"Great power comes with great sacrifice."
~A Eldritch Cultist of Orcus
Eldritch cultists are worshippers of ancient vile and cruel beings, whether demons, power full aberrations, elder evils, or worse. Cultists work in shadow societies and religious sects behind the scenes of society, constantly aiming to further the will of their masters and sacrificing hapless victims to empower their dark rituals. Cultists are shunned by most lawful and non-evil societies, and looked down upon as crazed fanatics and madmen. Adventures
An Eldritch cultist might go on adventure to further their own ends or the ends of their sect or their masters. Often journeying to retrieve powerful relics or tomes of forbidden knowledge. Characteristic
Eldritch cultists are secretive and introvert, preferring to keep their privacy for them selves. This is understandable as most societies and clerical orders hunt down and burn cultists on the stake. Alignment
Cultists tend to be unlawful, working in areas where their worship is frowned upon. Both good and evil cultists exist, although the later is more common, while a good cultists might worship a good god or celestial being in an evil society. Religion
Only a few cultists worship gods, the rest worship powerful demons, devils, aberrations, celestial or whatnot. Background
Most cultists learn their craft through visions, ancient forbidden tomes or when they are introduced into a circle of other cultists. Some cultist traditions are inherited in the family, while others are recruited into a circle through promise of powers or change. Races
Most cultists are humans, as the promise of power beyond imagination and immortality appeal more to the short-lived fortune hunting race. Other cultists are often half-orcs, or even halflings and gnomes. Only a select few elves and half-elves become cultists. Other Classes
Cultists work well with clerics sharing their religious philosophies. They share the hunger for forbitten knowledge and strive for power many wizards do and may work well with people of this class. Evil or neutral cultists seldom get alone with paladins, as both classes share a fanatical view on the world that my very well intervene. Role
A cultists may take the same role as a cleric or wizard, blasting spells, summoning monsters from beyond reality or sacrificing their own energy to heal or aid others.
Game Rule Information
Eldritch cultists have the following game rule statistics: Abilities: Cultists uses intelligence to cast rituals, and therefore need high intelligence scores to empower their spells. Likewise, many cultists need constitution so they have hit points to fuel their spells and give them high concentration scores. Depending on the setting and the focus of the cultist, they may need high charisma scores or strength scores as well. Alignment: Any non-lawful Hit Dice: d8
The cultist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The planes) (Int), Knowledge (Local) (Int), Move Silently (Dex), Spellcraft (Int) and Use Magic Device (Cha). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
All of the following are class features of the eldritch cultist. Weapon and Armor Proficiency: A cultist is proficient with all
simple weapons, plus the scimitar, scythe, sickle and whip. Cultists are proficient with light armor.
Because the cultists does not cast arcane spells, they are not subject to arcane spell failure.
All eldrith cultists get a number of sigils at each level. All rituals require a number of sigils, often in different combinations. There exist a lot of different seals, all with special descriptors which is required to cast rituals of the same descriptor.
As long as a ritual is in effect, sigils used to cast that ritual is dormant. Dormant rituals cannot be used until the rituals duration ends.
A cultist can choose to channel a ritual for additional rounds, every round paying the sacrifice again to maintain the ritual and adding a power point to it. Channelled rituals are stronger than those cast as a standard action and may last longer because of the additional power points added to it. For each round a ritual is channelled, the cultist must pay the sacrifice. You can however not take other actions while channelling a ritual and all adjacent enemies may take an attack of opportunity each round you choose to continue channelling it.
If stricken while channelling the ritual, a cultist must succeed a concentration check or fail the casting, losing all added power points in the process. All sigils used in the ritual becomes dormant a number of rounds equal to the power points invested in the ritual. The concentration check is equal to 10 + damage dealt to the cultist.
Instead of channelling, a cultist can choose just to cast the ritual as a standard actions, this however only gives the ritual a single power point, but still losing one round worth of sacrifice. This provokes an attack of opportunity from all adjacent enemies threatening the cultist’s square. If stuck by a weapon, the cultist must succeed a Concentration check with a DC of 10 + damage dealt, or fail the ritual. If the ritual is failed, all sigils used in the ritual become dormant for the next round.
Other cultists can choose to aid in a channelled ritual by adding their own sacrifices. Each round an aiding cultist channels the ritual with the original cultist adds another power point to the ritual. A aiding cultist is forced to stop aiding a ritual once the original cultist stops channelling the ritual.
The rituals sacrifice can come from three pools; the cultist himself, a willing sacrifice, or an unwilling sacrifice. All unwilling sacrifices only gives halve power points and must be helpless for the sacrifice to have any effect. A sacrifice must be at least within 10ft. of the cultist.
