Eldan
2018-06-07, 03:40 AM
Introduction:
https://i.imgur.com/0Z8A4t0.jpg
Let me get through my thought process in points.
I) Magic in D&D is quite powerful and could stand some toning down.
II) A lot of magic in D&D could be more interesting.
III) It would be nice if more classes in D
&D had access to some magic.
IV) I read too many fantasy novels with wizards in them
V) In novels any many other systems, magic often has a price or can go horribly wrong.
VI) Incantations are quite cool (http://www.d20srd.org/srd/variant/magic/incantations.htm)
VII) Isn't it sad they only ever made three of these?
Ergo:
Let's write more invocations! A ton more!They make for cool magic. They are not too hard to access for even just your friendly neighborhood death cultists with no magical education. They occasionally blow up in your face.
So, what am I doing in this thread? I just thought how many incantations. I could come up with. Specifically, for some fluff reason related to my world, all of these will be based on summoning up some creature and bargaining with it for a service. To help me with inspiration, I thought I'd go through the monster manual and write up 1-2 incantations based on summoning each interesting looking creature, focusing on elementals and outsiders. I also wanted to maybe write some incantations for lower-level spells.
I will also very slightly rewrite the Incantation rules.
What is an incantation?
Incantations are long and complicated ritual spells with often quite specific effects that can be performed even by those with no magical talent at all, simply by carefully performing all necessary components. Through this, powerful magical beings are called upon and implored to grant the ritualist a specific boon in exchange for a sacrifice, material wealth or service of some kind.
Incantations require no spell slots, skill ranks, magical power or even a certain level, so that anyone who knows a ritual may attempt it, though they may regret doing so.
Learning Incantations
There are four categories of Incantations that determine how they can be learned.
Petty incantations are minor effects that can be compared to cantrips or first level spells. They are widely known, though often as superstitions. Anyone with at least one rank in Knowledge: Arcana, Knowledge: the Planes or Spellcraft is usually familiar with most Petty Incantations, as is anyone with Bardic Knowledge or a comparable ability.
Minor incantations are often the most sought after, as they can be of considerable utility, while rarely disastrous when miscast and not too difficult. They can be compared to spell effects of second to fourth level. They can be found in many large libraries, requiring 12 hours of research and a knowledge: arcana check with a DC equal to the incantations’ DC -10 to learn. Sometimes, shops specializing in rare and arcane items
Major incantations are only for the practised or desperate. They replicate spells of 5th to 7th level. The research to find these is considerable and complicated and can only be undertaken in the best and most ancient libraries. Even there, this requires a week of dedicated research and a knowledge arcana check with a DC equal to the incantation’s DC to learn. Only rarely can these be found in crumbling scrolls in the grave of an ancient archwizard or inscribed in the inner sanctum of ancient and foreboding ruins.
Legendary incantations are spoken of only in whispers by the wise. Frighteningly powerful, these can wreak untold havoc if used wrongly, replicating 8th and 9th level spells. Learning legendary incantations is the stuff of epic quests and not undertaken lightly.
Performing incantations
Each of the incantations listed in this grimoire is performed in three stages: Calling, Binding and Negotiation. Each stage consists of one or more skill checks. Failing either two skill checks in a row or the majority of skill checks in one stage means that stage fails.
Ritualists need concentration to perform incantations. Effects such as violent weather, loud noise or movement can make an incantation more difficult, just like they would a spell. Concentration checks must be taken by all ritual participants. On a failure, the next skill check for the incantation has its DC increased by 4.
A physical interruption such as a fight or even just being pushed or hindered can lead to an interruption as well. As a general rule, for every round the ritualist can not perform on the ritual, increase the next skill check DC by 1.
Furthermore, every incantation has vocal, somatic and material component. Taking away any of these components (e.g. muting or paralyzing the ritualist, stealing components) interrupts the incantation until the components are restored.
In the Calling stage, the ritualist specifies the kind of creature to be called and tries to gain its attention. Failure in this stage often means the incantation merely fails with no further effect, as no creature is called upon, though some powerful creatures may also punish the ritualist for their insolence in calling them up.
In the Binding stage, the cast forces their will on the creature. This is usually the most dangerous stage, as failure in this stage may leave the inexperienced ritualist with either a rampaging demon on their hands or, more insidiously, a creature subtly or overtly subverting the service demanded.
In the Negotiation phase, the creature makes its demands in return. Even when successful, the creature will enforce demands, but a failure may mean a much steeper price than anticipated.
An incantation takes ten minutes per skill check to perform.
Aides:
Secondary ritualists may help in the performance of a ritual in two ways. First, a circle of helpers, no fewer than the incantation’s effective level, may assist in the ritual. This is similar, but not quite the same as Aid Another. The helper with the highest skill check in the skill in question may roll a check against a DC of 10+the incantation’s effective level. On a success, the primary caster gains a +2 untyped bonus on the skill check. If the check is failed by 5 or more points, the primary caster suffers a malus of -2 instead.
Second, aides may offer their knowledge in the ritual. For rituals that require different kinds of skill points, a different primary caster may be nominated for every check of the ritual. As an example, a scholar may prepare the magical circles and sigils for a calling, while a diplomat may handle the negotiations or a bard may require a required musical component.
Variant rules
Family ties: a character with a heritage feat may, at the DM’s discretion, specify a type of outsider to be their ancestor. For all invocations with that outsider, they gain a +2 bonus per heritage feat on checks during the calling stage and a +1 bonus per heritage feat on skill checks during the negotiation phase.
A note on backlash and failure:
It is not the intention that the players should be able to ever safely “spam” these incantations. It should be noted that the backlash and failure effects of many of these incantations represent the displeasure of ancient and intelligent creatures. As such, while players may be able to occasionally work around costs and failure in a clever way, if they attempt to do so repeatedly, the failure effect should change to something else the DM sees as appropriate. As an example, if a pit fiend is repeatedly pestered with summons, it will not continue to blast a fire-immune character with flames, but eventually turn to darker methods to make its displeasure clear.
Format of an Incantation:
Creature called: the type of creature called up.
School: All Incantations named here are of course Conjurations (calling), as they call forth a creature. Additionally, many will have a second school for the effect the creature causes.
Effective level: What spell level the incantation most closely mimics. This is linked to the number and difficulty of skill checks required.
DC: The DC for all skill checks required.
Calling: Lists the required skill checks and the consequences for failure during the calling stage of the incantation. Similar entries exist for the binding and negotiation stages.
Casting Time: how long the incantation takes to perform.
Target or effect: what is affected by the incantation.
Duration: how long the effect of the incantation lasts.
Save and Spell resistance: how to resist the effect of the incantation if possible.
Comparable spell: a list of spells with similar effects, for balance discussion.
DC calculation:Also for balance discussion.
Template
Calling of an
School
Effective level:
DC:
Casting time:
Target:
Effect:
Duration:
Save:
Spell Resistance:
Calling:
Binding:
Negotiation:
comparable spells
DC calculation:
Blade of Perdition
Calling of a Babau Demon
Conjuration (Chaotic, Evil, Calling)
Effective level: 5th
DC: 22
Casting time: 80 minutes
Target: One corpse
Effect: One bound demon
Duration: 1 week
(Note: the magic circle for this ritual, the binding part, is drawn before the calling stage takes place, but its effects are only revealed after the calling. Nevertheless, for the flow, I put the binding first in this case)
Many fiends are dangerously simple to call, but considerably harder to keep bound, as being summoned suits them very welll indeed. This dark and twisted ritual calls forth a demonic slayer, to kill a bitter enemy. The demon summoned is entirely unsubtle and not a favourite of experienced ritualists, as it can give the target ample warning of what is coming.
Binding:
Spellcraft: 1 checks, Knowledge (Arcana) 1 check, Knowledge (the Planes) 1 check, Deciper Script 1 check
Material components: Five spheres of cold iron (10 gp), a stick of white chalk
To begin the ritual, the caster draws a complex and many-layered magic circle on a flat and level surface underground. For the calling, the area needs to be in darkness, the deeper the better, but for the preparation of the circle, light will most likely be necessary. While the circle is drawn first, whether it will hold old not can only be told once the demon is summoned. A failure of the circle means that the demon, once called, will be unbound and immediately attack and try to kill the caster.
Calling:
Checks: Knowledge (the Planes) 1 check, Heal 1 check, Decipher Script 1 check
Material components: Five gallons of hot tar, a fresh humanoid skeleton
The skeleton is placed in the magical circle and its bones, in several locations, inscribed with magical runes. Then, all lights are extinguished and the demon is called forth. On a success, it will make itself a material body out of the tar and bones and stand in the circle silently and menacing. On a failure, nothing happens.
Negotiation:
Diplomacy 1 check, Intimidate 1 check
The demon has only one goal: to stay on the material plane for as long as it can, while killing as many mortals as possible in cruel fashion. The caster must clearly identify one target for the demon, by name and location. Then, the demon will be released from the circle and, for the next week, find one victim to murder every night for the next six days. Victims are chosen based on distance (as close as possible) and their perceived weakness, as the demon prefers torturing the weak. On the seventh day, it will go after the named target and engage them in combat.
