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 Rituals to add
- 1.3.2 First Level Rituals
- 1.3.3 = Body Equilibrium
- 1.3.3.1 Call Weaponry
- 1.3.3.2 Destroy Warp Anchor
- 1.3.3.3 Detect Aspect
- 1.3.3.4 Detect Magic
- 1.3.3.5 Detect Poison
- 1.3.3.6 Detect Secret Doors
- 1.3.3.7 Detect Snares and Pits
- 1.3.3.8 Feather Fall
- 1.3.3.9 Float
- 1.3.3.10 Ghost Sound
- 1.3.3.11 Hold Portal
- 1.3.3.12 Identify
- 1.3.3.13 Know Direction
- 1.3.3.14 Light
- 1.3.3.15 Mending
- 1.3.3.16 My Light
- 1.3.3.17 Purify Food and Drink
- 1.3.3.18 Read Magic
- 1.3.3.19 Synthestate
- 1.3.3.20 Status
- 1.3.3.21 Undetectable Alignment
- 1.3.3.22 Unseen Servant
- 1.3.3.23 Ventriloquism
- 1.3.3.24 Whispering Wind
- 1.3.4 Second Level Rituals
- 1.3.4.1 Alarm
- 1.3.4.2 Align Weapon
- 1.3.4.3 Animal Messenger
- 1.3.4.4 Animal Trance
- 1.3.4.5 Comprehend Languages
- 1.3.4.6 Create Food and Water
- 1.3.4.7 Detect Thoughts
- 1.3.4.8 Disguise Self
- 1.3.4.9 Dispel Magic
- 1.3.4.10 Endure Elements
- 1.3.4.11 Establish Warp Anchor
- 1.3.4.12 Find Traps
- 1.3.4.13 Ghost Touch Weapon
- 1.3.4.14 Hypnotism
- 1.3.4.15 Knock
- 1.3.4.16 Misdirection
- 1.3.4.17 See Invisibility
- 1.3.4.18 Sensitivity to Psychic Impressions
- 1.3.5 Third Level Rituals
- 1.3.5.1 Arcane Sight
- 1.3.5.2 Clairaudience/Clairvoyance
- 1.3.5.3 Contact Other Plane
- 1.3.5.4 Daylight
- 1.3.5.5 Detect Scrying
- 1.3.5.6 Divination
- 1.3.5.7 Find the Path
- 1.3.5.8 Hypnotic Pattern
- 1.3.5.9 Invisibility
- 1.3.5.10 Levitate
- 1.3.5.11 Object Reading
- 1.3.5.12 Silence
- 1.3.5.13 Suggestion
- 1.3.5.14 Tongues
- 1.3.6 Fourth Level Rituals
- 1.3.7 Fifth Level Rituals
- 1.3.8 Sixth Level Rituals
- 1.3.9 Seventh Level Rituals
- 1.3.10 Eighth Level Rituals
- 1.3.11 Ninth 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 effective character level x 50. A caster may reduce their effective caster level for the purpose of ritual up to the minimum required to cast said ritual in order to minimize the cost. 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 caster level is equal to the caster's character level. If the ritual duplicates a power, the manifester level is equal to the caster's character level, and the effect is automatically augmented to the character's level as well. 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.
Rituals to add
- Legend Lore
- Telepathic Bond (and Lesser)
- Probe Thoughts
- Speak with Animals/Plants
- Stone Tell
- Commune with nature
- True Seeing?
- Vision
- Atonement?
- Arcane Lock
- Break Enchantment
- Freedom?
- Dismissal/Banishment?
- Dimensional Anchor
- Imprisonment
- Guards and Wards
- SRD:Dream_Travel
- SRD:Anchored Navigation - what level?
- SRD:Quintessence
- SRD:Mindlink
First Level Rituals
Animate Rope
- Casting Time: Short
- Effect: Duplicates Animate Rope.
Astral Traveler
- Casting Time: Long
- Effect: Duplicates Astral Traveler.
Augury
- Casting Time: Short
- Effect: Duplicates Augury.
= Body Equilibrium
- Casting Time: Medium
- Effect: Duplicates Body Equilibrium. Range is changed to Touch.
- Special: If cast as a second-level ritual, you may reduce the casting time to Short.
Call Weaponry
- Casting Time: Short
- Effect: Duplicates Call Weaponry.
Destroy Warp Anchor
- Casting Time: Medium
- Effect: Destroy a Anchor Point you can touch.
Detect Aspect
- Casting Time: Short
- Effect: Duplicates Detect Evil except that you may attempt to detect any specific creature type (and subtype where applicable) or alignment.
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.
Detect Snares and Pits
- Casting Time: Medium
- Effect: Duplicates Detect Snares and Pits.
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.
Float
- Casting Time: Short
Effect: Duplicates Float.
Ghost Sound
- Casting Time: Short
- Effect: Duplicates Ghost Sound.
Hold Portal
- Casting Time: Short
- Effect: Duplicates Hold Portal.
Identify
- Casting Time: Short
- Effect: Duplicates Identify.
Know Direction
- Casting Time: Short
- Effect: Duplicates Know Direction.
Light
- Casting Time: Short
- Effect: Duplicates Light.
Mending
- Casting Time: Medium
- Effect: Duplicates Mending.
My Light
- Casting Time: Short
- Effect: Duplicates My Light. Range is changed to Touch.
