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  1. - Top - End - #91
    Orc in the Playground
     
    Stratovarius's Avatar

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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Niwl Murk Blade added.

  2. - Top - End - #92
    Orc in the Playground
     
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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Two months later, but the Panegyric is added.

  3. - Top - End - #93
    Orc in the Playground
     
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    Default Re: Tome of Ritual Magic [Alternate Magic System]


  4. - Top - End - #94
    Orc in the Playground
     
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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Updated again with some tweaks (more to formatting than content).

  5. - Top - End - #95
    Orc in the Playground
     
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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    And more tweaks.

  6. - Top - End - #96
    Barbarian in the Playground
     
    MindFlayer

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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    I recently had a breakthrough on the way to determine value and will be hashing out some more, hopefully. I'll have a full working class done soon.
    Last edited by Lanth Sor; 2018-05-17 at 12:41 PM.

    My Home Brew: Here

  7. - Top - End - #97
    Barbarian in the Playground
     
    MindFlayer

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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Incanter Rituals A-L
    Below are presented the modifications to any ritual for use by an incanter.
    Spoiler
    Show


    Focus: Any items not consumed in the ritual required for completion of the ritual. Applies to only the incanters.
    Preparation: What must be done for the ritual to be ready for use. Applies to only the incanters.
    Catalyst: The thing that triggers the rituals process, after which any resources become wasted if ritual is not completed 1 day. Applies to only the incanters.
    Completion: The last step to finish the ritual. Applies to only the incanters.
    Material: Material expended during casterApplies to all ritual-wielders except incanters

    Spoiler: A
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    Ability Transfer
    Level: Martyr 4, Incanter 4
    Preparation: Mixture of rare herbs(10g x HD²), bile(20g x HD²), and the allies blood(1hp) in vial drank upon completion.
    Catalyst: Combining ingredients.
    Completion: Combining ingredients and drinking bile.

    Absolve the Weak
    Level: Martyr 1, Incanter 1
    Focus: A bowl carved and inlaid with eldritch symbols 30g.
    Preparation: Oils and bodily fluids painted on the symbols(29g x HD²).
    Catalyst: The ritual-wielder's blood is poured into the painted bowl.
    Completion: Combining ingredients and drinking bile.

    Affliction of Gluttony
    Level: Martyr 1, Incanter 1
    Preparation: Meat from the sacrifice smoked, prepared with herbs, and burnt symbols.(30g x HD²)
    Catalyst: A drop of unholy oil(1g)
    Cast: Consumption of a portion.

    Anguish and Agony
    Level: Ritual Warrior 2, Incanter 4
    Preparation: Charred brittle bones of someone who attacked the preparer, or died due to an act of retribution. (30g x HD²)
    Catalyst: Charred bone shards puncturing the skin.
    Cast: Shattering the bones on your skin.

    The ritual-wielder has warded himself against the strikes of others, promising them a bitter return on all that they do. Whenever he is struck in melee by a creature, he deals them 1d6 damage and grants a –1 attack penalty that lasts for one round in response. The attack penalty granted by this ritual does not stack with itself. This ritual only affects living creatures.

    Annihilation Star
    Level: Ritualist 5
    Ritual Duration: 1 day/sacrificial hit dice
    Range: Personal
    Saving Throw: Will negates
    Preparation: Heart of a creature with the Fire Subtype scarred. (25g x HD²), fill the heart with unholy oil (5g x HD²).
    Catalyst: Exose the hear to the flame of sin, igniting the unholy oil.
    Cast: Consumption of the heart.

    The ritual-wielder creates a ritualistic construct called a bloodstar that shoots from his hand and hovers in the air anywhere within the limit of the range (each round, he can move the bloodstar anywhere within 10 ft. per hit dice with a move action spent concentrating on the new position). The bloodstar pulses with ruby light (providing illumination in a 20-foot radius). As a standard action once per hit dice of the sacrifice, he may cause the bloodstar to send out a pulse of light, affecting all creatures within 10 ft. of the bloodstar. Any hostile creature who fails a Will saving throw is immediately slain. This can only affect living creatures. The bloodstar cannot be attacked or harmed by physical attacks. He may only have one bloodstar active at a time.

    Ascension
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Preparation: Willingly given feather(similar flight granting part) of a good outsider. (30g x HD²)
    Catalyst: Etching runes in targets skin.
    Cast: Bleeding on the etching.

    Small morsels of the ritual-wielder's soul depart his body, affixing themselves to his allies, lifting them into the air. 1 creature per 3 hit dice of the sacrifice can fly, as per the spell. Once per hit dice of the sacrifice, all affected creatures can plane shift, as per the spell, to any good aligned plane. They may also return to the location on the prime material plane they shifted from.

    Spoiler: B
    Show
    Bless the Meek
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: See text
    Sacrifice: Stew made of a non-sentient creature.

    The ritual-wielder raises up those below him, giving them the means to overthrow their oppressors. 1 creature per 3 hit dice of the sacrifice gains a +1 sacred bonus to armour class, attack and damage rolls, and saves per 2 hit dice of the sacrifice against any monster whose challenge rating is greater than the affected creature's.

    Blood Aflame
    Level: Ritual Warrior 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice: Broth made of the marrow of a creature with fast healing or regeneration.

    The ritual-wielder feels his blood quicken, rushing to repair any injury that occurs, closing wounds that would kill a lesser man in mere minutes. The ritual-wielder gains Fast Healing equal to the hit dice of the sacrifice.