On a failure of negotation, the demon will stay for another week after accomplishing its target, killing more victims.
comparable spells Lesser Planar Binding (Note: this is one HD above lesser planar binding's limit, but would be pretty weak for a standard planar binding, so I put it at fifth level)
DC calculation: 20 (base) +10 (2*level) -1 (multiple skills) -1 (non-wizard skill) -2 (backlash: negative level) -1 (restricted location) -2 (long duration, a negative in this case) = 22
Demondread
Calling of a Bebilith
Conjuration (Calling, Chaotic, Evil) and Enchantment (Compulsion, Fear) and Abjuration
Effective level: 8th
DC:
Casting time: 110 minutes
Area: 1 mile radius
Effect: Area warded against demons
Duration: One year
Save: Will negates
Spell Resistance: No
Originally developed by the Harmonium for the War of Iron, Demondread is a dangerous ward against demonic incursion, used only by those either mad enough to venture into the Abyss, or under siege by demonic armies and desperate.
Calling:
Material component: A monstrous spider of at least medium size (alive), cold iron chains (worth at least 50 GP), a living cow or similarly sized meat animal 1 vial of unholy water
Checks: Knowledge: the Planes 2 checks, Spellcraft 1 check, Knowledge: Arcana 1 check
In a dark room, the spider is chained on all eight limbs, to serve as a vessel. In front of it, the prey is impaled on hooks or spears and doused in unholy water, to lure the Bebilith in. On a failure, the prey provides unsatisfactory and no demon appears. On a success, the spider warps and twists, until a Bebilith stands before the caster.
Binding:
Focus: seven large silver mirrors, each worth at least 20 gp, twelve unlit candles
Knowledge: the Planes 3 checks, Bluff 1 check, Spellcraft 1 check
Controlling the Bebilith is harder than many other fiends, because the arachnid stalkers are relatively free to leave the Abyss and, once summoned, might return to where it was called to find some sport hunting mortals for a change. Therefore, powerful spells of concealment must be woven into the circles to bind it. On a failure, the Bebilith gains the ability to planeshift perfectly and without deviation back to the place this ritual took place for the next year and a day and will return as often as once every month to kill and maim and drag particularly appealing victims with it to the Abyss.
Negotiation:
Diplomacy 1 check, Negotiation 1 check
The Bebilith only wishes to inflict pain and terror. On a failure, it will demand one human sacrifice to devour.
Effect:
Once the ritual is complete, a large area around the ritual site becomes infused with a deep sense of fear and dread. All creatures within a mile must make a will save (DC 31) or be affected as if by a Crushing Despair spell for as long as they remain in the area. On demons, the effect is much magnified: summoned demons can not enter the area at all (as if a magic circle against evil was cast on the entire area), while called or otherwise physically present demons are affected as if by an Antipathy spell, unless they make a will save (DC 31).
comparable spells Magic Circle against Evil, Antipathy, Hallow
DC calculation: 20 (base) +16 (2*level) -1 multiple skills) -1 (non-wizard skills) +3 (large area) -3 (limited targets) -1 (expensive component) -2 (long-term backlash) = 31
From Dust
Calling of a Bralani Eladrin
Conjuration (Calling, Chaotic, Good) and Divination
Effective level: 6th
DC: 26
Casting time: 9 days
Range : Personal
Duration: Instantaneous
The winds of Pelion howl endlessly over the white sands and the buried, aeon-old ruins that dot that distant and hostile layer of Arborea. A ritual caster can call up these winds and from them, learn the lore of long-forgotten civilizations.
For the ritual to begin, the caster must have a good idea in his mind of what the want to know. The ritual can bring great amounts of knowledge, but only about once grand civilizations that have fallen. In the end, it will be a DM’s call whether a culture qualifies as grand, but forgottenl, but normally, the idea is that there should be no records in any languages that can still be read by anyone alive and no survivors who recall any of the past glories.
Calling
Survival 1 check, Knowledge: the Planes 1 check, Knowledge: Arcana 1 check ,Knowledge: history 1 check
The caster goes out into the wilderness, far away from any civilization, where they must fast and expose themselves to the weather for several days (taking checks as appropriate). After 4 days of doing so, the caster becomes exhausted and a storm (or sandstorm, snowstorm, etc, as appropriate for the climate).
On a failure, the caster is exhausted and delirious and the ritual ends.
Binding:
Concentration 3 checks, KNowledge: history 2 checks
For the next three days, the storm rages unabated all around the caster. Voices rise up in the wind, whispering forgotten secrets in the caster’s mind. It is important that, as the caster immerses themselves in the spirits of the forsaken dead and the Bralani that ride on the wind, they keep utmost concentration and focus very clearly on their goal, lest they become lost.
Unlike other rituals, this one has no one failure condition. Instead, the caster suffers increasing consequences the more checks are failed at this stage. THey can still succeed, even if some of these consequences are suffered.
If the caster fails at least 1 check, they forget one random language they speak, which becomes replaced by a dead language no one else other than them still remembers.
If the caster fails at least 2 checks, they suffer 1d3 points of charisma drain per check failed, as they become increasingly unable to keep their mind together.
If they fail 3 or more checks, they become possessed by a Bralani Eladrin. The Bralani can freely talk to the caster’s mind and will try to influence them towards a chaotic good alignment and acting for the good of other people. Additionally, the eladrin can try to take control for one minute every day, which forces to make a DC 26 will save or lose control over their body.
If they succeed on the ritual, their mind is filled with a wealth of knowledge about the fallen civilization, comprising much of what was once written down. Anything from history and mythology to tax records and private letters. For the rest of their life, they gain a +10 insight bonus on all knowledge and bardic lore checks relating to the dead civilization.
There is no negotiation stage for this ritual.
DC calculation: : 20(base) +12 (2*level) -1 (multiple skills) -1 (non-wizard skills) -2 (casting time in days) -2 (caster is exhausted)
Gehennan Devourer
Calling of a Barghest
Conjuration (calling, evil, lawful) and Necromancy
Effective level: 7th
DC: 21
Casting time: 100 minutes
Target: One corpse
Effect: Possessed hound devours corpse
Save: No
Spell Resistance: No
Calling:
Material component: a black hound or wolf
Fous: 3 lengths of masterwork chain infused with alchemical silver, worth 900 gold pieces total
Knowledge: Arcana (1 check), Knowledge: the Planes (1 check), Handle Animal 1 check, Craft: alchemy (1 check)
Additional: 3-6 secondary casters
A black hound is chained up in a magic circle by three lengths of chain, each of which must be held by a secondary caster, with up to 3 more secondary casters helping with the chains. Large fires are lit between the secondary casters and treated with brimstone and other foul-smelling substances to produce a thick, vile smoke. Then, the main caster calls up the spirit of a Barghest to possess the hound. On a success, the ritual proceeds to the Binding, while on a failure, the hound dies and the ritual fails.
Binding:
Knowledge: Arcana (1 check), Knowledge: the Planes (1 check), strength (2 checks)
Once serving as a vessel for the Barghest’s spirit, the hound will go absolutely berserk and must be contained, both by a ritual appellation by the main caster and by pure physical force by the secondary casters who must hold the chains. 2 different secondary casters must make one strength check each, though all other secondary casters can use the aid another action to help. This leaves all the casters exhausted after this stage of the ritual ends.
On a failure, the hound breaks free. It transforms into a full barghest and attacks the group. If wounded, it will flee and stalk the nearbycountryside for seven days and nights, attacking and devouring all humanoids it sees, before being banished back to Gehenna.
On a success, the spirit is calmed and bound and the ritual proceeds to negotiation.
Negotiation:
Diplomacy: 2 checks
For the ritual to work, the Barghest must be convinced that the corpse to be eaten is worthy and will grow its power. If the ritual fails, the Barghest will demand another corpse. For every corpse offered, a check may be repeated until it succeeds.
Effect:
The Barghest cleanly devours all offered corpses, leaving no trace. The Barghest also devours the soul. This makes normal resurrection impossible, as its feed ability. Even Wish, Miracle and True Resurrection only have a 50% chance of working, as does the Paramount Intercession ritual.
In exchange for the meal, the Barghest provides the caster and all secondary casters with a measure of its power and they all gain a +4 profane bonus to strength for the next 24 hours.
comparable spells Trap the Soul
DC calculation: 20 (base) + 14 (2*spell level) -2 (multiple skills, non-wizard skills) -2 (touch range) -3 (limited target) -1 (expensive material component) -2 (ten or fewer secondary casters) -3 (secondary casters exhausted)
Heavenly Messenger
Calling of a Trumpet Archon
Conjuration (Calling, Good, Law)
Effective level: 3rd
DC: 25
Casting time: 60 minutes
Range: 30 miles
Effect: Heavenly message
Duration: 1 minute
Save: None
Spell Resistance: No
Sometimes, a message must be delivered in the grandest way possible.
Calling:
Material Component: 100 XP
Knowledge: the Planes 1 check, Knowledge: Arcana 1 check
The trumpet archon is summoned by means of mystic sigils and a grand circle, as well as a measure of the caster’s own life force. On a success, it appears in a great burst of heavenly brass music, floating imperiously above the circle. On a failure, nothing happens.
Binding:
Craft: Silversmithing 1 checks, Knowledge: Arcana 2 check
Material Component: a silver tablet worth at least 500 GP
Next, the caster must carefully engrave a message into a great silver tablet, while also imprinting the meaning magically. This must be done with great care. On a failure, the message will still be delivered, but the Trumpet Archon may modify it to suit its own purposes while still retaining the basic outline.
Negotiation:
Diplomacy 1 check
On a failure, the Archon will still read the message, but will demand a favour in return. As reading messages is its purpose, this will not be anything grand, merely a small good deed that should not take the caster more than a few hours and minimal effort.