To learn or cast a ritual, an eldritch cultist must have a Intelligence score equal to at least 10 + the spell level and have learned all sigils required to cast it.
The DC required to resist a ritual is equal to 10 + spell level + ½ power points added rounded down.
Sigils Three tiers of sigils exist, lesser sigils; sigils; and greater sigil. Rituals requiring sigils are more powerful than rituals requiring lesser sigils. Riturals requiring greater sigils are the most power full rituals the cultist can learn.
Every-time a cultist learns a new sigil, he must choose a sigil of appropiate tier on Sigil list (See below).
Cultists can inscribe objects or areas with magic glyphs (See individual below). There exist two types of glyphs, touch glyphs and visual glyphs. To trigger a touch glyph, the subject must touch it or stand on a square with a touch glyph inscribed on it. To trigger a visual glyph is triggered if a character is within 60ft. and looks directly at it (Spot 16). All glyphs can only affect one creature at time.
A cultist can inscribe a object or square with a glyph using three full round actions. This provoke attacks of opportunity, and the cultist mus succeed a concentration check with a DC of 10 + damage dealt if hit or fail the glyph and be forced to start over. A cultist can only inscribe a glyph per day per point of charisma modifier (Minimum 1).
A cultist learn one glyph at level 1, and every 4 level thereafter.
Cultist Focus: All cults worship certain creatures and entities, often with its own symbols and rituals. Depending on cultist, the cultist chooses a cultist focus fitting his alignment and belief. All cultist focuses gives the cultist access to certain glyphs and abilities related to focus. The cultist gains an ability at 2nd, 8th, 14th and 20th level.
The atypical cultist, you worship an angel, celestial being or group. A cultist worshipping angelic creatures often resides in an area where evil deities are most prominent or areas where the worship of celestials instead of gods are looked down upon. Alignment: Any-good Glyphs: Glyph of Greater Protection, Glyph of Protection from Evil, Glyph of Sanctuary Abilities: 2st level: When using Dark Summoning you can summon creatures from the Summon Creature table of the appropriate list with the celestial template. 8th level: The Life Transference spell and Lesser Life Transference spell cures triple the amount of hit points when used on another creature. 14th level: The Glyph of Protection and Glyph of Greater Protection ritual grants double the AC to creatures of good alignment. 20th level: You gain the celestial template.
You worship powerful aberrations. Aberration worship is forbidden almost anywhere on the material plane, however the chance of contacting an aberration is far bigger than that of contacting a celestial or fiendish being. However, such contract very rarely carries great results because of most aberrations alien agendas and unpredictable intent. Alignment: Any-chaotic Glyphs: Glyph of Alienation, Glyph of Protection from Law, Glyph of Mutation Abilities: 2st level: Warped creatures and Aberrations summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds. 8th level: Once a day per intelligence modifier the cultist can choose to add two rounds worth of power points to a rituals using Mutation Sigils and/or Greater Mutation Sigils. 14th level: The Glyph of Alienation and Glyph of Mutation ritual last double as long on chaotic creatures. 20th level: You gain the warped template.
Cult of the Ego Focus
Some cultists worship themselves, plain and simple; also called self worship. These cultists do not meet in groups like other cultists, but might have a shine to themselves or amulets with their own names engraved on them. These cultists are most often selfish and self-serving, furthering their own goals above everything else. A few cultists of the ego are even solipsists, regarding themselves as the only existing creatures and everybody else as mere fabrics of their own imagination. Alignment: Non-good Glyphs: Glyph of Egoism, Glyph of Solipsism, Glyph of Paranoia Abilities: 2st level: You gain a +1 moral bonus to saves. 8th level: All rituals using the Vigor or Greater Vigor sigils count as having been channeled for two additional rounds when cast on yourself. 14th level: Glyph of Egoism and Glyph of Paranoia counts as Glyphs of Protection as well when you’re gaining their benefit. 20th level: Once per day you can ignore attack or spell that would deal enough damage to kill you or ignore an death effect or similar effect that would otherwise kill you. This includes death from Coup-d’-Grace and death from massive damage.