    Blood Coffin
    Level: Ritual Warrior 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: Fort negates
    Sacrifice: Any corporeal living creature

    You entrap your foes, leaving them writhing and in agony inside a coffin of living blood that saps their life away. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + ritual warrior's intelligence modifier, you enfold the target within a coffin of flesh and bone that has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. The first round that they are trapped within, the creature loses one third of its current hit points and is fatigued. The second round, it loses another one third of its hit points and is exhausted. The third round, it loses the final third and dies. If the coffin is shattered, the creature is freed, but his hit points are still lost. A creature inside the coffin can only attack with light weapons or natural attacks against the walls of the coffin. This does not work on non–living creatures.

    Blood Dancer
    Level: Ritual Warrior 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    You have learned to make the blood of enemies call out to you, pulling you towards it for a brief moment. Once per hit dice of the sacrifice, as a standard action, you may strike a foe you are in melee range of, and then teleport to a foe of your choice within 5' per hit dice of the sacrifice. You make a single melee attack against that foe and teleport on to the next creature within 5' per hit dice of the sacrifice of you until all foes within range have been attacked once. You end your turn in melee range of the last target you struck. If you miss an attack or cannot arrive in melee range of the next creature, the chain is broken and your round is over. You gain a +2 bonus on attacks made during the Blood Dance.

    Bloodform Champion
    Level: Ritual Warrior 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder clothes himself in armour and weapons formed from the blood of the sacrifice. These items continually bleed, giving anyone trying to track the ritual-wielder a +10 bonus on their checks, except in rain or another condition that would wipe the trail clean. He gains proficiency with all martial weapons and all armours. When this ritual is completed, he must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield. If it is a ranged weapon, it creates an unlimited supply of ammo. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder increases his size category by one (his gear growing to match), as well as increasing his BAB to match his character level. Finally, the ritual-wielder gains fast healing equal to half the hit dice of the sacrifice.

    Bloodseeking Blade
    Level: Ritual Warrior 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains the wounding enhancement. Each time it strikes causes a fountain of blood to spray from the wound.

    Bloodseeking Blade, Greater
    Level: Ritual Warrior 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The weapon the ritual-wielder uses to make the sacrifice drips blood after it is pulled from the sacrifice's body, and continues to do so for the duration of the ritual. That weapons becomes keen (or other appropriate property that doubles the threat range), and gains both the wounding and Coup De Grace enhancements. Each time it strikes causes a fountain of blood to spray from the wound.

    Bolstered Blood
    Level: Ritual Warrior 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder becomes more able to shrug off the effects of spells and heavy blows. If the sacrifice has 1–3 hit dice, he gains light fortification, moderate for 4–6 hit dice, and heavy for 7+ hit dice. He also gains a +1 bonus to all saving throws for every two hit dice of the sacrifice.

    Bone Web
    Level: Ritual Warrior 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder rips the bones from the flesh of a corpse, transforming it into an awful spectacle entrapping those beneath. Once per hit dice of the sacrifice, as a standard action that requires touching the corpse of a creature, the ritual-wielder creates a dome of bone that engulfs a single creature and has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. It is a semi–open lattice and creatures with reach weapons can strike in or out at a –4 penalty, although the creature inside also receives partial cover. Every round that he remains within the bone cage, the creature takes 2d4 damage as thorns growing from the bone walls pierce his flesh. If the creature attempts any action, it takes 4d4 damage that round. If the dome is shattered, the creature is freed. A creature inside the dome can only attack with light weapons or natural attacks against the walls of the dome. This web lasts for 1 round/hit dice of the sacrifice.

    Boneform Gear
    Level: Ritual Warrior 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder pulls the skeletal structure out of the sacrifice, warping and altering the bones to create a set of gear. When this ritual is completed, the ritual-wielder must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield, or two light one–handed weapons. If it is a ranged weapon, it comes with 1d6 rounds of ammunition per hit dice of the sacrifice. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder is automatically proficient in the weapon, but only the boneform weapon, not every weapon of the type.

    Bound Soul Blade
    Level: Ritual Warrior 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder twists and contorts the soul of the sacrifice, imbuing it into his weapon. His weapon gains a single enhancement (without charges), such as Shocking Burst or Bane, with a maximum enhancement possible of +1 per three hit dice of the sacrifice. This does not allow him to exceed the +10 overall cap for enhancements on the weapon.

    Breaker
    Level: Ritual Warrior 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    When the ritual-wielder sacrifices a creature for this ritual, he intuitively understands the physiology that made it tough and strong, and the ways to overcome it. He ignores all damage resistance that has a component equal to that of the sacrificed creature. Thus, if he sacrificed a creature with damage resistance 5/cold iron and evil, he would ignore all damage resistance that is either cold iron, evil, or cold iron and evil. He does not ignore damage resistance such as 5/cold iron and good, or 5/adamantium and evil.

    Brume of Broken Blades
    Level: Ritual Warrior 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: Reflex negates
    Sacrifice:

    Once per sacrificial hit dice, the ritual-wielder can touch a target's armour or weapon. If successfully struck, a blood coloured haze surrounds it, eating away at the strength and integrity of the item. The wielder of the item gets a reflex save to resist. If he fails, the base damage or armour class of the item is reduced to zero. This effect lasts for 1 round per sacrificial hit dice.

