spell of 4th level or lower. You do not need to identify the target spell to counter it with this effect.

Once the ritual is complete, you may elect to maintain the ritual until the spell you wish to counter is cast. Maintaining the ritual costs half the amount of sacrifice.


Flight

Float

Level 2 (flight)

Duration 1 minute/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

Performance DC 24

Backlash 2VP

The target of a spell with this effect word can float in the air, rising or falling at a rate of 30 feet per round as a move action. This effect only allows for vertical movement, but other forces might allow the target to move horizontally as well. The caster has no control over this movement, but can end a spell with this effect word prematurely as an immediate action.

Soar

Level 3 (flight)

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

Performance DC 26

Backlash 3VP

The target of a spell with this effect word gains a fly speed of 60 feet with average maneouverability (40 feet if encumbered or wearing medium or heavy armour). The target also receives an insight bonus on Fly skill checks equal to 1/2 the caster's level.


Plant

Entangling sward

Level 1 (plant)

Duration 1 round/level (D)

Saving Throw Reflex partial (see text); Spell Resistance no

Target 10 ft radius burst, 25 ft + 5 ft / 2 levels

Performance DC 22

Backlash 1VP

This ritual causes tall grass, weeds, and other plants to wrap around all those in the target area, or those that enter the area.

Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the target area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the target area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, such as 1d3 damage from large thorns, or a Fortitude save (DC as this spell) to avoid being sickened by poison ivy, depending on the local plants, might be possible at GM discretion.

Goodberry

Level 1 (plant)

Duration 1 day/level

Saving Throw none; Spell Resistance yes

Target personal

Performance DC 22

Backlash 1VP

This ritual calls forth, and directs the ritualist to, 2d4 edible plants of a type appropriate to the region (typically berries or nuts), and fills them with healing virtue. Each plant provides nourishment as if it were a normal meal for a Medium creature. The plant also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period. The virtue of the gathered plants is lost when the duration ends.

Brambles

Level 2 (plant)

Duration 1 hour/level (D)

Saving Throw Reflex partial; Spell Resistance yes

Target 20 ft cone; or 10 ft radius burst, 25 ft + 5 ft / 2 levels

Performance DC 24

Backlash 2VP

Any ground-covering vegetation in the ritual's area becomes very hard and sharply pointed without changing its appearance.

In areas of bare earth, roots and rootlets act in the same way. Typically, the brambles effect can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone.

Any creature moving on foot into or through the target area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this effect must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the ritual's save DC.

This ritual produces a magical trap. The Perception DC to notice the effect is 27. Brambles can't be disabled with the Disable Device skill.

Blight of plants

Level 3 (plant)

Duration instananeous

Saving throw none; Spell resistance no

Target personal

Performance DC 26

Backlash 3VP

This ritual has two versions. You must choose which version to use when you formulate the spell.

Prune Growth: This version of the effect causes an area of normal vegetation within range of you (see below) to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of the ritual automatically dispels any spells or effects that enhance plants.

At your option, the area can be a circle up to 100ft radius, a semi-circle up to 150ft radius, or a quarter-circle up to 200-foot-radius quarter circle.

You may designate places within the area that are not affected.

Stunt Growth: This version of the effect targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to half normal.

Growth of plants

Level 3 (plant)

Duration instantaneous

Saving throw none; Spell resistance no

Target personal

Performance DC 26

Backlash 3VP

Growth of plants has different effects depending on the version chosen.

Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) in an area within range of you (see below) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures.

At your option, the area can be a circle up to 100ft radius, a semi-circle up to 150ft radius, or a quarter-circle up to 200-foot-radius quarter circle.

You may designate places within the area that are not affected.

The area must have brush and trees in it for this effect to function. If this effect is cast on an area that is already affected by any spell or effect that enhances plants, any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of growth of plants.

Enrichment: This effect targets plants within a radius of a half-mile, raising their potential productivity over the course of the next year to one-third above normal.

Growth of plants counters blight of plants.

This ritual has no effect on plant creatures.


Purity

FIXME

Purify Food and Drink

Level 0 (purity)

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

This effect makes up to 1 cu. ft./level of spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Note that the items to be purified must be recognisably food or drink - the spell has no effect on waste and by-products of food (such as dung, leather, or inedible plants or parts of plants). This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type, nor upon magic potions.

Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Protection from Impure

Level 1 (purity)

Duration 1 hour / level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target Restrictions selected

The target of this effect gains a +4 purity bonus to saving throws to resist poisons and diseases.

Delay Poison

Level 2 (purity)

Duration 1 hour / level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target Restrictions selected

The target of this effect becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

Neutralise Poison

Level 3 (purity)

Duration instantaneous or 10 min./level; see text

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target Restrictions selected

You detoxify any sort of venom in the target creature or object. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as damage, temporary ability damage, or effects that don't go away on their own.

This effect can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.

Remove Disease

Level 3 (purity)

Duration instantaneous

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

The remove disease effect can cure all diseases from which the target is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The effect also kills some hazards and parasites, including green slime and others.