Cult of Personality Focus
Some cultists worship people like clerics worship gods, such a cultist might worship a king, cult leader or other leader as if he was a god. Many evil dictators establish cults of personality around themselves, building an elite force of bodyguards and soldiers willing to die for them without hesitation. Cults of personality are considered heresy by most gods. Alignment: Sharing one alignment with the person worshipped Glyphs: Glyph of Patriotism, Glyph of Self Sacrifice, Glyph of Fanatics Abilities: 2st level: You gain all the weapon proficiencies of the person worshipped. 8th level: You gain the benefit of the Improved Toughness feat, even if you don’t meet the prerequisites. 14th level: As long as you are in favor with the person you worship, you get a +1 morale bonus to AC, attack rolls and damage rolls. 20th level: Once a day; you can channel as many power points into a ritual you choose as part of the initial standard action, as long as you don’t die; If the ritual is made to protect the worshipped person or further his goals (Ask your DM before using). You can only use this when channeling your own life force and not that of a willing or unwilling sacrifice.
A satanic cultist, you worship one or more creatures of the devil or demon type, either an single strong demonic being or whole specie of such. Demonic cults are taboo in most cities on the material plane, however are almost always present where the forces of light walk as an eternal counter to the gods of good. Demonic cults prefer unwilling sacrifices to willing sacrifices. Alignment: Any-evil Glyphs: Glyph of Pain, Glyph of Protection from Good, Glyph of Fire Abilities: 2st level: Fiendish creatures and outsiders with the evil descriptor summoned with the Dark Summoning ritual counts as having been channeled for additional two rounds. 8th level: Sacrificing a helpless unwilling target gives normal power points instead of half. 14th level: The Glyph of Pain and Glyph of Fire ritual deals double damage to creatures with good alignment. 20th level: You gain the fiendish template.
Like a cleric you worship a god; however a god unpopular or hated in the region you operate; in most occasion’s cultists with divine focus worship good gods because of this. Alignment: Same as worshipped god Glyphs: Glyph of Divinity, Glyph of the Heretic, Glyph of Inquisition Abilities: 2st level: You gain proficiency with your god’s favored weapon, furthermore you gain the benefit of theWeapon Focus feat with that weapon, even if you don’t meet the prerequisites. 8th level: You learn to cast two 1st level spells at will from any domains available to clerics of your god as spell like abilities. 14th level: You gain immunity to all spells of up to level 3 from three domains of your choice available to clerics of your god. 20th level: Once per day you call upon the aid of your god; you and all allies gets a +3 luck bonus on attack rolls, weapon damage rolls, saves, skill checks while all enemies gets a -3 to the same rolls. Otherwise this functions as a Prayer spell cast by a cleric of the same level as the cultist.
You worship a powerful undead being or a type of undead. You are hunted by most cities and populations worshipping good gods. Cultists with the necrotic focus often work with necromancers and clerics of deities with the death, undeath or similar portfolio. Alignment: Any Evil Glyphs: Glyph of Undeath, Glyph of Negative Polarity, Glyph of Immortality Abilities: 2st level: You can cast Inflict Light Wound as a spell like ability any number of times per day as a cleric of your own level. 8th level: You can rebuke and control undead as a cleric of four levels lower than you. 14th level: Twice per day you can cast Greater Animate Dead as a spell like ability as a sorcerer of your level. 20th level: You can cast a Pact of Return once a day without using the required Sigils. This casting count as having been channeled longer than the channeling time spend to cast it.
You grow two giant flaming horns from your forhead, each dealing bludgeoning and fire damage.
2 Greater Stigmata sigils
Increases the age of the subject and decreases your age.
Rituals requiring three or more greater sigils
Dark Summoning VIII
3 Greater Eldritch Sigils
Summons an extraterrestrial being.
Rituals so far:
Weak Ritual Sigils: 1 Potency Sigil Components: S Power Points: 1 hit point Range: Medium (100 feet + 10 feet per caster level) Target: One unconscious or sleeping creature Duration: Instantaneous Saving Throw: Will Negates (Harmless) Spell Resistance: -
You mutter a word and the creature you preciously designated in your mind wakes up abruptly.
This spell was wakes up a sleeping or unconscious creature of your choice.
Weak Ritual Sigils: 1 Lesser Mutation Sigil Components: V, S Power Points: 1 hit point/channeling Range: Touch or personal Target: You or one touched creature Duration: 2 rounds/channeling Saving Throw: Fortitude Negates (Harmless) Spell Resistance: -
You touch the target and it turns pitch black as night.
The target creature, its clothing and equipment turns pitch black. The creature gets a +5 circumstance bonus to hide checks. This spell has no effect within the radius of a Day Light spell.
Ritual Sigils: 1 Force sigils Components: V, S Power Points: 5 hit points/channelling Range: Medium (100 feet + 10 feet per caster level.) Target: A corpse Duration: Concentration Saving Throw: - Spell Resistance: No
You animate and take control of a corpse as if it was a puppet and you were its puppet master. A puppeteered corpse is truly a horrid sight as the ritual does not require the corpse to be in any particulate shape, and a puppeteered corpse often will be just a floating bunch of entrails, disembodied body-parts and floating bones.