    Burden of Virtue
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The ritual-wielder reaches out to touch the target, his hand enveloped in the energies he takes away from the touched creature. All negative effects, spell and otherwise, are transferred to the ritual-wielder, and he takes the full penalty from them. Those conditions must be either ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, nauseated, sickened, stunned, or poisoned, or can be one targeted spell effect currently affecting the target with a duration of 1 or more rounds or to cancel a curse affecting the target as the remove curse spell. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Spoiler: C
    Show
    Cadaver Column
    Level: Ritual Warrior 3
    Ritual Duration: Permanent
    Saving Throw: None
    Sacrifice:

    The ritual-wielder calls to life the body of a dead foe, transforming it into a frightful pillar of labyrinthian flesh. Once per hit dice of the sacrifice, as a swift action that requires touching the corpse of a creature, the ritual-wielder may create a Cadaver Column out of a corpse.

    Call Boon
    Level: Martyr 5
    Ritual Duration: 1 hour/hit dice of the sacrifice
    Range: Personal
    Saving Throw: None
    Sacrifice:

    The ritual-wielder sends out his spiritual energy, offering a gift of himself in order to ask a boon. In return, he is gifted with a single item up to 50,000 gold pieces in value. If this item leaves his possession, the ritual ends. At the end of the ritual's duration, all effects created from the item disappear, along with the item itself. It may not be an expendable item, or one with charges.

    Call Boon, Greater
    Level: Martyr 7
    Ritual Duration: 1 hour/hit dice of the sacrifice
    Range: Personal
    Saving Throw: None
    Sacrifice:

    As Call Boon, except that the item may be any non-epic item, including minor artefacts, but not major artefacts. Effects created by this item do not end when the ritual does.

    Call Boon, Lesser
    Level: Martyr 3
    Ritual Duration: 1 hour/hit dice of the sacrifice
    Range: Personal
    Saving Throw: None
    Sacrifice:

    As Call Boon, except that the item may be up to 10,000 pieces in value.

    Chained Body
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    Barbed chains of spiritual energy reach out and enfold the creature the ritual-wielder indicates. If that creature attempts a melee or ranged attack, it takes damage equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice, and the effect lasts for one round per hit dice of the sacrifice. It can only strike a given creature once per round.

    Spoiler: D
    Show
    Darting Defense
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    A series of small discs made out of force swim into existence around the ritual-wielder (or targeted creature), swirling and spiralling around him. Once per round, he can choose to have a disc block a single physical attack. This is a free action, and must be chosen before he knows the result of the attacker's roll. He receives one disc per hit dice of the sacrifice.

    Death Ripple
    Level: Ritual Warrior 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: Fort negates
    Sacrifice:

    Death is a sympathetic force, and will try and snuff out all life around it. The ritual-wielder has learned to take advantage of that propensity, and uses it to create waves that roll over and engulf his enemies. Whenever the ritual-wielder creates a ritual with his Finishing Strike class feature, creatures within 10' of the killed creature must make a Fortitude saving throw versus 10 + the hit dice of the sacrifice (for Death Ripple) + his intelligence modifier or perish.

    Disfiguring Death
    Level: Ritual Warrior 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: Fort negates; reflex half; see text
    Sacrifice:

    The ritual-wielder forces a vicious and unstoppable process upon a creature, watching its face churn in agony before dying in a spray of bone and bile. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + ritual-wielder's intelligence modifier, he inflicts a terrible end upon the chosen creature. The touched creature's bones and organs grind and misshape themselves, killing the creature. Immediately afterwards, the dead creature's bones erupt in a visceral spray, dealing 1d4 damage per hit dice of the dead creature in a cone that is 5' long per hit dice of the creature. This has a reflex save for half equal to 10 + dead creature's hit dice. The cone originates at the creature killed, pointed directly away from the ritual-wielder.

    Divine Presence
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Effect: One summoned creature
    Saving Throw: None
    Sacrifice:

    A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster VI list.

    Divine Presence, Lesser
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Effect: One summoned creature
    Saving Throw: None
    Sacrifice:

    A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster III list.

    Divine Presence, Greater
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Effect: One summoned creature
    Saving Throw: None
    Sacrifice:

    A glowing sphere of light appears, and out of it comes a creature of the higher planes, willing and able to serve the ritual-wielder for the sacrifices he has made. This summons a good–aligned outsider from the Summon Monster IX list.

    Spoiler: E
    Show
    Entwined Bodies
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two allied creatures
    Saving Throw: None
    Sacrifice:

    The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures share all of their physical statistics, choosing the highest score for each ability. Should any ability incur negative penalties to one creature, the other entwined creature receives all of those same penalties.

    Entwined Knowledge
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two allied creatures
    Saving Throw: None
    Sacrifice:

    The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all skill ranks, and can use the highest ranks among those entwined. Should any creature incur negative penalties to skills, the other entwined creature receives all of those same penalties.

    Entwined Lifeforce
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two allied creatures
    Saving Throw: None
    Sacrifice:

    The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all feats. The maximum number of feats that can be transferred is equal to one per two hit dice of the sacrifice. Should anything incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

    Entwined Magic
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two allied creatures
    Saving Throw: None
    Sacrifice:

    The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. Any spell cast by one entwined creature upon itself also affects the other entwined creature. The highest level of spells transferable is equal to one half hit dice of the sacrifice. Should any spell incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

    Entwined Senses
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two allied creatures
    Saving Throw: None
    Sacrifice:

    The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures affected share all aspects of their senses, including magical vision, hearing, smell, or touch. They are treated as having Uncanny Dodge if they are within 5' per hit dice of the sacrifice of one another. Should any spell blind, deafen, or incur negative penalties to one creature's vision, the other entwined creature receives all of those same penalties.

