PDA

View Full Version : Paradigm Project--The Ritualist (Sacrificial Paradigm)



Djinn_in_Tonic
2008-03-09, 11:16 AM
*The Ritualist*
Sacrificial Paradigm Mage

*****

The Ritualist is a part of Lord_Gareth's Paradigm Project (http://www.giantitp.com/forums/showthread.php?t=71041), an attempt to overhaul and replace the current magic system with something flavorful and effective.

Original Class Design: Lord_Gareth
Revised Class Design: Djinn_in_Tonic
Project Lead: Lord_Gareth

By our powers combined...

*****

http://fc02.deviantart.com/fs6/i/2005/054/6/9/Fire_Magic__final__by_ramy.jpg

*****

"True magic isn’t something you can simply call on a whim. It is a long and arduous task…and one that will utterly consume those who would trifle with it." -Domric Elrys, Daemon Magus

"It matters not what the cost is, so long as I may ease your pain." -Mira Niliman, Martyr

*****

Table 1-1 The Ritualist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Rituals Known

1st|
+0|
+2|
+0|
+2|Subparadigm, Ritual Magic, Magical Aura, Minor Rituals|2|

2nd|
+1|
+3|
+0|
+3|Subparadigm ability I|3|

3rd|
+1|
+3|
+1|
+3|Sacrificial Ability I|4|

4th|
+2|
+4|
+1|
+4|Subparadigm ability II|5|

5th|
+2|
+4|
+1|
+4|Adept Rituals|6|

6th|
+3|
+5|
+2|
+5|Subparadigm ability III|7|

7th|
+3|
+5|
+2|
+5| Sacrificial Ability II|8|

8th|
+4|
+6|
+2|
+6|Subparadigm ability IV|9|

9th|
+4|
+6|
+3|
+6||10|

10th|
+5|
+7|
+3|
+7|Subparadigm ability V, Moderate Rituals|11|

11th|
+5|
+7|
+3|
+7| Sacrificial Ability III|12|

12th|
+6/+1|
+8|
+4|
+8|Subparadigm Ability VI|13|

13th|
+6/+1|
+8|
+4|
+8||14|

14th|
+7/+2|
+9|
+4|
+9|Subparadigm Ability VII|15|

15th|
+7/+2|
+9|
+5|
+9| Sacrificial Ability IV, Major Rituals|16|

16th|
+8/+3|
+10|
+5|
+10|Subparadigm ability VIII|17|

17th|
+8/+3|
+10|
+5|
+10||18|

18th|
+9/+4|
+11|
+6|
+11|Subparadigm ability IX|19|

19th|
+9/+4|
+11|
+6|
+11| Sacrificial Ability V|20|

20th|
+10/+5|
+12|
+6|
+12|Subparadigm ability X, Supreme Ritual|21|[/table]

All power requires a sacrifice. This is the basic tenant that all Ritualists share, the belief that anything they gain must have something given up in return. No matter where they go, their magicks leave behind an impression, an indelible mark in the hearts and minds - or burned onto the landscape.

A Martyr rides through the lands, healing the sick and hiding the burning pain in her limbs as her miracles consume her body. A Daemon Magus marches at the head of a zombie horde, leaving nothing but ash and sorrow in his wake as he searches for power enough to prevent an even greater disaster. A Sandman quietly goes from village to village, listening to their woes. When he leaves, he seems older than he was before, but the problems are gone as if they never were - the villagers don't even know they ever had them, because they did not.

More than even other Paradigm Mages, the Ritualist believes in something. With every grim toll extracted from them, they affirm that belief that what they are doing is right to them in some way. This iron self-assurance often leads to fanatics and zealots among their ranks, but it cannot ever be said that a Ritualist lacks for conviction.

Religion - Ritualists have no special draw to or from religion, and worship as typical members of their races do. When they do worship, they tend toward gods or goddesses of magic, or else gods or goddesses of the kind of magic they perform (such as necromancy, healing, destruction, and the like).