You animate a corpse as if it were a doll. The corpse acts exactly as a zombie or skeleton of appropriate size, except it is not undead but just a puppet moved by force. It reacts exactly as you see fit as if you were linked by a telepathic bond. The “zombie” has Turn Immunity and is neither healed nor damaged by both positive and negative energy. In addition it has 5 hp per power point channeled into the spell, as it, unlike an undead, does not need a consistent body to function. It also gains a fly speed (Perfect) of 10 ft. as the powers animating it can also slowly lift it off ground. The ritual ends if the “zombie” is disintegrated or otherwise utterly destroyed. A corpse brought to 0 hit points kills it and ends the ritual, but the caster can reinitiate the ritual in the next round as the ritual does not require the corpse to be in any particulate shape when animated. The ritual ends if the corpse is moved outside range or it enters a Antimagic Field or is dispelled. This ritual can only animate subjects that would be viable subjects for the skeleton and/or zombie template.
Weak Ritual [Fire, Cold or electricity] Sigils: 2 Infernal Sigils, 2 Cryonic Sigils or 2 Keravic Sigils Components: V, S Power Points: 2 hit points/channelling Range: Long (400 ft. + 40 ft./level) Target: One creature of your choice Duration: Instantaneous Saving Throw: Fort half Spell Resistance: Yes
A brightly glowing mark appear over the subjects chest, dancing vividly for a few seconds before exploding in a bright burst of elemental energy.
The target takes 2d6 +3 points of elemental damage plus +2 point of elemental damage per power point channelled into this ritual. The type of elemental damage, and the spells descriptor, is Fire if two infernal sigils was used to cast this ritual, cold if two Cryonic sigils was used, and lightning if two Keravic sigils was used.
Ritual Sigils: 1 Mutation sigil, 1 Mötus Sigil Components: V, S Power Points: 4 hit points/channelling Range: Personal Target: Self Duration: 1 minute or until discharged Saving Throw: Will (Harmless) Spell Resistance: No
Your legs grow and become tauric in nature
You get a +5 bonus to you next jump check for each power point channeled into this spell. No more than a +5 bonus times the casters Intelligence modifier.
Dark Summoning I
Lesser Ritual Sigils: 1 Lesser Eldritch Sigils (See below) Components: V, S Power Points: 5 hit points/channelling Range: Point within 15 ft. Duration: 1 round/channelling Saving Throw: none Spell Resistance: No
[i]Forth from the circle springs a horrific tentacle horror twice your size. The enemy cowers, and several flee before the might of your new ally.[/b]
This spell summons an extraplanar creature (typically an outsider, aberration or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the Dark Summoning I list on the accompanying Dark Summoning table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. If the spell summons a creature of either air, fire, earth, or water, the spell also costs a sigils of appropriate type (Arobic Sigil, Infernal Sigil, Geronic Sigil, Aquatic Sigil)
Dark Summoning Lists
Summoning Ritual I monsters
Fiendish Dire Rat
Fiendish Monstrous Centipede, medium
Fiendish Monstrous Scorpion, small
Fiendish Monstrous Spider, small
Fiendish Snake, small viper
Summoning Ritual II monsters
Warped Riding Dog
Warped Lemure Chaotic Neutral
Warped Fungus, Shreiker
Fiendish Monstrous Centipede, large
Fiendish Monstrous Scorpion, medium
Fiendish Shark, medium
Fiendish Monstrous Spider, medium
Fiendish Snake, medium
Summoning Ritual III monsters
Warped Black Bear
Warped Dire Badger
Warped Assassin Wine
Fiendish Dire Weasel
Fiendish Snake, constrictor
Fiendish dire Bat
Fiendish monstrous centipede
Fiendish Snake, large viper
Summoning Ritual IV monsters
Warped Giant Owl
Warped Giant Eagle
Warped Dire Wolf
Fiendish Dire Wolf
Fiendish Giant Wasp
Fiendish Giant Praying Mantis
Fiendish Snake, huge viper
Summoning Ritual V monsters
Warped Brown Bear
Warped Giant Stag Beetle
Warped See Cat
Fiendish Dire Ape
Fiendish Dire Boar
Fiendish Shark, huge
Fiendish monstrous scorpion, Large
Fiendish Dire Wolverine
Fiendish Giant Crocodile
Summoning Ritual VI monsters
Warped Polar Bear
Warped orca Whale
Warped Dire Lion
Mage Ripper Swarm
Fiendish monstrous centipede, gargantuan
Fiendish monstrous Spider, Huge
Fiendish snake, giant constrictor
Summoning Ritual VII monsters
Warped baleen Whale
Fiendish monstrous scorpion, huge
Fiendish Giant octopus
Summoning Ritual VIII monsters
Warped Dire Bear
Warped Cachalot Whale
Warped Giant Squid
Fiendish Giant Squid
Fiendish monstrous centipede, colossal
Fiendish dire tiger
Fiendish monstrous spider, gargantuan
Summoning Ritual IX monsters
Fiendish Dire Shark
Fiendish monstrous scorpion, gargantuan
Fiendish monstrous spider, colossal
Shrieking Terror: Five-headed Terror
Dark Summoning II
Lesser Ritual Sigils: 2 Lesser Eldritch Sigils (See below) Components: V, S Power Points: 10 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning II list.