    Entwined Spirits
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two allied creatures
    Saving Throw: None
    Sacrifice:

    The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. The two creatures share all of their mental statistics, choosing the highest score for each ability. Should any ability incur negative penalties to one creature, the other entwined creature receives all of those same penalties.

    Entwined Weaving
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two allied creatures
    Saving Throw: None
    Sacrifice:

    The ritual-wielder links two creatures together, weaving their lifeforces into an enmeshed knot. The ritual-wielder can be one of the targets of the Entwining, but does not need to be. Whenever the two creatures cast the same spell during a round, both spells act in all regards as if they had come from the higher level caster. The maximum level of spell that can be affected is equal to one half hit dice of the sacrifice. Should any spell incur negative penalties (including damage) to one creature, the other entwined creature receives all of those same penalties.

    Evacuating Touch
    Level: Ritual Warrior 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    Many is the time that had the ritual-wielder's target only been slightly weaker in his mental fortitude, he would have broken and run before the ritual-wielder's overwhelming prowess and fearsome appearance. Once per hit dice of the sacrifice as a standard action, the ritual-wielder can force base animal impulses into the creature touched, granting it a +2 bonus to Strength and Constitution, but causing a penalty to all saves equal to one-half the hit dice of the sacrifice.

    Spoiler: F
    Show
    Face Thy Punishments
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    A globe of shimmering force encloses a creature, creating a sphere from which it cannot depart. If the creature fails a will save, it is unable to exit the 50' in radius sphere by any means, including teleportation or planar travel for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Fear Ward
    Level: Ritual Warrior 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: Will negates
    Sacrifice:

    The ritual-wielder's very appearance, covered in grime and matted with the blood of enemy and ally alike, strikes fear into those who come into close contact with him. Whenever a creature strikes the ritual-wielder in melee, the creature must make a will save vs 10 + the sacrifice's hit dice + the ritual-wielder's intelligence modifier or become shaken for one round. If a creature activates this ability more than once in a round, they advance to panicked and then cowering.

    Feats of the Fallen
    Level: Ritual Warrior 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder wrenches at the mind of the sacrifice, drawing forth knowledge of a specific ability that wretch has. For the duration of the ritual, he gains use of one feat that the sacrifice possessed. He does not need to meet the requirements of the feat.

    Fettered Mind
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    The ritual-wielder locks the target away within its own mind, bound in the vestiges of conscience. Evil creatures are dazed, neutral creatures are slowed, and good creatures are unaffected. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Flesh Forged
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The infusion of the ritual-wielder's gift toughens the outer skin of the target, granting him a +1 natural armour bonus for each 2 hit dice sacrificed.

    Flesh Lance
    Level: Ritual Warrior 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    Once per hit dice of the sacrifice, as a standard action, the ritual-wielder can recall the flesh and bone that made up the carcass of the sacrifice, and project that in a vicious attack that deals 3d6 damage per hit dice of the sacrifice in a piercing line 10' long per hit dice of the sacrifice.

    Flesh of the Fallen
    Level: Ritual Warrior 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder walls himself within the flesh of the sacrifice, creating a thick barrier over his body that wards off some of the damage from mundane attacks. He gains DR 1/magic for every two hit dice of the sacrifice. In addition, he gains fast healing 1 for every two hit dice of the sacrifice, but it only affects him at or below one-half his full normal hit points.

    Forge Lifebond
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    An iron chain of spiritual energy (no physical effect) links the ritual-wielder to a targeted creature. If it is hostile, it gains a Will save to negate the effect. If it fails or is willing, all damage to hit points is split evenly among the two creatures, with each taking 1/2 of the total that would normally be applied after all damage resistances are figured in (round up, if necessary). This includes the loss of hit points from creating a sacrifice. This lasts for one day per hit dice of the sacrifice.

    Freedom Vialed
    Level: Martyr 2, Incanter 2, Ritualist 2
    Ritual Duration: Instantaneous
    Range: Touch
    Target: 1 ounce of water per HD of sacrifice
    Saving Throw: None
    Focus Silver Basin etched with anarch runes (270g)
    Preparation: Basin of clean water, a 1oz vial of the blood from a creature with a chaotic aura(29g x HD²).
    Catalyst: Pouring the water and blood in the basin.
    Cast: Reciting a incantation.

    The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes anarchic water.
    Material: 25g in silver.

    Spoiler: G-J
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    Gift of Anguish
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The ritual-wielder pulls the hurt and anguish out of his friend, holding it to return to that which gave it to him. The ritual-wielder may transfer a single negative status effect from an ally to himself, or from himself to an enemy. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Healer's Viewing
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: Personal
    Target: One ally/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    Sometimes the ritual-wielder needs to keep track of comrades who are separated; this ritual allows him to mentally monitor their relative positions and general condition. He is aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. If a subject leaves the plane, or if it dies, the ritual ceases to function for that creature. Once per hit dice of the sacrifice, the ritual-wielder may scry an ally, as per the spell. This always succeeds. Each time he scrys an ally, he may affect the ally with a single beneficial ritual. This ends the scrying effect.

    Healer's Warning
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: Personal
    Target: One ally/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    Sometimes the ritual-wielder needs to keep track of comrades who are separated; this ritual allows him to mentally monitor their relative positions and general condition. He is aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. If a subject leaves the plane, or if it dies, the ritual ceases to function for that creature.