Other Classes - Martyrs get along well with all classes except Daemon Magi, necromancers, and evil clerics, whom they have a hard time tolerating. Conversely, Daemon Magi and Sandmen often have issues with "good" folk, even if good themselves, due to the nature of their being.

Role - Martyrs serve as healers, protectors, and slayers of that which is corrupt. Daemon Magi wield powerful elemental magic and summon fiery demons from the Abyss. Sandmen provide impressive support spells, far-reaching divination magic, and fling foes deep into the streams of time.

Background - All Ritualists learn their craft from someone - there is no exception. Developing the discipline on one's own takes a Herculean mind, one that mortals cannot possess - they must learn it from a tome, a master, or, preferably, both.

Ritualist training is marked by pain, harsh lessons, and drills in ritualizing over and over again. A skilled Ritualist can draw his or her ritual circle completely blindfolded with one finger and still make it perfect. Very often, their masters' beliefs on magic become their own, making them a very rigid group with how magic is used. Ritualists have a hard time comprehending how Fastcasters operate - tool-users and Technomagi, however, are easier to understand.

Ritualists keep records of their work, painstakingly copied into books to aid in their research and in the development of new Rituals.

Starting Gold – 6d4x10 gp (150gp).

Hit Dice: D6
Class Skills - Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per Level - 2 + Intelligence Modifier

Proficiencies - Ritualists are proficient with all simple weapons. They are not proficient in any form of armor.

Subparadigm - At first level, the Ritualist must choose his subparadigm - Martyr, Daemon Magus, or Sandman. This choice cannot be changed once it is made and determines all other class features, including Rituals, from this class.

The Subpardigms
Martyr
A Martyr uses her own life force to perform her rituals, becoming more and more exhausted the more she uses her abilities. Her rituals heal her allies, create powerful wards and protections, and eventually can create life itself. Her abilities stress her great healing prowess and her skill at lessening the suffering of others.

Primary Incanting Attribute: Martyrs rely on their strong force of personality and their caring for others to carry them through their pain. As a result, Marty’s use Charisma as their Primary Incanting Attribute.
Payment Attribute: Martyrs feed their spells using their life force, and, as such, take Constitution damage to fuel their Payments.

Sacrifice: Martyrs find themselves tiring more and more with every ritual they perform. They gain points of Pain by performing rituals, which bestows penalties upon them. Refer to table 2-1 for the penalties incurred by Martyrs.

Traditions: Martyrs gain access to the traditions of Essence, Radiance, Spiritualism, and Warding.

Skills: Martyrs add Diplomacy and Heal to their list of class skills.

Special: Due to their tolerance for pain and suffering, Martyrs have a d8 Hit Die instead of a d6.


Daemon Magus
A Daemon Magus spills his own blood to perform his rituals, eventually becoming wracked with intense, consuming pain. His rituals conjure forth the fires of Hell, animate the dead, and destroy the soul itself. His abilities stress his demonic connection and his ability to fuel rituals with his very blood.

Primary Incanting Attribute: Daemon Magi rely on their raw influence to make their demonic pacts and their strong sense of self to fight through the horrors around them. As a result, Martyr’s use Charisma as their Primary Incanting Attribute.
Payment Attribute: Daemon Magi pull their powers from Hell itself, which strains their very soul. As such, they take Charisma damage to fuel their Payments.

Sacrifice: Daemon Magi find their bodies suffering greater and greater trauma with every ritual they perform. They gain points of Corruption by performing rituals, which bestows penalties upon them. Refer to table 2-2 for the penalties incurred by Daemon Magi.

Traditions: Daemon Magi gain access to the traditions of Destruction, Diabolism, Elementalism, and Necromancy.

Skills: Daemon Magi add Bluff and Intimidate to their list of class skills.

Special: Due to their offensively oriented nature, Daemon Magi have a +3/4 Base attack Bonus instead of a +1/2.


Sandman
A Sandman sacrifices his life itself to perform his rituals, aging visibly with each successful Incantation. His rituals provide powerful divination, bend time to his will, and even rewrite the very past. His abilities stress his mastery over the flow of time, and his power to exercise his dominion over it.

