Rituals (3.5e Variant Rule)
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Contents
- 1 Rituals
- 1.1 What are Rituals?
- 1.2 Mechanics
- 1.3 Sample Rituals
- 1.3.1 First Level Rituals
- 1.3.1.1 Animate Rope
- 1.3.1.2 Astral Traveler
- 1.3.1.3 Destroy Warp Anchor
- 1.3.1.4 Detect Magic
- 1.3.1.5 Detect Poison
- 1.3.1.6 Detect Secret Doors
- 1.3.1.7 Feather Fall
- 1.3.1.8 Ghost Sound
- 1.3.1.9 Hold Portal
- 1.3.1.10 Light
- 1.3.1.11 Mending
- 1.3.1.12 Purify Food and Drink
- 1.3.1.13 Unseen Servant
- 1.3.1.14 Ventriloquism
- 1.3.1.15 Whispering Wind
- 1.3.2 Second Level Rituals
- 1.3.2.1 Alarm
- 1.3.2.2 Align Weapon
- 1.3.2.3 Animal Messenger
- 1.3.2.4 Animal Trance
- 1.3.2.5 Establish Warp Anchor
- 1.3.2.6 Create Food and Water
- 1.3.2.7 Detect Thoughts
- 1.3.2.8 Disguise Self
- 1.3.2.9 Dispel Magic
- 1.3.2.10 Endure Elements
- 1.3.2.11 Find Traps
- 1.3.2.12 Ghost Touch Weapon
- 1.3.2.13 Hypnotism
- 1.3.2.14 Knock
- 1.3.2.15 Misdirection
- 1.3.2.16 See Invisibility
- 1.3.3 Third Level Rituals
- 1.3.4 Fourth Level Rituals
- 1.3.5 Fifth Level Rituals
- 1.3.6 Sixth Level Rituals
- 1.3.7 Seventh Level Rituals
- 1.3.8 Eighth Level Rituals
- 1.3.9 Ninth Level Rituals
- 1.3.1 First Level Rituals
- 1.4 Supplemental Rules
Rituals
<Flavor text here? Expand on flavor of rituals in the world, give a few accounts of different characters with different power sources who access rituals?>
What are Rituals?
Rituals are a way of bringing player agency and world-shaping abilities to games that lack spellcasters such as the wizard or cleric. They give such powers to all characters--after all, why should only the spellcasters have the ability to change the world around them? Rather than giving only traditional spellcasters such abilities, this variant grants them to all characters.
Mechanics
Rituals require an amount of time to enact, and duplicate some sort of effect. While many rituals appear in the world, most can only be cast by a character of a certain character level (CL from now on), and that character must have at least 9 Intelligence and Charisma. The following table defines at what CL characters can cast a ritual of what level:
Character level | Ritual Level |
---|---|
1 | 1 |
3 | 2 |
5 | 3 |
7 | 4 |
9 | 5 |
11 | 6 |
13 | 7 |
15 | 8 |
17 | 9 |
Casting a Ritual
There are a number of components to casting a ritual. Depending on the ritual's nature, it has either a short casting time (one minute), medium casting time (ten minutes), or long casting time (one hour).
Rituals require special materials, incense, or other components to cast; this cost is equal to the ritual's level squared x 50. If the ritual duplicates a spell with expensive material components or an experience cost, the cost of the material compontents must be added into the original ritual cost, as well as 50 gold per experience point that would be spent were the spell cast normally. These components are consumed regardless of whether the ritual succeeds or fails.
Finally, characters require a Charisma check to successfully cast a ritual, made at the end of the ritual's casting time. The DC for this check is equal to 10 + ritual level. If the ritual duplicates a spell, the effect caster level is equal to the caster's character level, and any DC is equal to 10 + 1/2 character level + Charisma modifier.
Rituals may be interrupted at any time, as per the Concentration skill (replace all instances of "spell" with ritual. All rituals are considered to have a somatic and verbal component).