    Heavenly Gift
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: Personal
    Area: 20 ft./hit dice of the sacrifice emanation
    Saving Throw: None
    Sacrifice:

    The ritual-wielder gives greatly of himself, and all allied creatures within 20' per hit dice of the sacrifice become immune to all diseases, sickness, nausea, poison, and fear. Each creature also receives a +1 morale bonus on attack rolls and Will saves for every 4 hit dice of the sacrifice.

    Impregnable Spirit
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    The ritual-wielder's sacrifice flows through the body of the target, stiffening its resolve against all outside effects, granting the target a +1 bonus on Fortitude saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Mettle, and if ten hit dice are, Heavy Fortification.

    Innocence Vialed
    Level: Martyr 2, Incanter 2
    Ritual Duration: Instantaneous
    Range: Touch
    Target: 1 ounce of water per HD of sacrifice
    Saving Throw: None
    Focus Silver Basin etched with celestial runes (270g)
    Preparation: Basin of clean water, a 1oz vial of the blood from a creature with a good aura(29g x HD²).
    Catalyst: Pouring the water and blood in the basin.
    Cast: Reciting a incantation.

    The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes holy water.
    Material: 25g in silver.

    Judgement
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: Personal
    Area: 20 ft./hit dice of the sacrifice
    Saving Throw: Fortitude negates
    Sacrifice:

    The ritual-wielder allows his spirit to reach out to those around him, marking their state of being, and whether it is good or ill. Those who are ill are punished, those who are middling are reprimanded, and those who are good escape punishment. All evil creatures within 20 feet per hit dice of the sacrifice must save or be destroyed, all neutral creatures must save or become dazed for one round, and good creatures need not save. This ritual can be used as a standard action once per hit dice of the sacrifice. This ritual's effects apply to undead, constructs, and other unliving creatures.

    Justice
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two creatures
    Saving Throw: Fortitude partial, see text
    Sacrifice:

    The ritual-wielder separates two creatures from the hordes around them, granting one wronged by the other a benefit in his pursuit of a proper ending to the matter. This ritual affects two creatures, one of whom must have wounded the other in some way. The wounded creature gets a +1 sacred bonus on attack, damage, and armour class for every two hit dice of the sacrifice. This bonus only applies against the creature that wounded it. No other creatures may attack or assist either of the two duellists in any way. Any creature that comes to the aid of either combatant must make a fortitude save or be destroyed (including undead, constructs, summons or other unliving creatures). Creatures that succeed at this fortitude save are paralyzed for one round. This rituals ends when one of the two creatures is dead or has surrendered. If one of the two creatures surrenders and then attempts to attack the other, the attacking creature must make a fortitude save or be destroyed. The aggrieved party gains double the normal benefits of the ritual, and the ritual does not end until one of the two creatures is dead. The ritual-wielder may target the two creatures, activating the duel, at any point during the ritual's duration as a standard action.

    Life's Wrappings
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One ally
    Saving Throw: None
    Sacrifice:

    The ritual-wielder gestures at a creature within range, sending out tendrils made from his own spirit to wrap the creature, keeping it safe from harm. The wrapping has hardness equal to two times the hit dice of the sacrifice and hit points equal to five times the hit dice of the sacrifice. The subject can still breathe but is otherwise helpless, unable to see outside the wrapping, speak, or take any physical actions. The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components). Cutting or damaging the wrapping can free a victim. The creature within the wrapping is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the wrapping is destroyed. The wrapped creature can be moved normally (the weight of the wrapping is negligible). A creature that is wrapped while aloft begins to fall immediately (and takes falling damage, if appropriate), and a creature that is wrapped while swimming or underwater may drown. While inside the wrappings, the creature heals 10 hit points per minute spent in the wrappings. This cannot be used on a hostile creature. The ritual-wielder may target his ally at any point during the ritual's duration as an immediate action. The wrapping lasts for one minute per hit dice of the sacrifice.

    Lift the Mind
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One ally
    Saving Throw: None
    Sacrifice:

    The targeted creature gains a +1 sacred bonus to his Intelligence, Wisdom, and Charisma for each 2 hit dice sacrificed as the ritual-wielder guides him to a higher state of consciousness.


    Last edited by Lanth Sor; 2018-05-31 at 03:49 PM.

    My Home Brew: Here

  8. - Top - End - #98
    Barbarian in the Playground
     
    MindFlayer

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    Jan 2013

    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Incanter Rituals M-Z
    Spoiler
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    Spoiler: M-O
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    Momentary Repentance
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 60 ft.
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    The ritual-wielder makes a gaze attack against a creature within 60', using the weight of the target's sins as a vehicle to force a change in the creature's soul. If the creature fails a will save, its alignment changes to good and it is dominated for a number of rounds equal to the hit dice of the sacrifice. The ritual-wielder can do this once per hit dice sacrificed as a standard action. The targeted creature must be evil.

    Network of Hardened Skin
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder grants his allies a thicker skin, his sacrifice wrapping an extra layer of protection around his friends. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain a sacred bonus to AC equal to one–half the hit dice of the sacrifice.

    Network of Harm Undone
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder's spent soul absorbs the energy directed at his friends, a guardian angel protecting them from harm. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gains damage resistance to acid, cold, electrical, fire, and sonic energy equal to twice the hit dice of the sacrifice.