Primary Incanting Attribute: Sandmen rely on cunning and sheer force of will to bend time around them. As a result, Sandmen use Wisdom as their Primary Incanting Attribute.
Payment Attribute: Sandmen suffer mental trauma as their psyche is sent hurtling through the sands of time, and, as such, they take Wisdom damage to fuel their Payments.

Sacrifice: Sandmen find their age increasing steadily with every ritual they perform. They gain points of Sand by performing rituals, which bestows penalties upon them. Refer to table 2-3 for the penalties incurred by Sandmen.

Traditions: Sandmen gain access to the traditions of Essence, Foretelling, Peregrination, and Time.

Skills: Sandmen add Sense Motive and Sleight of Hand to their list of class skills.

Special: Due to a limited precognition, Sandmen have a strong Reflex save instead of a weak ones.

Ritual Magic (Sp) - Ritualists perform powerful rituals—magical effects that grow stronger and stronger the longer the ritual progresses. A Ritualist has an Incanter level equal to his Ritualist level.

Learning Rituals: A Ritualist begins play knowing two Minor rituals from any of his associated traditions (see Traditions, below). At each subsequent Ritualist level he learns another Minor ritual from any of his associated traditions.

At 5th level he may choose to learn an Adept ritual in place of a Minor ritual.

At 10th level he may choose to learn a Moderate or Adept ritual in place of a Minor ritual.

At 15th level he may choose to learn a Major, Moderate, or Adept ritual in place of a Minor ritual.

At 20th level he may choose to learn a Supreme, Major, Moderate, or Adept ritual in place of a Minor ritual.

Incanting a Ritual: Incanting a ritual is at least a full-round action, although some rituals have a longer incanting time. Once the initial incanting has been accomplished, the Incanter may choose to continue performing the ritual to add Extensions. Each ritual has a specified number of additional rounds of incanting required to activate an extension. Extensions must be activated in order, but the Incanter may choose to cease incanting at any time. Doing so lets the ritual progress along its nature duration at whatever level it is currently at. No ritual may be incanted past its final extension: once this point is reached the ritual takes effect automatically.

Traditions: Rituals are divided into groups called traditions. A Ritualist may only learn rituals from traditions associated with his subparadigms. A list of associated rituals is given with each subparadigm.

The save DC of a ritual is equal to (10 + ½ the Incanter’s Ritualist level + The Incanter’s primary Incanting attribute modifier at the time of incanting).

Example of an Incantation:
Domric Elrys, a 12th level Daemon Magus, wants to perform the ritual Calling the Dancing Flames. Since Calling the Dancing Flames has an incanting time of 1 round, Domric must spend at least one full-round action casting the ritual.

After the initial incanting time has elapsed, Domric is given a choice; will he let the ritual take effect (dealing 12d4 points of fire damage to a single target), or will he continue incanting to further empower the effect?

Domric chooses to continue incanting for an additional round. At the end of this round, he is given the same choice; let the ritual take effect (dealing 12d6 points of damage to two separate targets), or continue incanting.

At this point, Domric decides to let the ritual take effect, and his opponents are seared by sheets of flame. He could, however, continue to incant the ritual until he has reached the final extension, at which point he must stop casting the ritual, which takes effect immediately.

Ritual Durations: Rituals have a variety of durations, all of which are handled in a slightly different way.

-Instantaneous: A ritual with a duration of Instantaneous has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately.
-X rounds/minutes/hours/days: A ritual with a duration of X (units of time) has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately and continue until the duration has elapsed.
-Permanent: A ritual with a duration of Permanent has no effect until the incanter ceases to incant the ritual, at which point the effect and any extensions occur immediately. The ritual remains active until dismissed or dispelled.
-Casting + X rounds A ritual with a duration of Casting begins as soon as the initial incanting time has elapsed, and each extension adds further to the effect of the ritual. When the Incanter ceases to incant the ritual all currently active effects continue until the duration has elapsed.