Dark Summoning III
Lesser Ritual Sigils: 3 Lesser Eldritch Sigils (See below) Components: V, S Power Points: 15 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning III list.
Dark Summoning IV
Ritual Sigils: 1 Eldritch Sigil, 2 Lesser Eldritch Sigils (See below) Components: V, S Power Points: 20 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning IV list.
Dark Summoning V
Ritual Sigils: 2 Eldritch Sigils, 1 Lesser Eldritch Sigils (See below) Components: V, S Power Points: 25 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning V list.
Dark Summoning VI
Ritual Sigils: 3 Eldritch Sigils (See below) Components: V, S Power Points: 30 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning VI list.
Dark Summoning VII
Ritual Sigils: 1 Greater Eldritch Sigil, 2 Eldritch Sigils (See below) Components: V, S Power Points: 35 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning VII list.
Dark Summoning VIII
Ritual Sigils: 2 Greater Eldritch Sigils, 1 Eldritch Sigil (See below) Components: V, S Power Points: 40 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning VIII list.
Dark Summoning IX
Ritual Sigils: 3 Greater Eldritch Sigils (See below) Components: V, S Power Points: 45 hit points/channelling Range: Point within 15 ft. Duration: 1 minute/channelling Saving Throw: none Spell Resistance: No
This spell function as a Dark Summoning I spell, except it summons a monster from the Dark Summoning IX list.
Weak Ritual [Fire, Cold, Electicity, Earth or Water] Sigils: 1 Infernal sigil, 1 Cryonic Sigil, 1 Keravic Sigil, 1 Geronic sigil or 1 Aquatic Sigil Components: V, S
[b]Power Points: [/B1 hit points Range: Close (25 ft + 5ft. per caster level) Target: One living shackled or bound creature Duration: Instantaneous Saving Throw: Ref halves Spell Resistance: -
You point at the target and instantly a blast of elemental energy emits from his chest.
The targets takes 1d4 elemental damage. The elemental damage and the spell descriptor is fire if a Infernal sigil were used, cold if a cryonic sigil was used, electricity if a keravic sigil was used, earth if geronic sigil was used, or water if a aquatic sigil was used. If the target succeeds a reflex save the damage is halved.
Powerful Ritual Sigils: 1 Greater Force Sigil, 1 Force Sigil, 1 Mötus Sigil Components: V, S Power Points: 10 hit points/channelling Range: 15ft. cone from originating from you Target: Creatures and objects within 15ft. cone Duration: Instantaneous Saving Throw: Reflex Halves Spell Resistance: Yes
You point your finger and blast away everyone before you miles away.
All targets must succeed a reflex save or take 4d6 force damage per power point channelled into the ritual (max 32d6 damage), if the targets succeed the save it only takes half damage. All creatures who fail the safe is blown 20 ft. away into an available square per power point channelled into the ritual. If the target is blocked by a object or creature on the way, it and the blocking creature/objects take 1d6 points of damage per each 10 ft. the target has flown.
Gift of Brilliance
Lesser Ritual Sigils: 1 Lesser Potency sigil Components: V, S Power Points: 5 hit points/channelling Range: Close (25 feet + 5 feet per two caster levels.) Target: Self or willing subject Duration: 1 minute/channeling Saving Throw: Will negates (Harmless) Spell Resistance: No
You boosts the subjects essence, making him smarter, stronger, faster, or otherwise more competent.
The subject gets a +2 circumstance bonus to an ability score of your choice for as long as the ritual lasts, adding the usual bonuses to attack rolls, attack damage, skill checks, save checks and hp.