    Network of Life's Gift
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder sacrifices himself to imbue a regenerative spirit into those with whom he is allied. He cannot affect himself with the positive regeneration of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain 1 point of fast healing for every three hit dice of the sacrifice.

    Network of Magic Sundered
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    Spells fly at the ritual-wielder's allies, splashing over them, bright bursts of flame that leave them unharmed. Among all of the party, only the ritual-wielder is wounded. Burned, but not dead, he smiles and carries on. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gains spell resistance equal to ten + twice the hit dice of the sacrifice.

    Network of Sheltered Soul
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder sacrifices himself to imbue a resistant spirit into those with whom he is allied. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures gain DR/Good equal to one–half the hit dice of the sacrifice.

    Network of Suffering Surrendered
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    Diseases and poisons are deadly to many adventurers. To the ritual-wielder, they are another way in which he can gift himself to his friends. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. While this ritual is active, all targeted creatures that are struck by a disease or poison ability or spell instead transfer that effect to the ritual-wielder, who immediately makes the saving throw versus the effect. If the ritual-wielder is an invalid target for the disease or poison because of such things as race or class abilities, the poison fails to harm him.

    Network of Souls
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One allied creature/3 hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    The ritual-wielder binds together all of his friends and allies, creating a network of life that resists even the toughest of challenges. He cannot affect himself with the positive aspects of this ritual. For every three hit dice of the sacrifice, he can target one willing creature. Whenever any targeted creature is struck for hit point damage, it is split evenly among all creatures affected by this ability.

    Spoiler: P-R
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    Pinioned
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates, see text
    Sacrifice:

    The ritual-wielder batters at the gates of the affected creature's mind, slowly breaking down its resistances. Each round that the creature is under the effect of this ritual, he must save or be affected as follows: 1st round dazed, 2nd round stunned, 3rd round paralysed, 4th round charmed, and 5th round dominated. Once he is dominated, he remains that way for the duration of the ritual. This ritual can be used as a standard action once per hit dice of the sacrifice. If a creature saves at any point against this ritual, he cannot be affected again by the ritual.

    Prayer Focus
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: Personal
    Saving Throw: None
    Sacrifice:

    The ritual-wielder infuses his body with a resilience formed over years of self-sacrifice and denial. He is invulnerable to all attacks, spells, and special abilities, but neither can he attack, use rituals, spells, or special abilities. This benefit lasts for 1 round per hit dice of the sacrifice, and can be activated as a swift action once per hit dice of the sacrifice.

    Precognitive Awareness
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    Joining with the ritual-wielder's gift gives the targeted creature a subconscious knowledge of what is about to happen, granting the target a +1 bonus on Reflex saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Evasion, and if ten hit dice are, Improved Evasion.

    Purge Thy Soul
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    If the target fails a will save, the creature is teleported to the upper planes. Unless the GM devises a specific location and scenario in Celestia, the subject encounters a group of 2d4 planetars every hour he or she spends in heaven (he spends 1 hour per hit dice of the sacrifice). The ritual-wielder can activate this ritual as a standard action once for every hit dice of the sacrifice.

    Radiance
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: Personal
    Area: 20 ft./hit dice of the sacrifice
    Saving Throw: See text
    Sacrifice:

    The ritual-wielder freezes his body in order to allow his soul to shine through, channelling its power against all of those who wish him ill. The ritual-wielder may not take an action for the duration of the effect. The blinding light of his soul reaches out into the darkness for 20 feet per hit dice of the sacrifice. Invisible, ethereal, and incorporeal creatures lose the special protections those states grant and may be struck normally. Evil creatures (including undead) must succeed at a Will save or be dazed, nauseated, and paralyzed, as their souls battle against the goodness in the light. Neutral creatures must succeed at a Will save or be sickened and staggered. All evil and neutral creatures must succeed at a Fortitude or be blinded and dazzled. All evil and neutral creatures take 4d6 divine damage every round they are in the area. This damage is tripled against undead creatures. The ritual-wielder may activate this as a standard action once per hit dice of the sacrifice. It lasts for 1 round per hit dice of the sacrifice, and creatures must save each round they are in the area.

    Righteousness Vialed
    Level: Martyr 2, Incanter 2, Ritualist 2
    Ritual Duration: Instantaneous
    Range: Touch
    Target: 1 ounce of water per HD of sacrifice
    Saving Throw: None
    Focus Silver Basin etched with axial runes (270g)
    Preparation: Basin of clean water, a 1oz vial of the blood from a creature with a lawful aura(29g x HD²).
    Catalyst: Pouring the water and blood in the basin.
    Cast: Reciting a incantation.

    The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes axiomatic water.
    Material: 25g in silver.

    Reflexive Retribution
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    Whenever the ritual-wielder or targeted creature is struck by a melee attack, an amount of damage equal to the number of hit dice sacrificed for the ritual is redirected into the attacker. The ritual-wielder or targeted creature takes all damage beyond that returned to the attacker.

    Restitution
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    An enemy launches an attack at the targeted creature, which he accepts with open arms, knowing that if he survives the blow, all will be well. Whenever struck by a spell, effect, or attack, if he target creature survives or passes the save, as an immediate action he may cause the attack to rebound on the creator, dealing the same damage or effect to it as was done to the targeted creature. This can be used once per hit dice of the sacrifice.

