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priority:magic:rituals [2024/01/23 18:33] – [Table] elfinlockspriority:magic:rituals [2026/03/09 05:17] (current) – Replacing Spellcraft with Research, hyperlinking elfinlocks
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 ====== Ritual Magic ====== ====== Ritual Magic ======
  
-Although the manifesting of Spells typically requires the associated [[priority:magic|Caster Level]], Rituals are a special method of bypassing this restriction, provided that the Ritual practitioner is capable of investing time, materials, and is sufficiently skilled in magical theory. Through the usage of Rituals, characters without Caster Levels may duplicate spell effects. Note that for the purpose of Rituals, your ranks in the [[priority:skills:spellcraft|Spellcraft]] skill determine the Caster Level at which the Ritual's effect manifests.+Although the manifesting of Spells typically requires the associated [[priority:magic|Caster Level]], Rituals are a special method of bypassing this restriction, provided that the Ritual practitioner is capable of investing time, materials, and is sufficiently skilled in magical theory. Through the usage of Rituals, characters without Caster Levels may duplicate spell effects. Note that for the purpose of Rituals, your ranks in the [[priority:skills:research|Research]] skill determine the Caster Level at which the Ritual's effect manifests.
  
 To perform a Ritual, first select the desired [[priority:magic:spells|Spell]] effect you wish to produce. The spell's Tier determines the difficulty of conducting the Ritual, as well as other facets, as shown in the table below. To perform a Ritual, first select the desired [[priority:magic:spells|Spell]] effect you wish to produce. The spell's Tier determines the difficulty of conducting the Ritual, as well as other facets, as shown in the table below.
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 ===== Table: Ritual Requirements ===== ===== Table: Ritual Requirements =====
 {{tablelayout?rowsHeaderSource=Auto&colwidth=","}} {{tablelayout?rowsHeaderSource=Auto&colwidth=","}}
-^ Spell Tier  ^ Spellcraft DC  ^ Hours Required  ^ TU in Components  ^+^ Spell Tier  ^ [[priority:skills:research|Research]] DC  ^ Hours Required  ^ TU in Components  ^
 | 1           | 20             | 8               | 10               | | 1           | 20             | 8               | 10               |
 | 2           | 25             | 24              | 25               | | 2           | 25             | 24              | 25               |
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 The size of the Ritual site is determined by the chosen spell effect. Multiply the Spell Tier by five to determine the number of five foot squares which the Ritual site occupies. The squares may lay in any shape you desire, though they must all be connected to one another. The size of the Ritual site is determined by the chosen spell effect. Multiply the Spell Tier by five to determine the number of five foot squares which the Ritual site occupies. The squares may lay in any shape you desire, though they must all be connected to one another.
  
-Secondly, the Ritual must be prepared. This involves spending hours of downtime equal to the Hours Required column in the Ritual Requirements Table, and the TU in Components (the Components are not consumed until the Ritual is performed). While preparing the ritual, you must make the [[priority:skills:spellcraft|Spellcraft]] check as shown in the Spellcraft DC column every 8 hours. Failure of this check results in a mishap.+Secondly, the Ritual must be prepared. This involves spending hours of downtime equal to the Hours Required column in the Ritual Requirements Table, and the TU in Components (the Components are not consumed until the Ritual is performed). While preparing the ritual, you must make the [[priority:skills:research|Research]] check as shown in the [[priority:skills:research|Research]] DC column every 8 hours. Failure of this check results in a mishap.
  
-Additionally, every time you make a [[priority:skills:spellcraft|Spellcraft]] check for an 8 hour period of work, you may reduce the time unit by exceeding the DC. For every 5 by which you exceed the Spellcraft DC, reduce the time spent on that 8 hour block by 1 hour, to a maximum reduction of 7 hours.+Additionally, every time you make a [[priority:skills:research|Research]] check for an 8 hour period of work, you may reduce the time unit by exceeding the DC. For every 5 by which you exceed the [[priority:skills:research|Research]] DC, reduce the time spent on that 8 hour block by 1 hour, to a maximum reduction of 7 hours.
  