Collecting Rituals
Rituals can be found or researched; either way, recording them requires a ritual book (identical to a spellbook). Alternative materials can be used to record a ritual as per Alternative Spellbooks (Complete Arcane 186). Each ritual requires 100 gp per ritual level in special inks, adhesive dust, or similar material to record, and takes a single page of the ritual book.
While many rituals are found, they can also be researched. Characters can research rituals that are at least one level lower than the highest-level ritual they can cast, and researching a ritual requires 1,000 gp per ritual level to research as well as three days per level of the ritual.
Sample Rituals
Here are a number of sample rituals to get you started. Remember that specific rituals may be missing from a campaign altogether at the DM's discretion. Use the following rituals as guidelines for your own.
First Level Rituals
Animate Rope
- Casting Time: Short
- Effect: Duplicates Animate Rope
Astral Traveler
- Casting Time: Long
- Effect: Duplicates Astral Traveler
Destroy Warp Anchor
- Casting Time: Medium
- Effect: Destroy a Anchor Point you can touch.
Detect Magic
- Casting Time: Short
- Effect: Duplicates Detect Magic.
Detect Poison
- Casting Time: Medium
- Effect: Duplicates Detect Poison.
Detect Secret Doors
- Casting Time: Medium
- Effect: Duplicates Detect Secret Doors
Feather Fall
- Casting Time: Short
- Effect: Duplicates Feather Fall, except it applies to the next time one falls at least 10' in the next 10 minutes.
- Special: If one hangs this ritual, it may be unhung as an immediate action.
Ghost Sound
- Casting Time: Short
- Effect: Duplicates Ghost Sound
Hold Portal
- Casting Time: Short
- Effect: Duplicates Hold Portal
Light
- Casting Time: Short
- Effect: Duplicates Light
Mending
- Casting Time: Medium
- Effect: Duplicates Mending
Purify Food and Drink
- Casting Time: Long
- Effect: Duplicates Purify Food and Drink
Unseen Servant
- Casting Time: Long
- Effect: Duplicates Unseen Servant.
Ventriloquism
- Casting Time: Short
- Effect: Duplicates Ghost Sound
Whispering Wind
- Casting Time: Medium
- Effect: Duplicates Whispering Wind
Second Level Rituals
Alarm
- Casting Time: Long
- Effect: Duplicates Alarm.
Align Weapon
- Casting Time: Short
- Effect: Duplicates Align Weapon.
Animal Messenger
- Casting Time: Medium
- Effect: Duplicates Animal Messenger.
Animal Trance
- Casting Time: Short
- Effect: Duplicates Animal Trance.
- Special: One cannot hang this ritual.
Establish Warp Anchor
- Casting Time: Long
- Effect: Creates a Anchor Point at your location.
Create Food and Water
- Casting Time: Long
- Effect: Duplicates Create Food and Water.
Detect Thoughts
- Casting Time: Medium
- Effect: Duplicates Detect Thoughts.
Disguise Self
- Casting Time: Medium
- Effect: Duplicates Disguise Self.
Dispel Magic
- Casting Time: Medium
- Effect: Duplicates Greater Dispel Magic.
Endure Elements
- Casting Time: Medium
- Effect: Duplicates Endure Elements.
Find Traps
- Casting Time: Short
- Effect: Duplicates Find Traps, except that the bonus to Search is +5 and doesn't change with CL.
- Special: The ritual may be cast with a medium casting time to increase the bonus to +10, or a long casting time to increase the bonus to +20.
Ghost Touch Weapon
- Casting Time: Short
- Effect: A single weapon (or up to 50 pieces of ammunition) gain the Ghost Touch property for one minute per CL.
Hypnotism
- Casting Time: Short
- Effect: Duplicates Hypnotism.
- Special: One cannot hang this ritual.
Knock
- Casting Time: Medium
- Effect: Duplicates Knock, except that instead of automatically unlocking the portal it instead reduces the open lock DC by 10.
- Special: This ritual may be cast with a long casting time to instead reduce the DC by 20. One cannot hang this ritual when used this way.
Misdirection
- Casting Time: Medium
- Effect: Duplicates Misdirection.
See Invisibility
- Casting Time: Short
- Effect: Duplicates See Invisibility. Range is changed to Touch.