Sacrifices: Ritual magic is powerful, but it comes at a cost. Each paradigm possesses its own set of penalties for performing rituals, but the basics are the same for each.

Whenever a ritual is performed, the Incanter gains a number of points of Pain, Corruption, or Sand depending on the level of the ritual performed (Minor=1, Adept=2, Moderate=3, Major=4, Supreme=5). After every casting, compare this number to the relevant table to see whether or not sufficient points have been accumulated to receive a penalty.

Pain, Corruption and Sand fade away at a rate of ¼ Incanter level/hour (minimum 1).

Sacrifice Tables

Table 2-1: The Martyr
{table=head]Pain|Condition|Effect
1-4|None|None
5-9|Fatigued| -2 to Strength and Dexterity, can’t charge or run.
10-14|Winded| -4 to Strength and Dexterity, speed reduced by 10ft.
15-19|Exhausted| -6 to Strength and Dexterity, speed reduced by 50%.
20+|Staggered|Can take only a single move action or standard action each round. Unable to perform rituals.[/table]

Table 2-2: The Daemon Magus
{table=head]Corruption|Condition|Effect
1-4|None|None
5-9|Bruised| -1 to all attack rolls, ability checks, and skill checks, speed reduced by 5ft.
10-14|Injured| -2 to all attack rolls, ability checks, and skill checks, speed reduced by 10ft.
15-19|Wounded| -3 to all attack rolls, ability checks, and skill checks, speed reduced by 15ft.
20+|Crippled|-4 to all attack rolls, ability checks, and skill checks, unable to move or perform Rituals.[/table]

Table 2-3: The Sandman
{table=head]Sand|Condition|Effect
1-4|None|None
5-9|Aged|-1 penalty to all physical abilities.
10-14|Venerable|-3 penalty to all physical abilities.
15-19|[Decrepit|-6 penalty to all physical abilities.
20+|Comatose|Unconscious.[/table]

Payment: Under most normal circumstances, a simple sacrifice is sufficient to perform a ritual. However, it is occasionally necessary to perform a more potent ritual than time would otherwise allow. This is where payment comes in. Payment advances a ritual instantly to any extension—for a price. The cost is 1 point of ability damage per desired extension. This ability damage cannot be negated in any way, and is taken immediately after the incantation ceases.

-Martyrs pay points of Constitution as their body pays the price of their sacrifices.
-Daemon Magi pay points of Charisma as they offer their soul to abyssal powers.
-Timebenders pay points of Wisdom as their minds frantically strive to understand their twisting of time itself.

Example of a Complete Incantation:

Domric Elrys, a 12th level Daemon Magus, wants to perform the ritual Calling the Dancing Flames. Since Calling the Dancing Flames has an incanting time of 1 round, Domric must spend at least one full-round action casting the ritual.

However, Domric needs a more potent effect than a single round can grant him. He decides to make a payment to advance the ritual to extension III, and chooses to cease incanting immediately. His ritual goes off after the initial incanting time, dealing 12d10 points of damage to four targets.

Now Domric must determine his sacrifices. Calling the Dancing Flames is a minor ritual, so he gains 1 point of corruption—not enough to alter his condition. However, he also made a payment for three extensions, so he takes 3 points of Charisma damage.

Force of Belief (Su) – Like all mages, Ritualists project an aura of power as their strength of belief alters the world around them. Mages from other paradigms within 30ft of a Ritualist suffer a -2 penalty to the save DCs of their magical effects if the Ritualist has four or more Paradigm levels.

As the Ritualist gains levels the strength of his belief begins to subtly warp the environment around him—rocks bleed, flowers moan in pain, the air seems slightly darker or lighter, or time seems to slow to a crawl or speed up immensely. Players are encouraged to come up with their own effects based on subparadigm and should note that these have no game effect—they just look cool.

Subparadigm Abilities - Aside from his rituals, the Ritualist gains a number of benefits based on his subparadigm.

