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Ritual Magic

Although the manifesting of Spells typically requires the associated 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 magical effects, and create certain unique effects of their own. Note that for the purpose of Rituals, your ranks in the Spellcraft skill determine the Caster Level at which the Ritual's effect manifests.

To perform a Ritual, first select the desired 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.

Table: Ritual Requirements

Spell Tier Spellcraft DC Hours Required TU in Components
1 20 8 10
2 25 24 25
3 30 72 50
4 35 216 125
5 40 400 275
6 50 510 350
7 60 560 750
8 70 640 825
9 80 720 900

Ritual Steps

After selecting the Spell which you wish to reproduce, choose a location to prepare the Ritual. The Spell's normal range is considered the range from the Ritual site in which the spell may be produced. However, line of sight is not considered in this equation, meaning a Ritual site may be easily hidden in most locations. If the Spell's range is Personal, then the subject must be placed in the center of the Ritual site.

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). At the end of this period, make the Spellcraft check as shown in the Spellcraft DC column. Failure of this check results in a mishap.

Optionally, you may make the Spellcraft check twice - once at the beginning of the Ritual, and once at the end of the ritual. Making the Spellcraft check at the beginning allows you to reduce the time required to produce the Ritual's effect; for every 10 points by which you exceed the Spellcraft DC of the Ritual, the time required is reduced by one quarter, to a minimum preparation time of one hour.

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 Spellcraft check, provided that they are trained in the skill.
  • Components: Normally, a Ritual utilizes Magic 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 Hit Die which the sacrificed creature possessed in life, 10 TU in 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 Spellcraft check.
  • Special Restrictions: Imposing special restrictions upon when the Ritual is capable of being performed relaxes the 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).

Ritual Mishaps and Anomalies

Ideally, the preparations involved in a Ritual prevent unusual occurrences. However, this is occasionally an inevitability. A failed 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.

Table: Ritual Mishaps

D% Effect
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).
10-12 Gain a random Drawback (reroll if a duplicate).
13 The soul of the Ritual caster is destroyed.
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.
19-24 The Ritual Caster is forcibly 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.
30-34 An Elemental Swarm appears at the center of the Ritual site. They are aggressive towards all creatures in the area.
35-41 The Ritual Components disappear without a trace, and no further effect occurs.
42 All casters are affected by Feeblemind (no save).
43-49 Permanently reduce all of your physical Ability Scores by 3d6, to a minimum of 1.
50-55 You are subjected to a Maze effect of infinite duration. The Intelligence DC to escape is equal to the Spellcraft DC of the ritual.
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.
68-74 Permanently lose 1d6 Hit Dice. If this would place you below 1 Hit Dice, you die.
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.
82-87 You are nearly destroyed, but a portion remains. Apply the ghost template to your character.
88-94 Permanently reduce all of your mental Ability Scores by 3d6, to a minimum of 1.
95-99 Permanently lose 100 Experience. If this would place you below 0 Experience, you permanently die.
100 Produce one Miracle of your choosing.

Table: Ritual Anomalies

D% Effect
1-5 You gain true foresight into a single, specific event of your choice. This may result in either the GM providing an authoritative answer about the outcome of a specific action, or as a free natural 20 on the next D20 roll of your choice, specified at the time of this effect occurring.
6-9 A number of CL 8 Wizards, equal to the Tier of the Ritual, appear and attack you.
10-12 The Components of the Ritual are not consumed, but the Ritual occurs anyway.
13 The Ritual has no effect, and instead summons a Tarrasque in the center of the Ritual site.
14-18 A permanent Gate to a random plane appears.
19-24 A Mage's Disjunction effect erupts from the center of the Ritual site, reaching out in a 100 ft. radius. This effect bypasses cover, concealment, and other such impediments.
25-29 You learn the truth of alchemy - you may freely transform any Crafting Component into any other component, as long as their TU value is equal. This truth is impossible to learn independently or to communicate to another.
30-34 The Ritual's effects are reversed. The final effect of this is determined by the GM.
35-41 All creatures within 1 mile of the Ritual site are subjected to a Symbol of Death effect, except you. You are transformed into a Lich.
42 Gain 1d6 Caster Levels, at no Experience cost. You may exceed CL 20 with this effect.
43-49 You are permanently transformed into an Apallie.
50-55 Your alignment is permanently changed to the direct opposite. If you are true neutral, roll randomly between the other alignments.
56-61 Gain 1d6 permanent additional Hero Points.
62-67 Every material possession belonging to you or stored on your person disappears, including the Ritual components or items stored in extraplanar locations.
68-74 You create a +10 Masterwork weapon of your choosing. The Ritual itself does not occur.
75-81 The Ritual tolls your mind - gain 3 permanent Insanities. They may not be removed by anything below divine intervention.
82-87 Permanently gain a 1d6 increase to all of your physical Ability Scores.
88-94 A god takes issue with your meddling and directly smites you for your insolence. A lightning bolt effect occurs upon you, dealing 40d6 damage (Reflex DC 30 for half).
95-99 Permanently gain a 1d6 increase to all of your mental Ability Scores.
100 Gain the full benefits of a single Bloodline, ignoring the prerequisites.