Effect:
The Trumpet Archon is sent to a specified location within 30 miles, where it will appear in the sky and read the specified message. The message will be read out loud enough to be heard by anyone within a one mile radius. Additionally, as the message is magical, it can be understood by any creature with a language.
comparable spells Magic Mouth, Whispering wind
DC calculation: 20+6 (2*base level) - 1 (multiple skills) -1 (non-wizard skills) -1 (expensive material component) +3 (large area) +2 long range -2 (backlash: exhausted) -1 (100 XP component)
Heaven’s Gate
Calling of an Astral Deva
Conjuration (calling, Good) and Conjuration (teleportation)
Effective level: 5th
DC: 27
Casting time: 70 minutes
Target: Caster and up to 5 other willing creatures.
Range: Touch
Duration: 4 hours
Save: Will negates
Spell Resistance: Yes (harmless)
An Astral Deva is called forth to carry the caster and his allies to the upper planes.
Calling
Knowledge (the planes) 1 check, Knowledge (religion) 1 check, Knowledge (arcana) 1 check, Diplomacy 1 check
Material component: rare incense worth 400 gp,
Focus: a holy symbol. The symbol must be of a good-aligned god with a domain on the upper planes and determines the incantations’ destination.
Secondary casters: this incantation must be performed by a team of four, one of which must be an ordained priest or chosen servant (a Paladin, favoured soul or similar) of the deity petitioned.
The casters implore a deity to send a servant to bear the targets to the their planes. Magical sigils are drawn, followed by lengthy chants praising the god and specifying the utter importance of the quest to be undertaken. (The DM should feel free to modify the diplomacy check based on how important and good the caster’s cause is.)
If this stage succeeds, an indistinct, brightly luminous silvery shape appears in the magical circle, spreading impressive feathery wings. On a failure, the gods refuse to hear the call and the incantation fails with no further effects.
Binding:
Knowledge (the planes) 1 check, Survival 1 check. To be rolled by the DM in secret.
Once it appears, the Deva should be more than willing to bear the caster to their destination. The binding stage instead involves preparing for the journey. See “Effect” for what happens on a failure on this check. The ritual proceeds to the Negotiation stage in any case.
Negotiation:
Diplomacy 1 check
The Deva will not usually demand any payment. On a success, the ritual succeeds. On a failure, success still happens, but the Deva will have further requirements: they may demand daily and sincere prayer to their god for up to a month, a donation of up to 500 gold to a temple of their god or a small quest to be performed in the future. The demand takes effect just like a Geas spell.
Effect:
The Astral Deva tears open the fabric of reality and leads all creatures affected on a long and wondrous journey through the astral plane. If the binding stage was successful, all target creatures arrive safe, but fatigued just outside the deity’s domain on the upper planes.
If the binding stage failed, the group loses sight of their guide on the way, becoming stranded on the astral plane, to make their own way back. Leaving the astral plane will generally take several days of searching the silver void for a color pool, though spells or other methods may make this considerably easier.
Comparable spells Planeshift, shadow walk
DC calculation: Base 20 + 10 (2*effective spell level) -1 (more than one skill) -1 (skill not on wizard class list) +4 (multiple targets) -1 (expensive component) -2 (secondardy casters) -2 (specialized secondary casters)
The Masses Cry Out
Calling of a Planetar
Conjuration (Calling, Good)
Effective level: 8th
DC: 18
Casting time: 11 days
Range: Touch
Duration: 1 day
Save: None
Spell Resistance: No
A ritual perhaps as old as organized religion and the ascent of deities, the Cry of the Masses is a way for populations who have fallen under the sway of fiends or other powerful evil creatures to call for divine assistance to rid themselves of the threat. Many fiendish tyrannies have been overthrown by cults of worshippers meeting in secret.
Cynics, of course, will point out that it is also an excellent reason for temples to demand donations for valuable statues.
Calling:
Knowledge: religion 3 checks, Knowledge: the planes 1 check, Perform: oratory 2 checks, Diplomacy 2 checks
Focus: Statue of an angel worth at least 5000 gold pieces
At least one hundred and one worshippers, one of which must be an ordained priest of a good god, gather in a temple or similar sacred location, which must contain a statue of an angel of at least large size, preferably made of precious metal. The worshippers (secondary casters) then plead and worship for 8 days, while the primary caster falls into a deep trance.
The worshippers can leave and arrive freely, but at least 100 must always be present.
If this stage fails, the ritual ends without further effect.
Binding:
Knowledge: religion 1 check, Knowledge: engineering 1 check
Material component: Statue of an angel worth at least 5000 gold pieces
Failure: blindness, 10d6 damage (half holy, half piercing)
Over the next two days, the statue begins to shine in brighter and brighter light as the energy of worship begins to accumulate in it. Finally, after two days, it shatters and releases a planetar into the material plane. This is the most dangerous stage of the ritual, as the shattering of the statue must be carefully balanced or it may explode in dangerous shards. On a failure, all casters, primary and secondary, any anyone else in 50ft. Around the statue takes 5d6 piercing damage and is permanently struck blind (fortitude save DC 20 negates the blindness). Additionally, all evil creatures in the radius take an additional 5d6 points of holy damage. If at least the primary caster survives, the ritual proceeds to the next stage. Otherwise, the Planetar may aid the wounded for a few minutes, before vanishing.
Negotiation:
Diplomacy 1 check
After emerging from the wreckage, the Planetar questions the caster about the nature of the threat. More importantly, he will judge the caster themselves. On a failure, the Planetar takes the caster’s soul to his deities domain in exchange for his help. (The caster may volunteer and not roll this check.) No matter the result, proceed with the effect.
Effect:
The Planetar is unleashed upon a powerful creature, which must have the Evil subtype or be a cleric of an evil god and be within 100 miles of the casting location. Far from rushing in stupidly, the Planetar will carefully consider plans, available resources and prepare his magic, often taking some hours before doing battle. He will then do his best to kill, imprison or otherwise remove the evil in question.
comparable spells Greater Planar Binding
DC calculation: 20 (Base) + 16 (2*spell level) -1 (more than one skill) -1 (skills not on wizard list) -2 (expensive material component, 5000 GP) - 10 (over 100 extra performers) -2 (performer is exhausted) -2 (casting time minutes to days).
Mercurial Light
Calling of a Lantern Archon
Conjuration (Calling, Good, Law) and Enchantment (mind-affecting, compulsion)
Effective level: 1st
DC: 20
Casting time: 50 minutes
Range: 50 ft.
Duration: 1 day
Save: None
Spell Resistance: Yes
The caster calls up a soul newly reborn into heaven in the shape of a glowing light, to light their way and brighten their spirits. This is a ritual often taught to beginners, as its effects are minor and the consequences of a failure benign.
Calling:
Material components: incense worth 10 gold pieces
Focus: 7 candles
Knowledge: the Planes (1 check), Knowledge: Arcana (1 check)
A simple summoning circle is prepared on a flat surface, lined with lit candles. Then, it is activated with incense and the right words of calling. On a success, the light of all candles will flow together into a single bright sphere of light. On a failure, the ritual ends.
Binding:
Knowledge: Arcana 1 check
The archon is bound in the circle for the remainder of the ritual. If successful, the ritual proceeds to the negotiation. If unsuccessful, the archon is not fully bound. Instead, it will follow the caster for a while (still providing light). While doing so, it will lecture them on morality and implore them to mend their ways, though their morale views are rather naive (even childlike) and absolute.
Negotiation:
Diplomacy: 1 check
A lantern archon does not have high demands. If they think the caster can spare it, they will ask for a small alm of a handful of coins to a beggar. Otherwise, they will demand a good deed at one point during the next day. Generally, this will be minor, such as helping a traveller on the road with a heavy load, helping a lost child, or some other trivial good task.
Once the ritual is complete, a mote of light will appear near the caster, floating in the air. This mote will always hover within five feet of the caster, providing light about as bright as a candle to a distance of 20 feet. THe caster can make the light brighter, making it illuminate a 50 ft. radius.
Within the radius of the light, all non-evil, non-chaotic creatures gain a +1 morale bonus on attack rolls, skill checks and saves against fear.
DC calculation: 20 (base) +2 (2* spell level) -1 (more than one skill) -1 (skill not on wizard class list) = 20
Comparable spells: Light, Bless
Merciful Star of the Morning
Calling of a Couatl
Conjuration (Good, Law, Calling) and Transmutation
Effective level: 7th
DC: 24
Casting time: 100 minutes
Range: 1 mile
Area: 1 mile circle centered on ritualist
Duration: 24 hours
Save: None
Spell Resistance: No
In a desperate last ditch attempt, a servant of the gods is called down to save the people from catastrophe.
Calling:
Focus: a cloak and crown of colourful bird feathers, worth at least 100 gold pieces, the holy symbol of an appropriate god (see below)
Perform (Dance) 1 check, Perform (singing) 1 check, Knowledge religion 3 checks
This ritual can only be performed in the path of an oncoming storm and requires at least fifteen secondary participants. In a ritual dance, a servant of the gods is called down in their full splendour to save them from the storm. The god to be called up must be good and nonchaotic and have at least one of the following domains: air, community, sky, storm, weather or windstorm.
On a failure, the main caster is struck by holy lightning for their hybris, immediately taking 10d6 points of damage, half of which is lightning damage, the other half untyped divine damage.
On a success, a truly gigantic couatl appears in the sky, radiating holy light and speaking in a voice of thunder.