 ===== Special Considerations ===== ===== Special Considerations =====
  
-  * **Assistants:** Optionally, you may leverage assistants in the conducting of the Ritual. You may have a number of assistants up to twice the Spell Tier to be produced. For example, if you are producing a Tier 7 Spell Ritual, you may have up to 14 assistants. Such helpers may use the Aid Another action to assist you with the [[priority:skills:spellcraft|Spellcraft]] checks, provided that they are trained in the skill. +  * **Assistants:** Optionally, you may leverage assistants in the conducting of the Ritual. You may have a number of assistants up to twice the Spell Tier to be produced. For example, if you are producing a Tier 7 Spell Ritual, you may have up to 14 assistants. Such helpers may use the Aid Another action to assist you with the [[priority:skills:research|Research]] checks, provided that they are trained in the skill. 
   * **Components:** Normally, a Ritual utilizes Magic [[equipment:crafting_materials|Crafting Components]]. However, you may instead leverage Esoteric Components, at an increasing risk of an Anomaly. To determine this, calculate the percentage of the total components for the Ritual which you are using Esoteric components for - this determines your chance of an Anomaly occurring when the Ritual is performed. For example, if conducting a Tier 6 Ritual, and using 189 Esoteric Components and 161 Magic Components, this comprises a 54% Anomaly chance.     * **Components:** Normally, a Ritual utilizes Magic [[equipment:crafting_materials|Crafting Components]]. However, you may instead leverage Esoteric Components, at an increasing risk of an Anomaly. To determine this, calculate the percentage of the total components for the Ritual which you are using Esoteric components for - this determines your chance of an Anomaly occurring when the Ritual is performed. For example, if conducting a Tier 6 Ritual, and using 189 Esoteric Components and 161 Magic Components, this comprises a 54% Anomaly chance.  
-  * **Sacrifices:** It is well known that souls are valuable things, and they are equally of use for ritualistic purposes. For every [[priority:health|Hit Die]] which the sacrificed creature possessed in life, 10 TU in [[equipment:crafting_materials|Components]] are accounted for. To make use of this, you must possess the souls of the creatures in physical form, such as in a soul gem, or kill them upon the Ritual site when making the Ritual's final [[priority:skills:spellcraft|Spellcraft]] check. +  * **Sacrifices:** It is well known that souls are valuable things, and they are equally of use for ritualistic purposes. For every [[priority:health|Hit Die]] which the sacrificed creature possessed in life, 10 TU in [[equipment:crafting_materials|Components]] are accounted for. To make use of this, you must possess the souls of the creatures in physical form, such as in a soul gem, or kill them upon the Ritual site when making the Ritual's final [[priority:skills:research|Research]] check. 
-  * **Special Restrictions:** Imposing special restrictions upon when the Ritual is capable of being performed relaxes the [[priority:skills:spellcraft|Spellcraft]] DC of the Ritual. Select a restriction, and determine with the GM how much of an adjustment to the Spellcraft DC this provides. Examples typically include a Full Moon (-5), a Lunar or Solar Eclipse (-10), or a particular Season (-7).+  * **Special Restrictions:** Imposing special restrictions upon when the Ritual is capable of being performed relaxes the [[priority:skills:research|Research]] DC of the Ritual. Select a restriction, and determine with the GM how much of an adjustment to the [[priority:skills:research|Research]] DC this provides. Examples typically include a Full Moon (-5), a Lunar or Solar Eclipse (-10), or a particular Season (-7).
  
 ===== Ritual Mishaps and Anomalies ===== ===== Ritual Mishaps and Anomalies =====
  
-Ideally, the preparations involved in a Ritual prevent unusual occurrences. However, this is occasionally an inevitability. A failed [[priority:skills:spellcraft|Spellcraft]] check, the usage of Esoteric Components, or other interruptions to the Ritual may cause such events. When a Mishap or Anomaly occurs, the GM rolls on the appropriate table, and then reveals the results. In rare cases, Anomalies and Mishaps can both occur, or even multiples of these effects can take place.+Ideally, the preparations involved in a Ritual prevent unusual occurrences. However, this is occasionally an inevitability. A failed [[priority:skills:research|Research]] check, the usage of Esoteric Components, or other interruptions to the Ritual may cause such events. When a Mishap or Anomaly occurs, the GM rolls on the appropriate table, and then reveals the results. In rare cases, Anomalies and Mishaps can both occur, or even multiples of these effects can take place. Consult each result to determine if the original purpose of the Ritual successfully occurs or fails.
  