Gift of Brilliance, Greater
Ritual Sigils: 1 Potency sigil Components: V, S Power Points: 10 hit points/channelling Range: Close (25 feet + 5 feet per two caster levels.) Target: Self or willing subject Duration: 1 minute/channeling Saving Throw: Will negates (Harmless) Spell Resistance: No
You boosts the subjects essence, making him smarter, stronger, faster, or otherwise more competent.
The subject gets a +6 circumstance bonus to an ability score of your choice for as long as the ritual lasts, adding the usual bonuses to attack rolls, attack damage, skill checks, save checks and hp.
Horn’s of Ibex
Powerful Ritual [Evil] Sigils: 2 Greater Mutation Sigils, 1 Greater Infernal Sigil, Components: V, S Power Points: 30 hit points/channelling Range: Personal Target: Yourself Duration: 3 rounds/channelling Saving Throw: Will (harmless) Spell Resistance: No
Giant burning and smoking horns rise from your forehead.
You gain a natural gore attack, dealing 2d10 bludgeoning and 2d6 fire damage plus strength with each strike. The gore attack deals double damage plus additional +2d6 fire damage on critical. You can use the gore attack instead of your normal attack actions. Furthermore you gain a +3 profane bonus to attack rolls as long as the ritual is in affect.
Ritual Sigils: 2 Mutation sigil Components: V, S Power Points: 15 hit points/channelling Range: Close (25 feet + 5 feet per two caster levels.) Target: Self or willing subject Duration: 3 rounds/channeling Saving Throw: Will negates (Harmless), Reflex negates (see below) Spell Resistance: No
Deformed spiked black tentacles grow from the subjects shoulders, constantly moving and wriggling around.
The subject gets two primary tentacle attacks dealing 2d4 piercing damage. Furthermore, any round the tentacles aren’t used as attack they deal 2d4 piercing damage to all creatures within 5ft unless they succeed a reflex save. The subject gets a +10 bonus to grapple checks, and furthermore can use the tentacles as if they were simple light weapons while grappled.
Weak Ritual Sigils: 2 Mótus Sigils Components: V, S Power Points: 3 hit points/channelling Range: Touch or Personal Target: Self or one living creature touched Duration: 1 min/channelling Saving Throw: Will (Harmless) Spell Resistance: -
The legs of the touched begins to vibrate and humm strangely.
This spell increases the affected creatures base land speed by 50 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
Greater Ritual Sigils: 2 Greater Keravic Sigils, 1 Stigmata Sigil Components: V, S Power Points: 30 hit points/channelling Range: Personal or Touch Target: Yourself or touched living Creature Duration: 24 hour/channeling or until discharged Saving Throw: Fortitude partial Spell Resistance: No
You surround the target with an electric halo, ready to restart his heart if he were killed. However, unused, the energy erupts and potentially stop his heart.
If the target dies within the spells duration he is instantly brought back to life with 2 hp per HD and the spell ends. However, if the target does not die within the duration, he must succeed a fortitude save or die. This is a death effect. If the subject succeeds or is immune to death effect it takes 2d6 electric damage per power point channeled into the spell instead. This spell brings back the subject even if the subjects body is destroyed and even if the soul is unwilling because the resurrection is Instantaneous. This cannot revive a person who has died of old age. This spell can only resurrect creatures with one or more hearts and a living anatomy, and therefore not undead, oozes, elements and plants.
Weak Ritual Sigils: 3 Lesser Stigmata Sigils Components: V, S Power Points: 4 hit points/channelling Range: Touch Target: One living creature of your choice Duration: Instantaneous Saving Throw: - Spell Resistance: -
You touch the target and transfer your own life energy to him. From your stretched hand, blood red streams of magical energy flows into your target.
The target is cured for 8 points of damage for each power point channelled to cast this ritual. This spell does not affect Undead, Constructs, Oozes and Elements. This counts as positive damage. If the target is blinded, dazed, dazzled, deafened, entangled, exhausted, fatigued, frightened, immobilized, shaken, stunned or wounded, your now are these things instead of the target for the remainder of that effects duration.
Life Transference, Lesser
Weak Ritual Sigils: 1 Lesser Stigmata Sigil Components: V, S Power Points: 2 hit points/channelling Range: Touch Target: One living creature of your choice Duration: Instantaneous Saving Throw: - Spell Resistance: -
You touch the target and transfer your own life energy to him. From your stretched hand, blood red streams of magical energy flows into your target.
The target is cured for 2 points of damage for each power point channelled to cast this ritual. This spell does not affect Undead, Constructs, Oozes and Elements. This counts as positive damage. If the target is dazed, dazzled, deafened, exhausted, fatigued or shaken, your now are these things instead of the target for the remainder of that effects duration.