Binding:
Knowledge: religion 1 check, Diplomacy 1 check, Perform (oratory) 1 check
It is difficult to convince a Couatl to meddle this much in mortal fate and nature. On a failure, the Couatl merely departs in sad resignation. On a success, it moves to calm the storm.
Negotiation:
Focus: 1 innocent, willing sacrifice
Diplomacy 2 checks
A willing and innocent human(oid) sacrifice, often a child must then be presented to the Couatl. On a failure, the Couatl will bear the sacrifice away to the upper planes, where it will serve the gods themselves. On a success, the sacrifice is allowed to remain and live out their natural life.
In either case, the entire community is from that point on required to build a shrine or temple to the Couatl's god (as appropriate for the community's means) and to anually celebrate the occasion of their salvation for as long as anyone who was alive at the ritual is still alive. Failure to do so will immediately bring back whatever storm originally threatened them.
Conclusion:
An area of one mile radius around the ritual is protected from all violent or dangerous weather for the next 24 hours. This includes even magical weather, as long as it is equivalent to a spell effect of 6th level or lower. All winds and rainfall cease and lightning will not strike the area, though mist and clouds still move through.
comparable spells Control Weather
DC calculation: Base 20 + 14 (2*level) -1 multiple skill checks - 1 (non-wizard skill) -4 (casting is restricted) -4 very expensive material focus and components
No place like home
Calling of an Astral Deva
Conjuration (calling, teleportation, good)
Effective level: 6th
DC: 26
Casting time: 8 hours
Target: Caster and up to one other willing creature
Range: Touch
Duration: 12 hours
Save: Will (harmless)
Spell Resistance:
The most important charge of the Astral Devas is finding those lost in dangerous regions of the planes and bringing them home safely. However, even for the angels, the infinite planes are vast and unpredictable. Though they will absolutely save those in need if they find them normally, a traveller can not count on that. This ritual creates a magical beacon that draws the attention of angels.
This incantation is special in that it does not have a binding or negotiation stage.
Calling:
Knowledge: the planes 2 check, Knowledge: arcana 2 checks, Knowledge: religion 2 checks, Perform (any kind of music, oration or poetry) 2 checks.
While performing this ritual, the caster and all other targets musts constantly move forward. They can not stay in one place, or re-visit a place they have already seen on their journey. None of them can ever be on their homeworld. At least one of them has to carry a source of light at all time, which can never go out and the party must engage in loud music, oration or poetry without break.
After each hour of travel, the caster makes one check. After three checks, the caster and all other members of the target group become fatigued, but see a faint golden outline from the corner of their eyes. After six checks, all targets become exhausted and begin seeing a lumious humanoid following or leading them. The weakest members of the group will feel invisible hands helping them along their way.
After eight checks, the caster and all targets fall unconscious into a deep sleep. If the ritual succeeded, they will awake eight hours later, feeling refreshed, in the caster’s childhood home or a similar place where they feel safe and protected.
comparable spells Word of Recall
DC calculation: 20 (base) + 12 (2*spell level) -1 (more than one skill) -1 (non-wizard skill) 1- (hours between checks ) -4 (restricted casting time or place) +4 (multiple targets) -2 (backlash: exhausted) -1 (backlash affects others too)
Paramount Intercession
Calling of a Solar
Conjuration (good, calling) and Necromancy (healing)
Effective level: 9th
DC: 30
Casting time:
Target: One corpse or none
Duration: Instantaneous
Save: None
Spell Resistance: Yes
A Solar is called down to restore life to the fallen.
Calling:
Knowledge (religion) 2 checks, Knowledge (arcana) 2 checks, Concentration 4 checks
Solars are some of the most powerful beings in existence. It is said that every solar could be a god, if they turned their attention to worship over service to their masters. Their souls are pure unadulterated divine power and contacting them magically a dangerous proposition. The unwary may have their very minds burned away by the radiant fire of a solar’s essence, so that this ritual must be undertaken incredibly carefully.
If the caster fails at this stage, they come into brief, unshielded contact. They take 3d6 points of untyped damage, are permanently blinded and must make a will save (DC 30) or go insane.
On a success, the solar is called down as a column of blinding, pure white light which acts like a daylight spell with a radius of 50 ft. and blinds everyone in that radius for as long as they look directly upon the solar. Their voice is thunderous and any evil creatures who hear it become shaken.
Binding:
Diplomacy 1 check
Material component
Once successfully called down, not much can go wrong, as Solars are generally merciful and understanding. If convinced of the goodness of the individual to be resurrected, they will do so. This functions as the spell True Resurrection, except as specified here.
Negotiation:
Knowledge (arcana) 1 check, Knowledge (religion) 1 check
Backlash: 1 negative level
To complete the resurrection of the soul, the solar needs a spark of a mortal soul, which will be extracted from the caster in form of a negative level. If this stage fails, the spark proves to be insufficient and a soul must instead be exchanged for a soul and any other creature must willingly give their life to the solar in exchange for the resurrection.
comparable spells True Resurrection
DC calculation: 20 (base) + 18 (2*spell level) -1 (more than one skill) -1 (non-wizard skill) -4 (very expensive material component) -2 (caster gains negative level)
Scent of Evil
Calling of a Hound Archon
Conjuration (Calling, Law, Good) and Divination
Effective level: 4th
DC: 26
Casting time: 70 minutes
Target: One hound
Range: Touch
Duration: 12 hours
Save: None
Spell Resistance: No
An aspect of the Hound of Heaven is called down and into an ordinary bloodhound, to give it the power to track evil.
Calling:
Focus: A bloodhound
Checks: Handle Animal 1 check, Knowledge: the Planes 1 check, Knowledge: arcana 1 check
The hound is held inside the ritual circle and the presence of an archon called down upon it. On a failure, the ritual fails with no further effect.
Binding:Handle animal 1 check, Heal 1 check
The binding part is much can go wrong, as the body of a mundane hound may not be able to stand the force of an archonic soul. On a failure, the hound dies and the ritual fails. On a success, the hound gains some of the power of the Heavenly Hounds.
For the next 12 hours, it can track evil creatures as if by scent. This is done by their magical aura, and therefore, can be foiled by effects that foil detect evil or other divination effects, such as mislead, undetectable alignment or nondetection.
To follow the trail of an evil creature, the hound must be brought to a place where the creature has been within the last 24 hours. From there, it can track the trail across most terrain, as long as it can survive that terrain, though if the creature flew, teleported or moved to a different plane, the trail is lost.
Negotiation:
Diplomacy 2 checks
The caster describes to the archonic presence why their cause is just and necessary. On a failure, the caster is affected as if by a Lesser Geas spell, impelling them to do some good deed, though usually one that can be completed in a day or less and is not extraordinarily dangerous.
comparable spells Detect Evil, Locate Creature
DC calculation: 20 (base) +8 (2*level) -1 (more than one type of skill) -1 (non-wizard skill)
Serpentine Gates
Calling of a Couatl
Conjuration (Good, Law, Calling) and Transmutation
Effective level: 7th
DC: 28
Casting time: 100 minutes
Target: Up to 4 creatures
Duration: 70 minutes
Save: None
Spell Resistance: No
A Couatl, in their aspect as the Opener of Ways is summoned to take the supplicant to the spirit world.
Calling:
Material Component: a necklace of white pearls and blue opals (worth 100 GP)
Checks: Perform (Singing) 2 check, Knowledge (the Planes) 1 checks, Knowledge (Arcana) 1 checks
This ritual can only be performed on the shores of a body of water (at least half a mile across). Chanting all the while, the ritualist finally throws the chain into the water and mist begins to rise. If the ritual is a success, the mists parts over the water, revealing a shimmering pathway surrounded by coils of scintillating mist. On a failure, the chain is not consumed and may be retrieved from the water, but the weather immediately becomes much worse, with strong winds and, depending on the climate, driving rain.
Binding:
Focus: a masterwork silver key (worth 20 GP)
Checks: Perform (dance) or Balance 1 check, Knowledge (the Planes) 2 check, Concentration 1 check. Lawful good creatures have a +4 bonus on all checks in this stage.
Showing unshakeable confidence, the ritualist and their companions must now step out over the water and into the serpent's coils. On a failure, the ritualist shows themselves unworthy and is immediately grappled as if by a Couatl (grapple bonus +17) and pulled into the water, where they will be held in a grapple for 10 rounds, or until they can free themselves.
Negotiation:
Diplomacy 2 checks
Whether they fail or succeed, the ritualist and all their companions fall under a geas which compels them not to harm any bird or serpentine creature for the next year and a day, unless they are attacked first. On a failure, they additionally are compelled to perform a quest for the Couatl, which will be called in at any time within the next year. Quests for a Couatl commonly involve protecting good draconic creatures from some kind of danger, uncovering some lost magical lore, creating artwork of great beauty or defeating or sealing some powerful evil entity. Whatever the quest, it will not demand any impossible sacrifice or achievement from the ritualist, nor involve any evil deeds.
Upon completion, the caster and up to four other creatures of their choice become ethereal for up to twelve hours. However, if any of the other creatures are ever further than 60 feet away from the caster (and thereby vanish into the mists), they are immediately ejected back into the Material Plane. The group can also step deeper into the ethereal to travel up to ten times faster than they would in the real world. This, however, exposes them to the dangers of the deep ethereal and may result in an appropriate random encounter.
comparable spells Ethereal Jaunt
DC calculation: DC calculation: 20 (base) + 14(2*level) -1 multiple skill checks - 1 (non-wizard skill) -1 (expensive material component) -2 (dangerous backlash) -1 (moderately restricted location) = 28
https://i.imgur.com/0Z8A4t0.jpg
Let me get through my thought process in points.