 ==== Table: Ritual Mishaps ==== ==== Table: Ritual Mishaps ====
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 ^ D%     ^ Effect                                                                                                                                                             ^ ^ D%     ^ Effect                                                                                                                                                             ^
 | 1-5    | The Ritual spirals out of control, and targets a location in a random direction within 1d100 miles.                                                                | | 1-5    | The Ritual spirals out of control, and targets a location in a random direction within 1d100 miles.                                                                |
-| 6-9    | Violently summons 1d6 Succubi and 1d6 Incubi, who are aggressive towards the Ritual caster(s).                                                                      +| 6-9    | Violently summons 1d6 Succubi and 1d6 Incubi, who are aggressive towards the Ritual caster(s). The Ritual does not occur.                                                                  
-| 10-12  | Gain a random [[chargen:drawbacks|Drawback]] (reroll if a duplicate).                                                                                                                    +| 10-12  | Gain a random [[chargen:drawbacks|Drawback]] (reroll if a duplicate). The Ritual proceeds as normal.                                                                                                                 
-| 13     | The soul of the Ritual caster is destroyed.                                                                                                                        +| 13     | The soul of the Ritual caster is destroyed. The Ritual proceeds normally.                                                                                                                       
-| 14-18  | You draw the ire of a god appropriate to the campaign setting; their followers will henceforth attempt to seek out and kill you.                                   |+| 14-18  | You draw the ire of a god appropriate to the campaign setting; their followers will henceforth attempt to seek out and kill you. The Ritual otherwise completes successfully.                                 |
 | 19-24  | The Ritual Caster is forcibly [[priority:magic:spells:tier4:reincarnate|Reincarnated]], as the spell, with a random race chosen. No other effect occurs.                                                       | | 19-24  | The Ritual Caster is forcibly [[priority:magic:spells:tier4:reincarnate|Reincarnated]], as the spell, with a random race chosen. No other effect occurs.                                                       |
-| 25-29  | A random plane spills over into the plane of the Ritual, transforming the area within a radius of 3d20 miles from the Ritual site.                                 +| 25-29  | A random plane spills over into the plane of the Ritual, transforming the area within a radius of 3d20 miles from the Ritual site. The Ritual itself fails to occur.                       
-| 30-34  | An [[priority:magic:spells:tier9:elemental_swarm|Elemental Swarm]] appears at the center of the Ritual site. They are aggressive towards all creatures in the area.                                                |+| 30-34  | An [[priority:magic:spells:tier9:elemental_swarm|Elemental Swarm]] appears at the center of the Ritual site. They are aggressive towards all creatures in the area. The Ritual does not occur.                                              |
 | 35-41  | The Ritual Components disappear without a trace, and no further effect occurs.                                                                                     | | 35-41  | The Ritual Components disappear without a trace, and no further effect occurs.                                                                                     |
-| 42     | All casters are affected by [[priority:magic:spells:tier5:feeblemind|Feeblemind]] (no save).                                                                                                                  +| 42     | All casters are affected by [[priority:magic:spells:tier5:feeblemind|Feeblemind]] (no save). The Ritual otherwise completes successfully.                                                                                                                 
-| 43-49  | Permanently reduce all of your physical [[priority:abilities|Ability Scores]] by 3d6, to a minimum of 1.                                                                                  +| 43-49  | Permanently reduce all of your physical [[priority:abilities|Ability Scores]] by 3d6, to a minimum of 1. The Ritual otherwise occurs without issues.                                                                                 
-| 50-55  | You are subjected to a [[priority:magic:spells:tier8:maze|Maze]] effect of infinite duration. The Intelligence DC to escape is equal to the [[priority:skills:spellcraft|Spellcraft]] DC of the ritual.                                +| 50-55  | You are subjected to a [[priority:magic:spells:tier8:maze|Maze]] effect of infinite duration. The Intelligence DC to escape is equal to the [[priority:skills:research|Research]] DC of the ritual. The Ritual does not occur.                              
-| 56-61  | The Ritual is overtaken by an outside hostile force. The GM determines what new effect the Ritual produces, within the limits of the Ritual's Spell Tier.          +| 56-61  | The Ritual is overtaken by an outside hostile force. The GM determines what new effect the Ritual produces, within the limits of the Ritual's Spell Tier.         
-| 62-67  | You age 1d100 years. If this would place you beyond your maximum life expectancy, you die.                                                                         |+| 62-67  | You age 1d100 years. If this would place you beyond your maximum life expectancy, you die. The Ritual otherwise occurs normally.                                                                        |
 | 68-74  | Permanently lose 1d6 [[priority:health|Hit Dice]]. If this would place you below 1 Hit Dice, you die. The Ritual proceeds normally.                                                                                  | | 68-74  | Permanently lose 1d6 [[priority:health|Hit Dice]]. If this would place you below 1 Hit Dice, you die. The Ritual proceeds normally.                                                                                  |
 | 75-81  | All creatures and objects within 3 miles of the Ritual take 20d6 negative energy damage. This damage bypasses hardness and cover. The Ritual completes as normal.  | | 75-81  | All creatures and objects within 3 miles of the Ritual take 20d6 negative energy damage. This damage bypasses hardness and cover. The Ritual completes as normal.  |