Third Level Rituals
Daylight
- Casting Time: Short
- Effect: Duplicates Daylight.
Hypnotic Pattern
- Casting Time: Short
- Effect: Duplicates Hypnotic Pattern.
- Special: One cannot hang this ritual.
Invisibility
- Casting Time: Medium
- Effect: Duplicates Invisibility.
Levitate
- Casting Time: Short
- Effect: Duplicates Levitate. Range is changed to Touch.
Silence
- Casting Time: Medium
- Effect: Duplicates Silence. Range is changed to Touch.
Fourth Level Rituals
Air Walk
- Casting Time: Short
- Effect: Duplicates Air Walk.
Analyze Dweomer
- Casting Time: Medium
- Effect: Duplicates Analyze Dweomer.
Fly
- Casting Time: Short
- Effect: Duplicates Fly.
Warp
- Casting Time: Short
- Effect: Duplicates Warp.
Fifth Level Rituals
Animate Dead
- Casting Time: Long
- Effect: Duplicates Animate Dead. One cannot hang this ritual.
- Special: You cannot control more than 2 HD of undead per CL with this ritual.
Animate Objects
- Casting Time: Short
- Effect: Duplicates Animate Objects. One cannot hang this ritual.
Animate Plants
- Casting Time: Short
- Effect: Duplicates Animate Plants. One cannot hang this ritual.
Astral Caravan
- Casting Time: Long
- Effect: Duplicates Astral Caravan.
Awaken
- Casting Time: Long
- Effect: Duplicates Awaken. One cannot hang this ritual.
Contact Other Plane
- Casting Time: Long
- Effect: Duplicates Contact Other Plane.
Sixth Level Rituals
Commune
- Casting Time: Long
- Effect: Duplicates Commune.
Plane Shift
- Casting Time: Long
- Effect: Duplicates Plane Shift.
Seventh Level Rituals
Teleport
- Casting Time: Long
- Effect: Duplicates Teleport.
Volcanic Eruption
- Casting Time: Long
- Effect: Duplicates Volcano. The volcano does not continue erupting or growing after the initial effect.
- Special: One cannot hang this ritual.
Eighth Level Rituals
Ninth Level Rituals
Genesis
- Casting Time: Long
- Effect: Duplicates Genesis except that if this ritual is cast again the original demiplane is destroyed and creatures within it are expelled where the original Genesis spell was originally cast.
Supplemental Rules
Hang Ritual [General]
Benefit: Upon successfully casting a ritual you may stop right before the last word. The ritual then "hangs", ready to be used at a later time. A ritual may be activated as a standard action if its activation time is short, a full-round action if its activation time is medium, and a one-round action if its activation is long. Unhanging a ritual provokes an attack of opportunity and may be interrupted as normal.
Special: This feat may be taken any number of times. Each time this feat is taken, you may hang another ritual. For example, someone who took this feat three times would be able to hang up to three rituals at a time.
Professional Ritualist [General]
Benefit: You gain a +5 bonus to the Charisma check to successfully cast a ritual.
Special: This feat may be taken multiple times. Each time the bonus increases by another two. Thus, someone who took this feat three times would gain a +9 bonus to their check.
Quicken Ritual [General]
Benefit: Once per day you may cast a ritual with a lowered casting time. Rituals with a short casting time require one round to cast, rituals with a medium casting time require two rounds to cast, and rituals with a long casting time require three rounds to cast.
Special: This feat may not be used with rituals that one could not hang. This feat may be taken multiple times. Each time, you may activate a ritual with a lowered casting time an additional time per day.
Back to Main Page → 3.5e Homebrew → Variant Rules
Author | Ghostwheel + |
Identifier | 3.5e Variant Rule + |
Prerequisite | None + |
Rated By | MisterSinister + and Foxwarrior + |
Rating | Rating Pending + |
Summary | You can "hang" a ritual for later use. +, You succeed at casting rituals far more often than your peers. + and You can cast rituals on the fly a small number of times per day. + |
Title | Rituals + |
Type | General + |