I) Magic in D&D is quite powerful and could stand some toning down.
II) A lot of magic in D&D could be more interesting.
III) It would be nice if more classes in D
&D had access to some magic.
IV) I read too many fantasy novels with wizards in them
V) In novels any many other systems, magic often has a price or can go horribly wrong.
VI) Incantations are quite cool (http://www.d20srd.org/srd/variant/magic/incantations.htm)
VII) Isn't it sad they only ever made three of these?
Ergo:
Let's write more invocations! A ton more!They make for cool magic. They are not too hard to access for even just your friendly neighborhood death cultists with no magical education. They occasionally blow up in your face.
So, what am I doing in this thread? I just thought how many incantations. I could come up with. Specifically, for some fluff reason related to my world, all of these will be based on summoning up some creature and bargaining with it for a service. To help me with inspiration, I thought I'd go through the monster manual and write up 1-2 incantations based on summoning each interesting looking creature, focusing on elementals and outsiders. I also wanted to maybe write some incantations for lower-level spells.
I will also very slightly rewrite the Incantation rules.
What is an incantation?
Incantations are long and complicated ritual spells with often quite specific effects that can be performed even by those with no magical talent at all, simply by carefully performing all necessary components. Through this, powerful magical beings are called upon and implored to grant the ritualist a specific boon in exchange for a sacrifice, material wealth or service of some kind.
Incantations require no spell slots, skill ranks, magical power or even a certain level, so that anyone who knows a ritual may attempt it, though they may regret doing so.
Learning Incantations
There are four categories of Incantations that determine how they can be learned.
Petty incantations are minor effects that can be compared to cantrips or first level spells. They are widely known, though often as superstitions. Anyone with at least one rank in Knowledge: Arcana, Knowledge: the Planes or Spellcraft is usually familiar with most Petty Incantations, as is anyone with Bardic Knowledge or a comparable ability.
Minor incantations are often the most sought after, as they can be of considerable utility, while rarely disastrous when miscast and not too difficult. They can be compared to spell effects of second to fourth level. They can be found in many large libraries, requiring 12 hours of research and a knowledge: arcana check with a DC equal to the incantations’ DC -10 to learn. Sometimes, shops specializing in rare and arcane items
Major incantations are only for the practised or desperate. They replicate spells of 5th to 7th level. The research to find these is considerable and complicated and can only be undertaken in the best and most ancient libraries. Even there, this requires a week of dedicated research and a knowledge arcana check with a DC equal to the incantation’s DC to learn. Only rarely can these be found in crumbling scrolls in the grave of an ancient archwizard or inscribed in the inner sanctum of ancient and foreboding ruins.
Legendary incantations are spoken of only in whispers by the wise. Frighteningly powerful, these can wreak untold havoc if used wrongly, replicating 8th and 9th level spells. Learning legendary incantations is the stuff of epic quests and not undertaken lightly.
Performing incantations
Each of the incantations listed in this grimoire is performed in three stages: Calling, Binding and Negotiation. Each stage consists of one or more skill checks. Failing either two skill checks in a row or the majority of skill checks in one stage means that stage fails.
Ritualists need concentration to perform incantations. Effects such as violent weather, loud noise or movement can make an incantation more difficult, just like they would a spell. Concentration checks must be taken by all ritual participants. On a failure, the next skill check for the incantation has its DC increased by 4.
A physical interruption such as a fight or even just being pushed or hindered can lead to an interruption as well. As a general rule, for every round the ritualist can not perform on the ritual, increase the next skill check DC by 1.
Furthermore, every incantation has vocal, somatic and material component. Taking away any of these components (e.g. muting or paralyzing the ritualist, stealing components) interrupts the incantation until the components are restored.
In the Calling stage, the ritualist specifies the kind of creature to be called and tries to gain its attention. Failure in this stage often means the incantation merely fails with no further effect, as no creature is called upon, though some powerful creatures may also punish the ritualist for their insolence in calling them up.
In the Binding stage, the cast forces their will on the creature. This is usually the most dangerous stage, as failure in this stage may leave the inexperienced ritualist with either a rampaging demon on their hands or, more insidiously, a creature subtly or overtly subverting the service demanded.
In the Negotiation phase, the creature makes its demands in return. Even when successful, the creature will enforce demands, but a failure may mean a much steeper price than anticipated.
An incantation takes ten minutes per skill check to perform.
Aides:
Secondary ritualists may help in the performance of a ritual in two ways. First, a circle of helpers, no fewer than the incantation’s effective level, may assist in the ritual. This is similar, but not quite the same as Aid Another. The helper with the highest skill check in the skill in question may roll a check against a DC of 10+the incantation’s effective level. On a success, the primary caster gains a +2 untyped bonus on the skill check. If the check is failed by 5 or more points, the primary caster suffers a malus of -2 instead.
Second, aides may offer their knowledge in the ritual. For rituals that require different kinds of skill points, a different primary caster may be nominated for every check of the ritual. As an example, a scholar may prepare the magical circles and sigils for a calling, while a diplomat may handle the negotiations or a bard may require a required musical component.
Variant rules
Family ties: a character with a heritage feat may, at the DM’s discretion, specify a type of outsider to be their ancestor. For all invocations with that outsider, they gain a +2 bonus per heritage feat on checks during the calling stage and a +1 bonus per heritage feat on skill checks during the negotiation phase.
A note on backlash and failure:
It is not the intention that the players should be able to ever safely “spam” these incantations. It should be noted that the backlash and failure effects of many of these incantations represent the displeasure of ancient and intelligent creatures. As such, while players may be able to occasionally work around costs and failure in a clever way, if they attempt to do so repeatedly, the failure effect should change to something else the DM sees as appropriate. As an example, if a pit fiend is repeatedly pestered with summons, it will not continue to blast a fire-immune character with flames, but eventually turn to darker methods to make its displeasure clear.
Format of an Incantation:
Creature called: the type of creature called up.
School: All Incantations named here are of course Conjurations (calling), as they call forth a creature. Additionally, many will have a second school for the effect the creature causes.
Effective level: What spell level the incantation most closely mimics. This is linked to the number and difficulty of skill checks required.
DC: The DC for all skill checks required.
Calling: Lists the required skill checks and the consequences for failure during the calling stage of the incantation. Similar entries exist for the binding and negotiation stages.
Casting Time: how long the incantation takes to perform.
Target or effect: what is affected by the incantation.
Duration: how long the effect of the incantation lasts.
Save and Spell resistance: how to resist the effect of the incantation if possible.
Comparable spell: a list of spells with similar effects, for balance discussion.
DC calculation:Also for balance discussion.
Template
Calling of an
School
Effective level:
DC:
Casting time:
Target:
Effect:
Duration:
Save:
Spell Resistance:
Calling:
Binding:
Negotiation:
comparable spells
DC calculation:
Blade of Perdition
Calling of a Babau Demon
Conjuration (Chaotic, Evil, Calling)
Effective level: 5th
DC: 22
Casting time: 80 minutes
Target: One corpse
Effect: One bound demon
Duration: 1 week
(Note: the magic circle for this ritual, the binding part, is drawn before the calling stage takes place, but its effects are only revealed after the calling. Nevertheless, for the flow, I put the binding first in this case)
Many fiends are dangerously simple to call, but considerably harder to keep bound, as being summoned suits them very welll indeed. This dark and twisted ritual calls forth a demonic slayer, to kill a bitter enemy. The demon summoned is entirely unsubtle and not a favourite of experienced ritualists, as it can give the target ample warning of what is coming.
Binding:
Spellcraft: 1 checks, Knowledge (Arcana) 1 check, Knowledge (the Planes) 1 check, Deciper Script 1 check
Material components: Five spheres of cold iron (10 gp), a stick of white chalk
To begin the ritual, the caster draws a complex and many-layered magic circle on a flat and level surface underground. For the calling, the area needs to be in darkness, the deeper the better, but for the preparation of the circle, light will most likely be necessary. While the circle is drawn first, whether it will hold old not can only be told once the demon is summoned. A failure of the circle means that the demon, once called, will be unbound and immediately attack and try to kill the caster.
Calling:
Checks: Knowledge (the Planes) 1 check, Heal 1 check, Decipher Script 1 check
Material components: Five gallons of hot tar, a fresh humanoid skeleton
The skeleton is placed in the magical circle and its bones, in several locations, inscribed with magical runes. Then, all lights are extinguished and the demon is called forth. On a success, it will make itself a material body out of the tar and bones and stand in the circle silently and menacing. On a failure, nothing happens.
Negotiation:
Diplomacy 1 check, Intimidate 1 check
The demon has only one goal: to stay on the material plane for as long as it can, while killing as many mortals as possible in cruel fashion. The caster must clearly identify one target for the demon, by name and location. Then, the demon will be released from the circle and, for the next week, find one victim to murder every night for the next six days. Victims are chosen based on distance (as close as possible) and their perceived weakness, as the demon prefers torturing the weak. On the seventh day, it will go after the named target and engage them in combat.