Since the effect's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Travel

FIXME

Agile Movement

Level 0 (travel)

Duration 1 minute per level

Saving Throw none; Spell Resistance no

Target Restrictions personal

The target of this effect ignores 5 ft per caster level of natural terrain penalties, such as reduced movement and penalties to Acrobatics checks. The target treats the difficult terrain as though it was normal terrain.

Boost: You may apply the Selected target word to this effect. Boosting the spell in this manner raises its level by one.

Dash

Level 1 (travel)

Duration 1 minute/level

Saving Throw none; Spell Resistance no

Target Restrictions personal

The target of a spell with this effect word has its base land speed increased by 30 feet for the duration of this effect word.

Boost: You may apply the Selected target word to this effect. Boosting the spell in this manner raises its level by one.

Fleet

Level 1 (travel)

Duration 1 hour/level

Saving Throw none; Spell Resistance no

Target Restrictions personal

The target of a spell with this effect word has its base land speed increased by 10 feet for the duration of this effect word.

Boost: You may apply the Selected target word to this effect. Boosting the spell in this manner raises its level by one.

Accelerate

Level 2 (travel)

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

The target of a spell with this effect word can take one additional move action each turn. This move action can come before, after, or between other actions, but not during a full-round action.

Boost: If the target takes a full-attack action, it can, instead of taking an extra move action, make one additional attack at its highest attack bonus.

Decelerate

Level 2 (travel)

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

Target Restrictions selected

The target of a spell with this effect word is staggered for this effect word's duration, and takes a -2 penalty to attacks and defence. The target is allowed a new saving throw against this effect word at the end of each of its turns; a successful save ends the duration of this effect word.

Boost: The target of a spell with this effect word does not receive any additional saving throws to end the effect. If the target fails the first saving throw, it is staggered for the entire duration.

Dimensional Leap

Level 3 (travel)

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

A spell with this effect word teleports willing targets to another location within line of sight of the caster and within range of the spell.

Restricted Domains

Outsider

Restriction: The Outsider domain is restricted to creatures with the Outsider type - Genies, Elementals, Demons, Angels and the like.

Creation

Level 1 (outsider)

<PLACEHOLDER> Create temporary objects, food, drink, etc

Summon Cohorts

Level 1 (outsider)

<PLACEHOLDER> Summon up to CR/day of similarly aligned outsiders from the same plane of origin to assist for 1 round/level

Gaseous Form

Level 2 (outsider)

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

Target Restrictions personal, selected

The subject and all its gear become insubstantial, misty, and translucent. Its material armour (including natural armour) becomes worthless, though its size, Dexterity, deflection bonuses, and armour bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of spells cast Quietly or Carefully. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

An unwilling target of this effect may attempt a new save each round, on the caster's turn to end the effect.

Preordain

Level 3 (outsider)

Duration see below

Saving Throw Will negates; Spell Resistance yes

Target Restrictions selected

You look into the deep future and speak the destiny of the target, who must then strive toward this fate, or suffer.

The destiny of the target must be a suitably grand fate, task or event, such as ending a war between nations, obtaining an ancient relic, or slaying an infamous foe.

Willing targets gain a +4 bonus to saves while actively carrying out their destiny. GMs should determine whether a given course of actions is serving the preordained destiny. For example: a PC preordained to retrieve a holy relic would not benefit from the bonus to save if they were carousing on a leisurely journey toward the relic's location, but would benefit from the bonus if they were involved in a mission to serve an ally who would further their quest.

Avoiding the preordained destiny gradually inflicts penalties on the target. The difference between the challenge rating of the destiny and the subject of the spell effect determines the period over which the destiny should be fulfilled.

A destiny equal or less than the challenge rating of the target at the time of casting inflicts penalties each day that they do not strive toward their fate.

A destiny up to double the challenge rating of the target at the time of casting inflicts penalties each week the fate is avoided.

A destiny more than double the target's challenge rating at the time of casting inflicts penalties each month that the destiny is avoided.

Each period that the target's fate is avoided, the target takes a –2 penalty to each of its ability scores. Each period, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes following their fate.

If the target continually avoids their fate for an entire year and a day, not striving toward it at any time in that period, then the effect ends, and ability score penalties are removed.

Possession

Level 4 (outsider)

<PLACEHOLDER> Use the body of another, returning to own body if the host is slain - see Magic Jar for development

Breach the Veil

Level 4 (outsider)

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

Effected targets travel through the barrier between worlds into any adjacent plane of existence of the caster's choosing (for additional information on the arrangement of worlds and planes, see Planes). Once in the adjacent plane, they cannot interact with or affect creatures or objects in other planes, nor can they be affected by such creatures of objects.

Effected creatures may return to the plane from which they last travelled as a standard action if they succeed in making a Will save against the spell's DC.

At the end of the duration of the spell, all targets automatically return to the previous plane (not necessarily at the same point where they left), and must succeed in a Will save or be stunned for 1 round.

rituals.txt · Last modified: 2016/04/20 16:09 (external edit)