Purify Food and Drink
- Casting Time: Long
- Effect: Duplicates Purify Food and Drink.
Read Magic
- Casting Time: Short
- Effect: Duplicates Read Magic.
Synthestate
- Casting Time: Short
- Effect: Duplicates Synthestate.
Status
- Casting Time: Medium
- Effect: Duplicates Status.
Undetectable Alignment
- Casting Time: Short
- Effect: Duplicates Undetectable Alignment.
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.
Comprehend Languages
- Casting Time: Medium
- Effect: Duplicates Comprehend Languages.
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.
Establish Warp Anchor
- Casting Time: Long
- Effect: Creates a Anchor Point at your location.
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.
Sensitivity to Psychic Impressions
- Casting Time: Medium
- Effect: Duplicates Sensitivity to Psychic Impressions.
Third Level Rituals
Arcane Sight
- Casting Time: Medium
- Effect: Duplicates Arcane Sight.
Clairaudience/Clairvoyance
- Casting Time: Medium
- Effect: Duplicates Clairaudience/Clairvoyance.
Contact Other Plane
- Casting Time: Long
- Effect: Duplicates Contact Other Plane.
Daylight
- Casting Time: Short
- Effect: Duplicates Daylight.
Detect Scrying
- Casting Time: Medium
- Effect: Duplicates Detect Scrying.
Divination
- Casting Time: Short
- Effect: Duplicates Divination.
Find the Path
- Casting Time: Medium
- Effect: Duplicates Find the Path.
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.
Object Reading
- Casting Time: Medium
- Effect: Duplicates Object Reading.
Silence
- Casting Time: Medium
- Effect: Duplicates Silence. Range is changed to Touch.
Suggestion
- Casting Time: Medium
- Effect: Duplicates Suggestion. While the suggestion must be decided upon at the start of the ritual, you have one minute upon finishing to cast the ritual to lay the suggestion on someone as a standard action.
Tongues
- Casting Time: Medium
- Effect: Duplicates Tongues.
Fourth Level Rituals
Air Walk
- Casting Time: Short
- Effect: Duplicates Air Walk.
Analyze Dweomer
- Casting Time: Medium
- Effect: Duplicates Analyze Dweomer.
Arcane Eye
- Casting Time: Medium
- Effect: DuplicatesArcane Eye.
Commune
- Casting Time: Long
- Effect: Duplicates Commune.
Fly
- Casting Time: Short
- Effect: Duplicates Fly.
Locate Object
- Casting Time: Long
- Effect: Duplicates Locate Object.
Pursue Warp
- Casting Time: Short
- Effect: Duplicates Pursue Warp.
Scrying
- Casting Time: Long
- Effect: Duplicates Scrying.
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.
Sixth Level Rituals
Arcane Sight, Greater
- Casting Time: Medium
- Effect: Duplicates Greater Arcane Sight.
Overland Flight
- Casting Time: Medium
- Effect: Duplicates Overland Flight. Range is changed to Touch.
Passage of the Warp
- Casting Time: Long
- Effect: Duplicates Passage of the Warp.
Plane Shift
- Casting Time: Long
- Effect: Duplicates Plane Shift.
Prying Eyes
- Casting Time: Medium
- Effect: Duplicates Prying Eyes.
Seventh Level Rituals
Scrying, Greater
- Casting Time: Long
- Effect: Duplicates Greater Scrying.
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
Brain Spider
- Casting Time: Medium
- Effect: Duplicates Brain Spider.
Discern Location
- Casting Time: Long
- Effect: Duplicates Discern Location.
Gate
- Casting Time: Long
- Effect: Duplicates the planar travel version of Gate though with no maximum concentration time.
Mind Blank
- Casting Time: Medium
- Effect: Duplicates SRD:Mind Blank. Range is changed to Touch.
Prying Eyes, Greater
- Casting Time: Medium
- Effect: Duplicates Greater Prying Eyes.
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.
Hypercognition
- Casting Time: Short
- Effect: Duplicates Hypercognition.
Metafaculty
- Casting Time: Long
- Effect: Duplicates Metafaculty.
Teleportation Circle
- Casting Time: Long
- Effect: Duplicates Teleportation Circle.
Supplemental Rules
Chained Ritual [General]
Benefit: Once per day when you finish casting a ritual with a range of touch, you may also touch up to 5 other creatures and have them be affected by the ritual. If a creature attempts to resist the ritual it automatically fails on that creature regardless of any save that would or would not be present.
Special: This feat may be taken multiple times. Each time, you may activate a ritual with a lowered casting time an additional time per day.
Dedicated Researcher [General]
Benefit: You require only 2 days and 750 gp per ritual level to research a ritual.
Special: This feat may be taken a second time. Doing so makes it so that you require only 1 day and 500 gp per ritual level to research a ritual.
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.
Persistent Ritual [General]
Benefit: When you finish casting a ritual with a range of personal or touch at least 1 level lower than the highest-level ritual you can cast, you may designate it as a persistent ritual as long as it has a duration that is not Instantaneous or Permament. The duration of this ritual becomes 24 hours.
Special: You may only have one ritual that is under the effect of this feat active at any one time. This feat may be taken multiple times. For every time it is taken, you may have another feat affected by this feat active at one 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 share your rituals with others. +, You are a wealth of knowledge, and can research rituals far faster than your peers. +, You can "hang" a ritual for later use. +, Your rituals last far longer than others'. +, 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 + |