On a failure of negotation, the demon will stay for another week after accomplishing its target, killing more victims.
comparable spells Lesser Planar Binding (Note: this is one HD above lesser planar binding's limit, but would be pretty weak for a standard planar binding, so I put it at fifth level)
DC calculation: 20 (base) +10 (2*level) -1 (multiple skills) -1 (non-wizard skill) -2 (backlash: negative level) -1 (restricted location) -2 (long duration, a negative in this case) = 22
Demondread
Calling of a Bebilith
Conjuration (Calling, Chaotic, Evil) and Enchantment (Compulsion, Fear) and Abjuration
Effective level: 8th
DC:
Casting time: 110 minutes
Area: 1 mile radius
Effect: Area warded against demons
Duration: One year
Save: Will negates
Spell Resistance: No
Originally developed by the Harmonium for the War of Iron, Demondread is a dangerous ward against demonic incursion, used only by those either mad enough to venture into the Abyss, or under siege by demonic armies and desperate.
Calling:
Material component: A monstrous spider of at least medium size (alive), cold iron chains (worth at least 50 GP), a living cow or similarly sized meat animal 1 vial of unholy water
Checks: Knowledge: the Planes 2 checks, Spellcraft 1 check, Knowledge: Arcana 1 check
In a dark room, the spider is chained on all eight limbs, to serve as a vessel. In front of it, the prey is impaled on hooks or spears and doused in unholy water, to lure the Bebilith in. On a failure, the prey provides unsatisfactory and no demon appears. On a success, the spider warps and twists, until a Bebilith stands before the caster.
Binding:
Focus: seven large silver mirrors, each worth at least 20 gp, twelve unlit candles
Knowledge: the Planes 3 checks, Bluff 1 check, Spellcraft 1 check
Controlling the Bebilith is harder than many other fiends, because the arachnid stalkers are relatively free to leave the Abyss and, once summoned, might return to where it was called to find some sport hunting mortals for a change. Therefore, powerful spells of concealment must be woven into the circles to bind it. On a failure, the Bebilith gains the ability to planeshift perfectly and without deviation back to the place this ritual took place for the next year and a day and will return as often as once every month to kill and maim and drag particularly appealing victims with it to the Abyss.
Negotiation:
Diplomacy 1 check, Negotiation 1 check
The Bebilith only wishes to inflict pain and terror. On a failure, it will demand one human sacrifice to devour.
Effect:
Once the ritual is complete, a large area around the ritual site becomes infused with a deep sense of fear and dread. All creatures within a mile must make a will save (DC 31) or be affected as if by a Crushing Despair spell for as long as they remain in the area. On demons, the effect is much magnified: summoned demons can not enter the area at all (as if a magic circle against evil was cast on the entire area), while called or otherwise physically present demons are affected as if by an Antipathy spell, unless they make a will save (DC 31).
comparable spells Magic Circle against Evil, Antipathy, Hallow
DC calculation: 20 (base) +16 (2*level) -1 multiple skills) -1 (non-wizard skills) +3 (large area) -3 (limited targets) -1 (expensive component) -2 (long-term backlash) = 31
From Dust
Calling of a Bralani Eladrin
Conjuration (Calling, Chaotic, Good) and Divination
Effective level: 6th
DC: 26
Casting time: 9 days
Range : Personal
Duration: Instantaneous
The winds of Pelion howl endlessly over the white sands and the buried, aeon-old ruins that dot that distant and hostile layer of Arborea. A ritual caster can call up these winds and from them, learn the lore of long-forgotten civilizations.
For the ritual to begin, the caster must have a good idea in his mind of what the want to know. The ritual can bring great amounts of knowledge, but only about once grand civilizations that have fallen. In the end, it will be a DM’s call whether a culture qualifies as grand, but forgottenl, but normally, the idea is that there should be no records in any languages that can still be read by anyone alive and no survivors who recall any of the past glories.
Calling
Survival 1 check, Knowledge: the Planes 1 check, Knowledge: Arcana 1 check ,Knowledge: history 1 check
The caster goes out into the wilderness, far away from any civilization, where they must fast and expose themselves to the weather for several days (taking checks as appropriate). After 4 days of doing so, the caster becomes exhausted and a storm (or sandstorm, snowstorm, etc, as appropriate for the climate).
On a failure, the caster is exhausted and delirious and the ritual ends.
Binding:
Concentration 3 checks, KNowledge: history 2 checks
For the next three days, the storm rages unabated all around the caster. Voices rise up in the wind, whispering forgotten secrets in the caster’s mind. It is important that, as the caster immerses themselves in the spirits of the forsaken dead and the Bralani that ride on the wind, they keep utmost concentration and focus very clearly on their goal, lest they become lost.
Unlike other rituals, this one has no one failure condition. Instead, the caster suffers increasing consequences the more checks are failed at this stage. THey can still succeed, even if some of these consequences are suffered.
If the caster fails at least 1 check, they forget one random language they speak, which becomes replaced by a dead language no one else other than them still remembers.
If the caster fails at least 2 checks, they suffer 1d3 points of charisma drain per check failed, as they become increasingly unable to keep their mind together.
If they fail 3 or more checks, they become possessed by a Bralani Eladrin. The Bralani can freely talk to the caster’s mind and will try to influence them towards a chaotic good alignment and acting for the good of other people. Additionally, the eladrin can try to take control for one minute every day, which forces to make a DC 26 will save or lose control over their body.
If they succeed on the ritual, their mind is filled with a wealth of knowledge about the fallen civilization, comprising much of what was once written down. Anything from history and mythology to tax records and private letters. For the rest of their life, they gain a +10 insight bonus on all knowledge and bardic lore checks relating to the dead civilization.
There is no negotiation stage for this ritual.
DC calculation: : 20(base) +12 (2*level) -1 (multiple skills) -1 (non-wizard skills) -2 (casting time in days) -2 (caster is exhausted)
Gehennan Devourer
Calling of a Barghest
Conjuration (calling, evil, lawful) and Necromancy
Effective level: 7th
DC: 21
Casting time: 100 minutes
Target: One corpse
Effect: Possessed hound devours corpse
Save: No
Spell Resistance: No
Calling:
Material component: a black hound or wolf
Fous: 3 lengths of masterwork chain infused with alchemical silver, worth 900 gold pieces total
Knowledge: Arcana (1 check), Knowledge: the Planes (1 check), Handle Animal 1 check, Craft: alchemy (1 check)
Additional: 3-6 secondary casters
A black hound is chained up in a magic circle by three lengths of chain, each of which must be held by a secondary caster, with up to 3 more secondary casters helping with the chains. Large fires are lit between the secondary casters and treated with brimstone and other foul-smelling substances to produce a thick, vile smoke. Then, the main caster calls up the spirit of a Barghest to possess the hound. On a success, the ritual proceeds to the Binding, while on a failure, the hound dies and the ritual fails.
Binding:
Knowledge: Arcana (1 check), Knowledge: the Planes (1 check), strength (2 checks)
Once serving as a vessel for the Barghest’s spirit, the hound will go absolutely berserk and must be contained, both by a ritual appellation by the main caster and by pure physical force by the secondary casters who must hold the chains. 2 different secondary casters must make one strength check each, though all other secondary casters can use the aid another action to help. This leaves all the casters exhausted after this stage of the ritual ends.
On a failure, the hound breaks free. It transforms into a full barghest and attacks the group. If wounded, it will flee and stalk the nearbycountryside for seven days and nights, attacking and devouring all humanoids it sees, before being banished back to Gehenna.
On a success, the spirit is calmed and bound and the ritual proceeds to negotiation.
Negotiation:
Diplomacy: 2 checks
For the ritual to work, the Barghest must be convinced that the corpse to be eaten is worthy and will grow its power. If the ritual fails, the Barghest will demand another corpse. For every corpse offered, a check may be repeated until it succeeds.
Effect:
The Barghest cleanly devours all offered corpses, leaving no trace. The Barghest also devours the soul. This makes normal resurrection impossible, as its feed ability. Even Wish, Miracle and True Resurrection only have a 50% chance of working, as does the Paramount Intercession ritual.
In exchange for the meal, the Barghest provides the caster and all secondary casters with a measure of its power and they all gain a +4 profane bonus to strength for the next 24 hours.
comparable spells Trap the Soul
DC calculation: 20 (base) + 14 (2*spell level) -2 (multiple skills, non-wizard skills) -2 (touch range) -3 (limited target) -1 (expensive material component) -2 (ten or fewer secondary casters) -3 (secondary casters exhausted)
Heavenly Messenger
Calling of a Trumpet Archon
Conjuration (Calling, Good, Law)
Effective level: 3rd
DC: 25
Casting time: 60 minutes
Range: 30 miles
Effect: Heavenly message
Duration: 1 minute
Save: None
Spell Resistance: No
Sometimes, a message must be delivered in the grandest way possible.
Calling:
Material Component: 100 XP
Knowledge: the Planes 1 check, Knowledge: Arcana 1 check
The trumpet archon is summoned by means of mystic sigils and a grand circle, as well as a measure of the caster’s own life force. On a success, it appears in a great burst of heavenly brass music, floating imperiously above the circle. On a failure, nothing happens.
Binding:
Craft: Silversmithing 1 checks, Knowledge: Arcana 2 check
Material Component: a silver tablet worth at least 500 GP
Next, the caster must carefully engrave a message into a great silver tablet, while also imprinting the meaning magically. This must be done with great care. On a failure, the message will still be delivered, but the Trumpet Archon may modify it to suit its own purposes while still retaining the basic outline.
Negotiation:
Diplomacy 1 check
On a failure, the Archon will still read the message, but will demand a favour in return. As reading messages is its purpose, this will not be anything grand, merely a small good deed that should not take the caster more than a few hours and minimal effort.