Subparadigm Abilities

Martyr Abilities
I – Share the Burden (Su): Upon reaching 2nd level a Martyr may heal her allies with a touch, taking their wounds upon herself. As a standard action she may touch a creature and heal it for an amount of hp up to her current hit point total. The Martyr then takes damage equal to the amount of hp healed. This damage cannot be prevented, though it can be healed normally.
II – Transferal (Su): Upon reaching 4th level a Martyr may remove curses, poisons and diseases from her allies—for a price. As a full-round action, a Martyr may touch a creature under the effects of a curse, poison or disease and transfer any and all effects to herself instead. The Martyr gets no saving throw to stop the initial effect, although if the curse, poison, or disease allows additional saving throws she may make them normally.
III – Noble Sacrifice (Su): Upon reaching 6th level a Martyr gains the ability to suffer in an allies place. As an immediate action a Martyr may declare that she will suffer the effects of a single attack or spell in place of an ally within 30ft. This must be declared before damage is rolled, and the decision cannot be reversed.
IV – Lay on Hands (Su): Upon reaching 8th level, a Martyr with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Martyr level x her Charisma bonus. A Martyr may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. A Martyr may not heal herself in this manner.
Alternatively, a Martyr can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Martyr decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
V – Lifesense (Su): Upon reaching 10th level a Martyr gains a supernatural attunement with life itself. By concentrating, a Martyr can sense the presence or absence of life within sixty feet of her. If she continues to concentrate for another round, she determines the amount and type of life near her (such as "three humanoids, four outsiders, and two animals"). By concentrating another round, she determines the exact location of the life near her.
This ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
VI – Support the Weak (Su): Upon reaching 12th level a Martyr may bolster a failing comrade. As a swift action the Martyr picks a single ally within 30ft and, for as long as this ability is active, she takes all damage that would be dealt to that ally and suffers the effects of all spells that would target that ally. If the Martyr falls unconscious or dies, this ability ceases immediately. Otherwise it remains active, regardless of intervening distance or planar boundaries, until the Martyr chooses to break the connection.
VII – Improved Transferal (Su): Upon reaching 14th level a Martyr gains a saving throw against the initial effect of any curse, poison or disease that she contacts through the use of the Transferal ability.
VIII – Improved Noble Sacrifice (Su): Upon reaching 16th level a Martyr takes half damage from any attack she suffers in place of an ally, and gains a +4 bonus to saving throws when the target of spells that would have targeted an ally.
IX – Glory of the Martyr: Upon reaching 18th level a Martyr is truly a being of pious sacrifice. When she has less than half her hp remaining, all her allies within 30ft gain a +2 bonus to attack rolls, damage rolls, saving throws, and skill checks. When the Martyr is reduced to negative hp, this bonus increases to +5.
X – Martyrdom (Ex): Upon reaching 20th level, a Martyr has reached the culmination of her abilities. She gains the Sacred Watcher template, and from here on pays her Sacrifice cost with her Charisma score rather than her Constitution score. Additionally, she may have one ward per point of her Wisdom modifier, rather than merely one ward.

