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    Default Re: Ritual Magic (a homebrew subsystem)

    Ritual Mage Class Ritual List

    Least Rituals:
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    Metamagic Ritual, Least
    You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +1 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.

    Ritual of Abjuration, Least
    Whenever you cast an abjuration spell, you gain a +4 deflection bonus to AC for one round.

    Ritual of Conjuration, Least
    Whenever you cast a conjuration spell, you may immediately teleport up to twice your base land speed in any direction, in 5 foot increments. You may not end your movement in an occupied square.

    Ritual of Divination, Least
    Whenever you cast a divination spell, you gain a +10 insight bonus on your next attack roll.

    Ritual of Enchantment, Least
    Whenever you cast an enchantment spell, you gain a +5 insight bonus to Charisma-based skill checks for 1 round.

    Ritual of Evocation, Least
    Whenever you cast an evocation spell that deals energy damage, 50% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity.

    Ritual of Illusion, Least
    Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round.

    Ritual of Necromancy, Least
    Whenever you cast a necromancy spell, you gain 10 temporary hit points (as per the false life spell) for 1 round.

    Ritual of Potency, Least
    The DC of every spell you cast is increased by 1.

    Ritual of Tenacity, Least
    The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 2.

    Ritual of Transmutation, Least
    Whenever you cast a transmutation spell, you gain a +4 insight bonus to the ability score of your choice for 1 round.


    Lesser Rituals:
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    Metamagic Ritual, Lesser
    You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +3 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.

    Ritual of Abjuration, Lesser
    Whenever you cast an abjuration spell, you gain a +6 deflection bonus to AC and a +4 bonus to dispel checks (including any required by the abjuration spell you cast) for one round.

    Ritual of Conjuration, Lesser
    Whenever you cast a conjuration spell, you may immediately teleport up to twice your base land speed in any direction, in 5 foot increments. You may not end your movement in an occupied square. In addition, whenever you cast a conjuration (summoning) or conjuration (calling) spell, you may discharge one of your charged rituals to grant the summoned or called creatures the benefit of that ritual.

    Ritual of Divination, Lesser
    Whenever you cast a divination spell, you gain a +20 insight bonus on your next attack roll, and a +4 insight bonus to AC for 1 round.

    Ritual of Enchantment, Lesser
    Whenever you cast an enchantment spell, you gain a +10 insight bonus to Charisma-based skill checks for 1 round, and for 1 round any creature who tries to attack you must make a Will save (DC equal to the DC of the enchantment spell) to do so.

    Ritual of Evocation, Lesser
    Whenever you cast an evocation spell that deals energy damage, 75% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity, and you deal +2 damage per die.

    Ritual of Illusion, Lesser
    Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round, which cannot be defeated by true seeing. In addition, anyone who successfully disbelieves one of your illusions must make a Fort save (same DC as the illusion spell) or be blinded for 1 round.

    Ritual of Necromancy, Lesser
    Whenever you cast a necromancy spell, you gain 20 temporary hit points (as per the false life spell) for 1 round; in addition, you are continually under the effect of the death ward spell.

    Ritual of Potency, Lesser
    The DC of every spell you cast is increased by 2, and you get a +2 bonus on caster level checks to defeat spell resistance.

    Ritual of Tenacity, Lesser
    The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 4, and you may cast spells of 1st level or lower inside an antimagic field or dead magic zone. This ritual can be discharged inside an antimagic field or dead magic zone.

    Ritual of Transmutation, Lesser
    Whenever you cast a transmutation spell, for 1 round you gain a +6 insight bonus to the ability score of your choice and are immune to critical hits.


    Greater Rituals:
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    Metamagic Ritual, Greater
    You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +4 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.

    Ritual of Abjuration, Greater
    Whenever you cast an abjuration spell, you gain a +10 deflection bonus to AC and a +8 bonus to dispel checks (including any required by the spell you cast) for one round. In addition, for the duration of this ritual you are constantly surrounded by a magic circle effect against creatures of the opposite alignment (for example, a lawful good ritual mage would be protected by magic circle against evil and a magic circle against chaos).

    Ritual of Conjuration, Greater
    Whenever you cast a conjuration spell, you may immediately teleport up to three times your base land speed in any direction, in 5 foot increments (you may not end your movement in an occupied square). In addition, whenever you cast a conjuration (summoning) or conjuration (calling) spell, you may discharge one of your charged rituals to grant the summoned or called creatures the benefit of that ritual. Finally, once per round as a swift action, you may conjure positive energy at a target of your choice within 60 feet; this cures 5d6 points of damage for living targets, and inflicts 5d6 damage to undead targets. An undead target may attempt a Reflex save for half damage.

    Ritual of Divination, Greater
    Whenever you cast a divination spell, you gain a +30 insight bonus on your next attack roll, a +6 insight bonus to AC for 1 round, and you can choose to change your initiative count as if you had refocused.

    Ritual of Enchantment, Greater
    Whenever you cast an enchantment spell, you gain a +15 insight bonus to Charisma-based skill checks for 1 round, and for 2 rounds any creature who tries to attack you must make a Will save (DC equal to the DC of the enchantment spell) to do so. In addition, when you cast a mind-affecting spell, you may make a Spellcraft check (DC 25 + spell level) to remove the mind-affecting descriptor (making it possible to affect creatures immune to mind-affecting effects). If you fail the check, the spell works as normal.

    Ritual of Evocation, Greater
    Whenever you cast an evocation spell that deals energy damage, 100% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity, and you deal +4 damage per die. In addition, you are continuously protected by bigby's interposing hand, with a caster level equal to your CL for evocation spells.

    Ritual of Illusion, Greater
    Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round, which cannot be defeated by true seeing. In addition, anyone who successfully disbelieves one of your illusions must make a Fort save (same DC as the illusion spell) or be blinded for 1d4 rounds, and the quasiireality of any shadow conjuration or evocation spell increases by 10% (this ritual cannot increase the reality of such spells above 100%).

    Ritual of Necromancy, Greater
    Whenever you cast a necromancy spell, you gain 30 temporary hit points (as per the false life spell) for 1 round; in addition, you continually gain the benefit of the death ward spell, and you may cause any target who fails a save against a necromancy spell you cast to gain 1d4 negative levels (no save), as per the Fell Draining metamagic feat.

    Ritual of Potency, Greater
    The DC of every spell you cast is increased by 4, you get a +4 bonus on caster level checks to defeat spell resistance, and whenever a creature fails a save against one of your spells, they are shaken for a number of rounds equal to your caster level.

    Ritual of Tenacity, Greater
    The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 8, you may cast spells of 3rd level or lower inside an antimagic field or dead magic zone, and whenever anyone employs a divination spell, spell-like ability, or magic item that could detect the magical aura of one of your spells, they must make a successful level check (DC 11 + your caster level) to succeed. Similarly, anyone attempting to reveal the effects of one of your spells via a divination spell must make a caster level check to succeed. They may check only once for each divination spell used, no matter how many of your spell effects are operating in that area. This ritual may be discharged inside an antimagic field or dead magic zone.

    Ritual of Transmutation, Greater
    Whenever you cast a transmutation spell, for 1 round you gain a +8 insight bonus to the ability score of your choice and are immune to critical hits. In addition, when you discharge this ritual you can animate a single object up to Huge size within 30 feet, as per the animate object spell. The object remains animated for the duration of this ritual effect.
    Last edited by sirpercival; 2012-08-23 at 09:12 AM.
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