Effect:
The Trumpet Archon is sent to a specified location within 30 miles, where it will appear in the sky and read the specified message. The message will be read out loud enough to be heard by anyone within a one mile radius. Additionally, as the message is magical, it can be understood by any creature with a language.
comparable spells Magic Mouth, Whispering wind
DC calculation: 20+6 (2*base level) - 1 (multiple skills) -1 (non-wizard skills) -1 (expensive material component) +3 (large area) +2 long range -2 (backlash: exhausted) -1 (100 XP component)
Heaven’s Gate
Calling of an Astral Deva
Conjuration (calling, Good) and Conjuration (teleportation)
Effective level: 5th
DC: 27
Casting time: 70 minutes
Target: Caster and up to 5 other willing creatures.
Range: Touch
Duration: 4 hours
Save: Will negates
Spell Resistance: Yes (harmless)
An Astral Deva is called forth to carry the caster and his allies to the upper planes.
Calling
Knowledge (the planes) 1 check, Knowledge (religion) 1 check, Knowledge (arcana) 1 check, Diplomacy 1 check
Material component: rare incense worth 400 gp,
Focus: a holy symbol. The symbol must be of a good-aligned god with a domain on the upper planes and determines the incantations’ destination.
Secondary casters: this incantation must be performed by a team of four, one of which must be an ordained priest or chosen servant (a Paladin, favoured soul or similar) of the deity petitioned.
The casters implore a deity to send a servant to bear the targets to the their planes. Magical sigils are drawn, followed by lengthy chants praising the god and specifying the utter importance of the quest to be undertaken. (The DM should feel free to modify the diplomacy check based on how important and good the caster’s cause is.)
If this stage succeeds, an indistinct, brightly luminous silvery shape appears in the magical circle, spreading impressive feathery wings. On a failure, the gods refuse to hear the call and the incantation fails with no further effects.
Binding:
Knowledge (the planes) 1 check, Survival 1 check. To be rolled by the DM in secret.
Once it appears, the Deva should be more than willing to bear the caster to their destination. The binding stage instead involves preparing for the journey. See “Effect” for what happens on a failure on this check. The ritual proceeds to the Negotiation stage in any case.
Negotiation:
Diplomacy 1 check
The Deva will not usually demand any payment. On a success, the ritual succeeds. On a failure, success still happens, but the Deva will have further requirements: they may demand daily and sincere prayer to their god for up to a month, a donation of up to 500 gold to a temple of their god or a small quest to be performed in the future. The demand takes effect just like a Geas spell.
Effect:
The Astral Deva tears open the fabric of reality and leads all creatures affected on a long and wondrous journey through the astral plane. If the binding stage was successful, all target creatures arrive safe, but fatigued just outside the deity’s domain on the upper planes.
If the binding stage failed, the group loses sight of their guide on the way, becoming stranded on the astral plane, to make their own way back. Leaving the astral plane will generally take several days of searching the silver void for a color pool, though spells or other methods may make this considerably easier.
Comparable spells Planeshift, shadow walk
DC calculation: Base 20 + 10 (2*effective spell level) -1 (more than one skill) -1 (skill not on wizard class list) +4 (multiple targets) -1 (expensive component) -2 (secondardy casters) -2 (specialized secondary casters)
The Masses Cry Out
Calling of a Planetar
Conjuration (Calling, Good)
Effective level: 8th
DC: 18
Casting time: 11 days
Range: Touch
Duration: 1 day
Save: None
Spell Resistance: No
A ritual perhaps as old as organized religion and the ascent of deities, the Cry of the Masses is a way for populations who have fallen under the sway of fiends or other powerful evil creatures to call for divine assistance to rid themselves of the threat. Many fiendish tyrannies have been overthrown by cults of worshippers meeting in secret.
Cynics, of course, will point out that it is also an excellent reason for temples to demand donations for valuable statues.
Calling:
Knowledge: religion 3 checks, Knowledge: the planes 1 check, Perform: oratory 2 checks, Diplomacy 2 checks
Focus: Statue of an angel worth at least 5000 gold pieces
At least one hundred and one worshippers, one of which must be an ordained priest of a good god, gather in a temple or similar sacred location, which must contain a statue of an angel of at least large size, preferably made of precious metal. The worshippers (secondary casters) then plead and worship for 8 days, while the primary caster falls into a deep trance.
The worshippers can leave and arrive freely, but at least 100 must always be present.
If this stage fails, the ritual ends without further effect.
Binding:
Knowledge: religion 1 check, Knowledge: engineering 1 check
Material component: Statue of an angel worth at least 5000 gold pieces
Failure: blindness, 10d6 damage (half holy, half piercing)
Over the next two days, the statue begins to shine in brighter and brighter light as the energy of worship begins to accumulate in it. Finally, after two days, it shatters and releases a planetar into the material plane. This is the most dangerous stage of the ritual, as the shattering of the statue must be carefully balanced or it may explode in dangerous shards. On a failure, all casters, primary and secondary, any anyone else in 50ft. Around the statue takes 5d6 piercing damage and is permanently struck blind (fortitude save DC 20 negates the blindness). Additionally, all evil creatures in the radius take an additional 5d6 points of holy damage. If at least the primary caster survives, the ritual proceeds to the next stage. Otherwise, the Planetar may aid the wounded for a few minutes, before vanishing.
Negotiation:
Diplomacy 1 check
After emerging from the wreckage, the Planetar questions the caster about the nature of the threat. More importantly, he will judge the caster themselves. On a failure, the Planetar takes the caster’s soul to his deities domain in exchange for his help. (The caster may volunteer and not roll this check.) No matter the result, proceed with the effect.
Effect:
The Planetar is unleashed upon a powerful creature, which must have the Evil subtype or be a cleric of an evil god and be within 100 miles of the casting location. Far from rushing in stupidly, the Planetar will carefully consider plans, available resources and prepare his magic, often taking some hours before doing battle. He will then do his best to kill, imprison or otherwise remove the evil in question.
comparable spells Greater Planar Binding
DC calculation: 20 (Base) + 16 (2*spell level) -1 (more than one skill) -1 (skills not on wizard list) -2 (expensive material component, 5000 GP) - 10 (over 100 extra performers) -2 (performer is exhausted) -2 (casting time minutes to days).
Mercurial Light
Calling of a Lantern Archon
Conjuration (Calling, Good, Law) and Enchantment (mind-affecting, compulsion)
Effective level: 1st
DC: 20
Casting time: 50 minutes
Range: 50 ft.
Duration: 1 day
Save: None
Spell Resistance: Yes
The caster calls up a soul newly reborn into heaven in the shape of a glowing light, to light their way and brighten their spirits. This is a ritual often taught to beginners, as its effects are minor and the consequences of a failure benign.
Calling:
Material components: incense worth 10 gold pieces
Focus: 7 candles
Knowledge: the Planes (1 check), Knowledge: Arcana (1 check)
A simple summoning circle is prepared on a flat surface, lined with lit candles. Then, it is activated with incense and the right words of calling. On a success, the light of all candles will flow together into a single bright sphere of light. On a failure, the ritual ends.
Binding:
Knowledge: Arcana 1 check
The archon is bound in the circle for the remainder of the ritual. If successful, the ritual proceeds to the negotiation. If unsuccessful, the archon is not fully bound. Instead, it will follow the caster for a while (still providing light). While doing so, it will lecture them on morality and implore them to mend their ways, though their morale views are rather naive (even childlike) and absolute.
Negotiation:
Diplomacy: 1 check
A lantern archon does not have high demands. If they think the caster can spare it, they will ask for a small alm of a handful of coins to a beggar. Otherwise, they will demand a good deed at one point during the next day. Generally, this will be minor, such as helping a traveller on the road with a heavy load, helping a lost child, or some other trivial good task.
Once the ritual is complete, a mote of light will appear near the caster, floating in the air. This mote will always hover within five feet of the caster, providing light about as bright as a candle to a distance of 20 feet. THe caster can make the light brighter, making it illuminate a 50 ft. radius.
Within the radius of the light, all non-evil, non-chaotic creatures gain a +1 morale bonus on attack rolls, skill checks and saves against fear.
DC calculation: 20 (base) +2 (2* spell level) -1 (more than one skill) -1 (skill not on wizard class list) = 20
Comparable spells: Light, Bless
Merciful Star of the Morning
Calling of a Couatl
Conjuration (Good, Law, Calling) and Transmutation
Effective level: 7th
DC: 24
Casting time: 100 minutes
Range: 1 mile
Area: 1 mile circle centered on ritualist
Duration: 24 hours
Save: None
Spell Resistance: No
In a desperate last ditch attempt, a servant of the gods is called down to save the people from catastrophe.
Calling:
Focus: a cloak and crown of colourful bird feathers, worth at least 100 gold pieces, the holy symbol of an appropriate god (see below)
Perform (Dance) 1 check, Perform (singing) 1 check, Knowledge religion 3 checks
This ritual can only be performed in the path of an oncoming storm and requires at least fifteen secondary participants. In a ritual dance, a servant of the gods is called down in their full splendour to save them from the storm. The god to be called up must be good and nonchaotic and have at least one of the following domains: air, community, sky, storm, weather or windstorm.
On a failure, the main caster is struck by holy lightning for their hybris, immediately taking 10d6 points of damage, half of which is lightning damage, the other half untyped divine damage.
On a success, a truly gigantic couatl appears in the sky, radiating holy light and speaking in a voice of thunder.