Daemon Magus Abilities
I – Fiendish Resistance (Ex): Upon reaching 2nd level a Daemon Magus is partially acclimated to the elements of the Abyss. He gains resistance 5 to Fire, Cold, and Electricity.
II – Blood Sacrifice (Su): Upon reaching 4th level a Daemon Magus may empower his Rituals by spilling his own blood. He may take 2d6 damage when performing a Ritual. If he does so, the Ritual’s DC increases by 1.
III – Gaze of the Pit (Su): Upon reaching 6th level a Daemon Magus’ soul has been touched by evil, and his gaze carries this taint. As a standard action he may lock eyes with a creature within 30ft. His target must succeed on a Will save (DC 10 +1/2 the Daemon Magus’ class level + his Charisma modifier) or be shaken until the end of the encounter. A successful save renders the target immune to this attack for 24 hours. This is a mind-affecting fear effect.
IV – Wreath of Flame (Su): Upon reaching 8th level a Daemon Magus brings the fires of Hell with him everywhere. Once per encounter, as a swift action, he may activate this ability and swath himself in a cloak of lurid flames. Any creature striking the Daemon Magus with a melee weapon or natural weapon takes 2d6 points of fire damage, and the Daemon Magus’ melee attacks deal an additional 2d6 points of fire damage. This ability lasts for a number of rounds equal to ½ the Daemon Magus’ class level.
V – Sanguine Empowerment (Su): Upon reaching 10th level a Daemon Magus may spill his own blood to increase the power of his Rituals. He may take damage when performing a Ritual to increase the Incanter level by up to 4. The amount the Incanter level is increased depends on the amount of damage taken: 1-1d6, 2-2d6, 3-3d6, 4-4d6.
VI – Fiendish Bond (Ex): Upon reaching 12th level a Daemon Magus bonds further with the creatures of the Abyss. He gains damage reduction 5/magic and his resistances increase to 15.
VII – Improved Blood Sacrifice (Su): Upon reaching 14th level a Daemon Magus may further empower his Rituals by spilling his own blood. He may take 4d6 damage when performing a Ritual. If he does so, the Ritual’s DC increases by 2. This effect does not stack with Blood Sacrifice.
VIII – Improved Gaze of the Pit (Su): Upon reaching 16th level a Daemon Magus’ has been truly consumed by the Abyss. A failed Will save now results in the target being frightened for a number of rounds equal to the Daemon Magus’ Charisma modifier and then shaken until the end of the encounter, and a successful Will save results in the target being shaken for a number of rounds equal to the Daemon Magus’ Charisma modifier and then being immune to the effects of this attack for 24 hours. This is a mind-affecting fear effect.
IX – Lifeblood’s Power (Su): Upon reaching 18th level a Daemon magus may pour forth his own blood to produce a Ritual of untold power. He may take damage when performing a Ritual to treat all variable numeric values as empowered or maximized. The result he gains depends on the amount of damage taken: Empowered-4d6, Maximized-8d6.
X – Form of the Pit (Ex): At 20th level a Daemon Magus has been completely consumed by the might of the Abyss. His type changes to Outsider (native), he gains +4 Charisma, Damage Reduction 10/magic, Darkvision 60ft, +1 natural armor, and immunity to fire, poison, cold and electricity.

Sandman Abilities
I – Step in Time (Su): Upon reaching 2nd level a Sandman may step outside the timeline for a brief period of time. Once per encounter, as a swift action, he may vanish for 1 round, appearing in that exact space one round later. If the square he formerly occupied is occupied by something else, he instead appears in the nearest available square. The Sandman may count the round spent outside time towards the casting time of a Ritual.
II – Twist Fate (Su): Upon reaching 4th level a Sandman may take an immediate action to force a target to re-roll any single attack roll, skill check, ability check, or saving throw. The target must take the re-roll, regardless of the result. The Sandman takes 1 point of ability damage to Strength, Dexterity, and Constitution as time takes its payment.
III – Halt the Flow (Su): Upon reaching 6th level a Sandman may slow time to a halt, gaining extra time in which to work. As a swift action he may take 1 point of ability damage to Strength, Dexterity, and Constitution to take an additional standard action in a round.
IV – Precognition (Su): Upon reaching 8th level a Sandman receives a +1 bonus to Initiative, ability checks, attack rolls, and saving throws as he sees a short distance into the future.
V – Protective Flow (Su): Upon reaching 10th level a Sandman gains the ability to cause time to shield him from harm. Once per encounter, as a swift action, he may activate this barrier. For the next round nothing short of direct divine intervention can affect the Sandman in any way.
VI – Youth Regained (Ex): Upon reaching 12th level a Sandman gains the ability to alter his own personal time frame. Once per day, as a full-round action, he may regain all lost points to his Strength, Dexterity, and Constitution.
VII – Improved Twist Fate (Su): Upon reaching 14th level a Sandman may choose whether the target takes the better of the two rolls or the worse.
VIII – Improved Halt the Flow (Su): Upon reaching 16th level a Sandman gains an additional full-round action when he uses Halt the Flow.
IX – Dual Flow (Su): Upon reaching 18th level a Sandman is able to exist twice in the same time-frame. By taking 2 points of ability damage to Strength, Dexterity and Constitution he may perform two separate Rituals at the same time.
X – One with the Stream (Ex): At 20th level a Sandman becomes an entity of time and time alone. His type changes to Outsider (native) and he gains the incorporeal subtype, a +4 Wisdom bonus, has no maximum age and suffers no aging penalties, although bonuses continue to accrue. Finally, he receives a +3 bonus to Initiative, ability checks, attack rolls, and saving throws as his precognition guides him.