Greater Ritual Sigils: 2 Greater stigmata sigils Components: V, S Power Points: 25 hit points/channelling Range: Personal Target: Yourself Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No
You suck out the living life force of the helpless subject. He turns old, withers and die before your eyes and you body vigorously regaining the energy of its youth.
The target age by 5 years per power point channeled into this spell, and advance in age categories accordingly, potentially dying of old age. Likewise, your age fall by the same amount of years. You can only cast this spell on helpless subjects. Sleeping subjects are instantly awakened by this. You can only cast this spell on creatures of the same types as you, usually humanoid. Creature that are immune to age effects and/or death effects is immune to this, likewise are outsiders, oozes and undead. If the subject dies of old age, you’re cured for 1d6 hp per 5 years removed by this spell.
Pact of Return
Ritual Sigils: 1 Greater Stigmata Sigil Components: V, S Power Points: 10 hit points/channelling Range: Personal Target: Self Duration: 3 hour/channelled Saving Throw: - Spell Resistance: No
You make a pact with your master to return under certain circumstances
This spell function as the Pack of Return spell (Heroes of Horrors), except as noted above.
Weak Ritual [Evil] Sigils: 2 Lesser Stigmata Sigil Components: V, S, F Power Points: 3 hit points/channelling Range: Touch Target: One living shackled or bound creature Duration: 3 rounds/channeling Saving Throw: Will Negates Spell Resistance: -
You touch the target, he stretches out and the ropes whirl around him like snakes. He loses all control of his body. You strike his chest with the sacrificial dagger, and with it draw power to your next ritual.
This spell was created to prepare sacrifices, but has also seen its use in disabling pesky wizards and rogues that kept escaping their bounds. This spells strips its target of all control of its body, essentially paralyzing it and making it helpless so it can be used as a sacrifice in a ritual. This spell can only be casted on a shackled creature or a creature tied up in ropes. This spell automatically ends if the creature is untied. Focus: A set or shackles or ropes.
Ritual Sigils: 1 Vision sigil Components: V, S Power Points: 5 hit points/channelling Range: Long (400 feet + 40 feet per caster level.) Target: Intelligent creature Duration: 2 rounds/channeling Saving Throw: Will negates Spell Resistance: No
You gain access to the brain waves of the subject and know all his thoughts ideas as if they were your own.
You know the surface thoughts of the mind of the creature. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. This ritual does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.
Weak Ritual Sigils: 1 Infernal Sigil Components: V, S, Focus Power Points: 2 hit points/channeling Range: Up to 100 ft. Duration: 1 minute/channeling Saving Throw: - Spell Resistance: -
The skull starts burning and hover around, discovering small niches and details before hidden by the darkness
You create a hovering flaming skull that illuminates the area like a torch. The skull can fly anywhere within 100 ft. of your choice with a fly speed of up to 20ft. per round. The skull cannot interact with objects and creatures. If the skull is affected by a spell with the water or air descriptor; or is targeted by a ritual using on or more aquatic sigils or greater aquatic sigils it is dispelled. Focus: A humanoid or animal skull from a small or medium creature
Glyphs so far:
Glyph of Protection Type: Touch Requirements: - Levels: 3 Benefit: Creature affected by the Glyph of Protection gets a deflection bonus to AC and save checks equal to Glyph of Deflection's level.
Glyph of Thorns Type: Touch Requirements: - Levels: 3 Benefit: Melee attacks against affected creature deals force damage to attacking creatures equal to two times Glyph of thorn's level. This damage is dealt whether or not the creature's attack succeeds.
Glyph of Concentration Type: Touch Requirements: - Levels: 1 Benefit: Affected creature gets a +6 bonus to concentration checks.
Glyph of Terror Type: Visual Requirements: - Levels: 3 Benefit: Affected creature must succeed a will save with a DC equal to 15 + cultists cha modifier or become shaken. In level 2 the creature is instead frightened, and in level 3 the creature is instead panicked.
You learn a new sigil. Prerequisites: Base Attack Bonus +1 Benefit: You gain a lesser sigil of your choice which can be used to cast rituals. If you're a cultist, you add this sigil to the sigils you already have. If you're not, you can now cast rituals like a cultist using the sigil.