Binding:
Knowledge: religion 1 check, Diplomacy 1 check, Perform (oratory) 1 check
It is difficult to convince a Couatl to meddle this much in mortal fate and nature. On a failure, the Couatl merely departs in sad resignation. On a success, it moves to calm the storm.
Negotiation:
Focus: 1 innocent, willing sacrifice
Diplomacy 2 checks
A willing and innocent human(oid) sacrifice, often a child must then be presented to the Couatl. On a failure, the Couatl will bear the sacrifice away to the upper planes, where it will serve the gods themselves. On a success, the sacrifice is allowed to remain and live out their natural life.
In either case, the entire community is from that point on required to build a shrine or temple to the Couatl's god (as appropriate for the community's means) and to anually celebrate the occasion of their salvation for as long as anyone who was alive at the ritual is still alive. Failure to do so will immediately bring back whatever storm originally threatened them.
Conclusion:
An area of one mile radius around the ritual is protected from all violent or dangerous weather for the next 24 hours. This includes even magical weather, as long as it is equivalent to a spell effect of 6th level or lower. All winds and rainfall cease and lightning will not strike the area, though mist and clouds still move through.
comparable spells Control Weather
DC calculation: Base 20 + 14 (2*level) -1 multiple skill checks - 1 (non-wizard skill) -4 (casting is restricted) -4 very expensive material focus and components
No place like home
Calling of an Astral Deva
Conjuration (calling, teleportation, good)
Effective level: 6th
DC: 26
Casting time: 8 hours
Target: Caster and up to one other willing creature
Range: Touch
Duration: 12 hours
Save: Will (harmless)
Spell Resistance:
The most important charge of the Astral Devas is finding those lost in dangerous regions of the planes and bringing them home safely. However, even for the angels, the infinite planes are vast and unpredictable. Though they will absolutely save those in need if they find them normally, a traveller can not count on that. This ritual creates a magical beacon that draws the attention of angels.
This incantation is special in that it does not have a binding or negotiation stage.
Calling:
Knowledge: the planes 2 check, Knowledge: arcana 2 checks, Knowledge: religion 2 checks, Perform (any kind of music, oration or poetry) 2 checks.
While performing this ritual, the caster and all other targets musts constantly move forward. They can not stay in one place, or re-visit a place they have already seen on their journey. None of them can ever be on their homeworld. At least one of them has to carry a source of light at all time, which can never go out and the party must engage in loud music, oration or poetry without break.
After each hour of travel, the caster makes one check. After three checks, the caster and all other members of the target group become fatigued, but see a faint golden outline from the corner of their eyes. After six checks, all targets become exhausted and begin seeing a lumious humanoid following or leading them. The weakest members of the group will feel invisible hands helping them along their way.
After eight checks, the caster and all targets fall unconscious into a deep sleep. If the ritual succeeded, they will awake eight hours later, feeling refreshed, in the caster’s childhood home or a similar place where they feel safe and protected.
comparable spells Word of Recall
DC calculation: 20 (base) + 12 (2*spell level) -1 (more than one skill) -1 (non-wizard skill) 1- (hours between checks ) -4 (restricted casting time or place) +4 (multiple targets) -2 (backlash: exhausted) -1 (backlash affects others too)
Paramount Intercession
Calling of a Solar
Conjuration (good, calling) and Necromancy (healing)
Effective level: 9th
DC: 30
Casting time:
Target: One corpse or none
Duration: Instantaneous
Save: None
Spell Resistance: Yes
A Solar is called down to restore life to the fallen.
Calling:
Knowledge (religion) 2 checks, Knowledge (arcana) 2 checks, Concentration 4 checks
Solars are some of the most powerful beings in existence. It is said that every solar could be a god, if they turned their attention to worship over service to their masters. Their souls are pure unadulterated divine power and contacting them magically a dangerous proposition. The unwary may have their very minds burned away by the radiant fire of a solar’s essence, so that this ritual must be undertaken incredibly carefully.
If the caster fails at this stage, they come into brief, unshielded contact. They take 3d6 points of untyped damage, are permanently blinded and must make a will save (DC 30) or go insane.
On a success, the solar is called down as a column of blinding, pure white light which acts like a daylight spell with a radius of 50 ft. and blinds everyone in that radius for as long as they look directly upon the solar. Their voice is thunderous and any evil creatures who hear it become shaken.
Binding:
Diplomacy 1 check
Material component
Once successfully called down, not much can go wrong, as Solars are generally merciful and understanding. If convinced of the goodness of the individual to be resurrected, they will do so. This functions as the spell True Resurrection, except as specified here.
Negotiation:
Knowledge (arcana) 1 check, Knowledge (religion) 1 check
Backlash: 1 negative level
To complete the resurrection of the soul, the solar needs a spark of a mortal soul, which will be extracted from the caster in form of a negative level. If this stage fails, the spark proves to be insufficient and a soul must instead be exchanged for a soul and any other creature must willingly give their life to the solar in exchange for the resurrection.
comparable spells True Resurrection
DC calculation: 20 (base) + 18 (2*spell level) -1 (more than one skill) -1 (non-wizard skill) -4 (very expensive material component) -2 (caster gains negative level)
Scent of Evil
Calling of a Hound Archon
Conjuration (Calling, Law, Good) and Divination
Effective level: 4th
DC: 26
Casting time: 70 minutes
Target: One hound
Range: Touch
Duration: 12 hours
Save: None
Spell Resistance: No
An aspect of the Hound of Heaven is called down and into an ordinary bloodhound, to give it the power to track evil.
Calling:
Focus: A bloodhound
Checks: Handle Animal 1 check, Knowledge: the Planes 1 check, Knowledge: arcana 1 check
The hound is held inside the ritual circle and the presence of an archon called down upon it. On a failure, the ritual fails with no further effect.
Binding:Handle animal 1 check, Heal 1 check
The binding part is much can go wrong, as the body of a mundane hound may not be able to stand the force of an archonic soul. On a failure, the hound dies and the ritual fails. On a success, the hound gains some of the power of the Heavenly Hounds.
For the next 12 hours, it can track evil creatures as if by scent. This is done by their magical aura, and therefore, can be foiled by effects that foil detect evil or other divination effects, such as mislead, undetectable alignment or nondetection.
To follow the trail of an evil creature, the hound must be brought to a place where the creature has been within the last 24 hours. From there, it can track the trail across most terrain, as long as it can survive that terrain, though if the creature flew, teleported or moved to a different plane, the trail is lost.
Negotiation:
Diplomacy 2 checks
The caster describes to the archonic presence why their cause is just and necessary. On a failure, the caster is affected as if by a Lesser Geas spell, impelling them to do some good deed, though usually one that can be completed in a day or less and is not extraordinarily dangerous.
comparable spells Detect Evil, Locate Creature
DC calculation: 20 (base) +8 (2*level) -1 (more than one type of skill) -1 (non-wizard skill)
Serpentine Gates
Calling of a Couatl
Conjuration (Good, Law, Calling) and Transmutation
Effective level: 7th
DC: 28
Casting time: 100 minutes
Target: Up to 4 creatures
Duration: 70 minutes
Save: None
Spell Resistance: No
A Couatl, in their aspect as the Opener of Ways is summoned to take the supplicant to the spirit world.
Calling:
Material Component: a necklace of white pearls and blue opals (worth 100 GP)
Checks: Perform (Singing) 2 check, Knowledge (the Planes) 1 checks, Knowledge (Arcana) 1 checks
This ritual can only be performed on the shores of a body of water (at least half a mile across). Chanting all the while, the ritualist finally throws the chain into the water and mist begins to rise. If the ritual is a success, the mists parts over the water, revealing a shimmering pathway surrounded by coils of scintillating mist. On a failure, the chain is not consumed and may be retrieved from the water, but the weather immediately becomes much worse, with strong winds and, depending on the climate, driving rain.
Binding:
Focus: a masterwork silver key (worth 20 GP)
Checks: Perform (dance) or Balance 1 check, Knowledge (the Planes) 2 check, Concentration 1 check. Lawful good creatures have a +4 bonus on all checks in this stage.
Showing unshakeable confidence, the ritualist and their companions must now step out over the water and into the serpent's coils. On a failure, the ritualist shows themselves unworthy and is immediately grappled as if by a Couatl (grapple bonus +17) and pulled into the water, where they will be held in a grapple for 10 rounds, or until they can free themselves.
Negotiation:
Diplomacy 2 checks
Whether they fail or succeed, the ritualist and all their companions fall under a geas which compels them not to harm any bird or serpentine creature for the next year and a day, unless they are attacked first. On a failure, they additionally are compelled to perform a quest for the Couatl, which will be called in at any time within the next year. Quests for a Couatl commonly involve protecting good draconic creatures from some kind of danger, uncovering some lost magical lore, creating artwork of great beauty or defeating or sealing some powerful evil entity. Whatever the quest, it will not demand any impossible sacrifice or achievement from the ritualist, nor involve any evil deeds.
Upon completion, the caster and up to four other creatures of their choice become ethereal for up to twelve hours. However, if any of the other creatures are ever further than 60 feet away from the caster (and thereby vanish into the mists), they are immediately ejected back into the Material Plane. The group can also step deeper into the ethereal to travel up to ten times faster than they would in the real world. This, however, exposes them to the dangers of the deep ethereal and may result in an appropriate random encounter.
comparable spells Ethereal Jaunt
DC calculation: DC calculation: 20 (base) + 14(2*level) -1 multiple skill checks - 1 (non-wizard skill) -1 (expensive material component) -2 (dangerous backlash) -1 (moderately restricted location) = 28