    Spoiler: S
    Show
    Sacrificial Knowledge
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The targeted creature gains the ability to sacrifice itself to power a single first level ritual. That ritual is chosen at the beginning of Sacrificial Knowledge, and must be a ritual that the ritual-wielder knows. The targeted creature retains that ability for one day per hit dice of the sacrifice. He creates this ritual at the same level as the ritual-wielder who created Sacrificial Knowledge.

    Sacrificial Knowledge, Greater
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The targeted creature gains the ability to sacrifice itself to power a single second level ritual. That ritual is chosen at the beginning of Sacrificial Knowledge, and must be a ritual that the ritual-wielder knows. The targeted creature retains that ability for one day per hit dice of the sacrifice. He creates this ritual at the same level as the ritual-wielder who created Sacrificial Knowledge, Greater.

    Shackled Thoughts
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    The ritual-wielder induces blocks in the spiritual activity of the target, dulling the interaction with the afflicted creature's body. The afflicted creature may take a standard action or a move action during his round, but not both. His swift action is unaffected, and if he has more than one standard or move action, he only loses one. This ritual can be used as a standard action once per hit dice of the sacrifice, and the effect lasts for 1 round per hit dice of the sacrifice.

    Shadows of Sin
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 60 ft.
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    The ritual-wielder makes a gaze attack against a creature within 60', forcing the sins of the creature to swell and form a visible barrier. If the creature fails a Will save, it is blinded and deafened for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Shelter in My Soul
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: Touch
    Target: One ally
    Saving Throw: None
    Sacrifice:

    At the completion of the ritual, the ritual-wielder touches one willing creature, engulfing him in a flickering glow of white lights that builds and swirls, eventually consuming the targeted creature, causing it to disappear entirely. The creature (and all worn and held items it possesses) is stored in an extradimensional space within the soul of the ritual-wielder, and is completely immune to all forms of magic, including divinations. The ritual-wielder must sacrifice a number of hit dice equal to the hit dice of the creature to be hidden. This ritual lasts for one day per hit dice of the sacrifice. When the ritual ends, the ritual is cancelled, or the ritual-wielder dies, the stored creature immediately appears standing in the closest available space to the ritual-wielder, and the creature is dazed one round for every day spent within the ritual-wielder's soul. During his time in the ritual-wielder's soul, he heals at three times the normal natural rate.

    Shield of the Soul
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Saving Throw: None
    Sacrifice:

    As Life's Wrappings, except the Hardness is five times hit dice, the hit points are 15 times hit dice. While inside the wrappings, the creature heals 20 hit point per minute spent in the wrappings, and any ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, nauseated, sickened, stunned, or poisoned is removed.

    Shifting Spirit
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The ritual-wielder teleports a single creature 50' per hit dice of the sacrifice in a random direction. This cannot put the creature in an area that would cause it harm upon arrival (this includes over chasms, above lava, or on other places that cannot support it). This ritual can be used as a standard action once per hit dice of the sacrifice. If the creature cannot safely appear at the randomly chosen destination, it appears in the nearest safe square.

    Sin Vialed
    Level: Martyr 2, Incanter 2
    Ritual Duration: Instantaneous
    Range: Touch
    Target: 1 ounce of water per HD of sacrifice
    Saving Throw: None
    Focus Silver Basin etched with infernal runes (270g)
    Preparation: Basin of putrid water, a 1oz vial of the blood from a creature with a evil aura(29g x HD²).
    Catalyst: Pouring the water and blood in the basin.
    Cast: Reciting a incantation.

    The ritual-wielder bleeds the sacrifice into a basin of water blessing it. The resulting mixture becomes holy water.
    Material: 25g in silver.

    Sorrow's Burden
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Area: 60 ft. cone
    Saving Throw: Will negates
    Sacrifice:

    The ritual-wielder affects all creatures in a 60' cone, impressing upon them the weight of all his known and unknown sorrows. All creatures who fail a Will save are shaken and slowed for a number of rounds equal to the hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Soul Coffin
    Level: Martyr 6
    Ritual Duration: Permanent, see text
    Range: Personal
    Saving Throw: None
    Sacrifice:

    The ritual-wielder creates an intangible block of soul matter that looks like a semi-transparent sarcophagus. Each time he dies, he is resurrected at the coffin one full day later, losing half of his current level's experience points. He is exhausted and shaken, and cannot use any ritual magic for one day each time he is resurrected. He may be resurrected a number of times equal to one half the hit dice of the sacrifice.

    Soul's Shards
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    Small fragments of the ritual-wielder's soul spin off from his body, forming a protective barrier around the targeted creature. There is one shard per hit dice of the sacrifice. Each shard, when triggered as a full-round action, activates a single ritual that the ritual-wielder of 3rd level or lower. The activated ritual lasts for one hour per hit dice of the sacrifice, and has a ritual-wielder level and sacrificial hit dice equal to that used to create Soul's Shards.

    Spirit Aura
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The ritual-wielder grants a single willing creature the power to see the aura that surrounds all creatures, peeling away any invisibility, disguises, concealment, or hiding. It even allows vision into the Astral and Ethereal planes.

    Spirit Manacles
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two creatures
    Saving Throw: None
    Sacrifice:

    Binding weaves of spiritual energy entwine two creatures, interlinking their lifeforces. For 1 round per hit dice of the sacrifice, neither creature can move more than 10 feet from one another, and whenever one takes damage, the other takes an equal amount. This ritual can be used once per hit dice of the sacrifice. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Spiritual Locus
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: Two creatures
    Saving Throw: None
    Sacrifice:

    You bind the soul of two creatures together, letting each come to the aid of the other. Once per hit dice of the sacrifice, either of the two touched creatures may teleport to the other, as per word of recall.