You can imbue your weapon with the power of a elemental sigil. Prerequisites: Base Attack Bonus +2, Greater Infernal Sigil; Greater Cryonic sigil; or Greater Kevaric Sigil Benefit: Once a day you can imbue a strike with a weapon with the power of a sigil. You can use a sigil to make a weapon strike deals +2d4 elemental damage, if the used sigil is a Greater Infernal Sigil, the damage is of the fire type; if the used sigil is a Greater Cryonic sigil, the strike's damage is of the cold type; and if the sigil used is a Greater Kevaric Sigil, the damage dealt is of the electricity type. The used sigil becomes dormant for 10 minutes.
Your spells become more potent and harder to resist. Prerequisites: Cultist or able to cast and channel rituals Benefit: You get a +2 bonus on caster level checks (1d20 + caster
level) made to overcome a creature’s spell resistance.
Creating Magic Items:
Cultists, like other spell casters, can create magic items. To calculate a spells level for magic item creation, use the following:
Take the lowest level that the number of sigils required to cast the ritual, add; +2 for each sigil of the same type of highest tier sigil; +1 for each sigil of same type that is not highest tier sigil needed for the ritual; +1 for each additional sigil of same level, +1 for each 2 sigil of lower tier rounded down of same tier level. Take the highest level spell available to a wizard of that level and use that to determine spell level.
Example 1: Horns of Ibex: 2 Greater Mutation Sigils, 1 Greater Infernal Sigil ,
2 Greater sigils + 1 sigil: 14th level cultist.
+2 levels because there is two greater sigils of the same type, +1 because there is 2 greater sigils, and +½ rounded down (+0) for the Greater Infernal Sigil = Level 17 cultist. A wizard of 17th level is able to cast level 9 spells. Therefore Horns of Ibex counts as a ninth level spell when it comes to crafting.
Example 2: Cthathugar’s Mark: 2 Infernal Sigils, 2 Cryonic Sigils or 2 Keravic sigils
A level 1 cultist is able to cast 2 lesser sigils, so therefore we start with level 1 cultist. Then we add +2 levels because two of the sigils share a type no matter what; thats level 3. Then we add +1 because there is two sigils (yes this stacks); that gives us a 4th level cultist. A 4th level wizard's highest level spell is 2. So Cthathugar’s Mark counts as a 2nd level spell for item creation.
The strange idol help cultists add more power to their rituals. Lore: The strange idol is used by various obscure sects and cults as a religious figure that fuel their rituals.
(Knowledge [religion] DC 25) Description: This greenish idol made of an undefined rock depicts a tentacled winged beast. Prerequisite: This item functions
only if the user is a cultist with access to Sigils. Activation: As a free action as the cultist finishes a ritual. Effect: Once a day, a ritual of your choice, is empowered as if it was channelled three additional turns. Aura/Caster Level: Moderate conjuration. CL 11th. Construction: Craft Wondrous Item, 2 Greater Eldritch Sigil, 4500 gp, 1125 XP, 4 days.
Weight: 1/2 lb.
Price: 9000 gp.
Reserved for Prestige Classes, Alternate Class Feature and templates.
Warped creatures are creatures changed through foul rituals and or creatures imprisoned on many of the planes which the far realm leaks into.
"Warped" is an inherited template that can be added to any corporeal animal, monstrous humanoid, magical beast, plant, or vermin (referred to hereafter as the base creature).
A warped creature uses all the base creature's statistics and abilities except as noted here. Size and Type: The creature's type changes to aberration. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points. The creature gains the augmented subtype if necessary. Size is unchanged.
Natural armor bonus improves by 2 (this stacks with any natural armor bonus the base creature has). Special Qualities: A warped creature has all the special qualities of the base creature, plus the following special qualities. Spell Resistance (Ex): A warped creature gains spell resistance equal to 5 + its Hit Dice. If the creature already has spell resistance, use the greater of the two values.
Resistance: The warped creature gains resistance to one energy type based on HD. (acid, cold, electricity, fire, or sonic). Damage Reduction (Ex): Warped creatures have damage reduction based on HD.
Abilities: Increase from the base creature as follows: Str +2, Con +2, Wis -2, Cha -2. Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2. Alignment: Usually chaotic (any). Warped creatures are often chaotic and unpredictable. Level Adjustment: +2.
Might be useing This, once Its finished, Might I susggest a Glyph of Madness?
Makes enimes Save or go insane for a few rounds, but hurts, or Some such to the Caster?
Aldvoryer avvie by Akrim!
Originally Posted by ArcturusV
Dragons are, or should be, one of the most "Paranoid, optimized, overcautious" things in a campaign. Racial memory, long lives, spellcasting, a bunch of powers, always some group of mere mortals looking to kill them... if your Adventurers are of the Paranoid Contingency types, your Dragons should be 10 times as much.