    Splintered Soul
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates
    Sacrifice:

    If the target fails a will save, its soul splinters, crumbling into two equal parts. Treat this as if fission had been manifested on the creature, but instead of two negative levels, the duplicate and the original each function as if they had negative levels equal to half their total hit dice. Both the target creature and the duplicate are stunned for one round. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Strengthen the Body
    Level: Martyr 2
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: None
    Sacrifice:

    The targeted creature gains a +1 bonus to his Strength, Dexterity, and Constitution for each 2 hit dice sacrificed as the ritual-wielder shows him how to achieve a body free from afflictions and wants.

    Swirling Lives
    Level: Martyr 6
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: See text
    Saving Throw: None
    Sacrifice:

    The ritual-wielder spins out his life into small globes of pure energy, an offering to all of those around him. Once per round, he can direct a globe to cover an area 30 ft. in radius, centred on the ritual-wielder, in positive energy as a free action. All allied creatures heal 20 hit points of damage, or one negative condition (ability burn, ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fascinated, fatigued, immobilized, level drained, nauseated, petrified, sickened, stunned, or poisoned) of the ritual-wielder's choice. The ritual-wielder receives one globe per hit dice of the sacrifice.

    Spoiler: T-Z
    Show
    Trammel the Soul
    Level: Martyr 7
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: See text
    Sacrifice:

    The ritual-wielder drives the creature to its knees for each action it takes against the ritual-wielder or his ally. Each time the affected creature attempts a hostile act against the ritual-wielder or his ally, the creature must make a fortitude save or be destroyed. This ritual can be used as a standard action once per hit dice of the sacrifice, and affects the target creature for one round per hit dice of the sacrifice. This affects creatures that would normally be immune to fortitude saves.

    Unbreakable Mind
    Level: Martyr 3
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: See text
    Sacrifice:

    The mind of the target grows in power, shrugging off effects that before would have clouded its thoughts as the ritual-wielder's sacrifice grants the target a +1 bonus on Will saves for each hit dice sacrificed. If five hit dice are sacrificed, the target gains Mettle for Will saves, and if ten hit dice are, Mindblank.

    Weaken Flesh
    Level: Martyr 1
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Fortitude negates
    Sacrifice:

    The ritual-wielder steals some of the strength from target, thinning his natural defences and causing the target to take a –1 penalty to natural armour bonus for each hit dice sacrificed. This cannot reduce their natural armour below 0. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Weaver's Life
    Level: Martyr 5
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature, see text
    Saving Throw: Fortitude half
    Sacrifice:

    The ritual-wielder can transfer the wounds of one creature to another. The ritual-wielder fully heals an ally within 5 feet per hit dice of the sacrifice. All of the damage healed this way is transffered to a single hostile creature within range. That creature has a fortitude save to halve the damage. This ritual can be used as a standard action once per hit dice of the sacrifice.

    Woven Tapestry
    Level: Martyr 4
    Ritual Duration: 1 day/hit dice of the sacrifice
    Range: 20 ft./hit dice of the sacrifice
    Target: One creature
    Saving Throw: Will negates; see text
    Sacrifice:

    A field of shimmering lights and glowing spheres surrounds the ritual-wielder. For each hit dice of the sacrifice, one glowing sphere appears. He can launch the spheres at the rate of one a round as a free action, each one either healing 6d8 damage, or dealing 6d8 damage to an undead creature, will save for half. Any hostile creature who approaches within 5' per hit dice of the sacrifice of the ritual-wielder while the field of shimmering lights is active must make a will save or be dazzled.
    Last edited by Lanth Sor; 2018-05-31 at 05:48 PM.

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  9. - Top - End - #99
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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Quote Originally Posted by Lanth Sor View Post
    I recently had a breakthrough on the way to determine value and will be hashing out some more, hopefully. I'll have a full working class done soon.
    Nice! If you need any help, don't hesitate to ask.

    As a quick head's up, some of the rituals changed during the big update process. There's a few that got rewritten totally to try and prevent some overlap where different rituals were very similar in power, and more that just have minor tweaks to effects.

    The PDF is the major source for all rituals now - updating all the various forum posts was a little too complicated.

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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Quote Originally Posted by Lanth Sor View Post
    I recently had a breakthrough on the way to determine value and will be hashing out some more, hopefully. I'll have a full working class done soon.
    Any updates?


    Also, I was debating creating an NPC class for the system, although I'm not really sure it needs it...

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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Poor BAB, Good Will, Wizard prof, HD d4, 1 ritual a level, new ritual level every 5th, 10th, 15th, and 20th.

    Other thought would be that a "rogue" is missing from the ritual wielders, more secret society assassin/gruesome butcher, less blood thirsty warlord/evil knight.
    Last edited by Lanth Sor; 2018-05-31 at 05:58 PM.

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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    That would definitely be an area that's a little overlooked. For whatever reason I've never been a huge fan of making skill classes myself. There just are far fewer of them in my homebrew than either casters or very strong melee types. Looking at Arhosa, out of the 22 base classes, 4.5 could probably be said to be skill classes, but only 2 of them have anything like Sneak Attack/Skirmish, and all but 1 are also casters of some variety or another (although that means less in my worlds than elsewhere).

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    Default Re: Tome of Ritual Magic [Alternate Magic System]

    Few minor updates to the PDF to fix formatting, typos, little errors, etc.

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