Sacrificial Abilities: Ritualists gain some small benefits from their sacrifices, depending on their subparadigm.

Sacrificial Abilities

Martyr Abilities
I – Suffer not Overmuch (Su): Upon reaching 3rd level a Martyr and all her allies within 30ft gain a +1 Moral bonus to saving throws so long as she has at least 5 points of Pain.
II – Relieve the Burden (Su): Upon reaching 7th level a Martyr gains Damage Reduction 3/- so long as she has at least 5 points of pain.
III – Improved Suffer not Overmuch (Su): Upon reaching 11th level a Martyr and all her allies within 30ft gain a +2 Moral bonus to saving throws so long as she has at least 10 points of Pain.
IV – Improved Relieve the Burden (Su): Upon reaching 15th level, a Martyr gains Damage Reduction 6/- so long as she has at least 10 points of Pain.
V – Supreme Suffer not Overmuch (Su): Upon reaching 19th level a Martyr and all her allies within 30ft gain a +3 Moral bonus to saving throws so long as she has at least 10 points of pain.

Daemon Magus Abilities
I – Blast of Hellfire (Sp): Upon reaching 3rd level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d4 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 5 points of Corruption.
II – Infernal Armor (Su): Upon reaching 7th level a Daemon Magus gains +2 Natural Armor so long as he has over 5 points of Corruption.
III – Improved Blast of Hellfire (Sp): Upon reaching 11th level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d6 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 10 points of Corruption.
IV – Improved Infernal Armor (Su): Upon reaching 15th level, a Daemon Magus gains +4 Natural Armor so long as he has over 5 points of Corruption.
V – Supreme Blast of Hellfire (Sp): Upon reaching 19th level a Daemon Magus may channel a blast of Hellfire into an opponent within 60ft as a ranged touch attack requiring a standard action. This attack deals 1d8 points of fire damage/2 class levels, and may only be used if the Daemon Magus has at least 15 points of Corruption.

Sandman Abilities
I – Speed through Time (Su): Upon reaching 3rd level a Sandman gains an additional immediate action each round as long as he has at least 5 points of Sand.
II – Disrupt the Flow (Su): Upon reaching 7th level a Sandman gains the ability to knock his foes from the time stream. Once per round, as a standard action, he may force an target within 30ft to make a Will save (DC 10 + 1/2 the Sandman's class level + The Sandman's Wisdom modifier). A failed save results in that creature vanishing for 1 round, to appear in exactly the same location at the end of the duration or, if that space is occupied, in the nearest available space. This ability may only be used if the Sandman has at least 5 points of Sand.
III – Improved Speed through Time (Su): Upon reaching 11th level a Sandman gains an additional immediate move action or immediate action each round as long as he has at least 10 points of Sand.
IV – Improved Disrupt the Flow (Su): Upon reaching 15th level a Sandman gains the ability to knock his foes from the time stream. Once per round, as a standard action, he may force an target within 30ft to make a Will save (DC 10 + 1/2 the Sandman's class level + The Sandman's Wisdom modifier). A failed save results in that creature vanishing for 1d2 rounds, to appear in exactly the same location at the end of the duration or, if that space is occupied, in the nearest available space. This ability may only be used if the Sandman has at least 10 points of Sand.
V – Supreme Speed through Time (Su): Upon reaching 19th level a Sandman gains an additional standard action or immediate action each round as long as he has at least 15 points of Sand.

Djinn_in_Tonic
2008-03-09, 11:21 AM
*Traditions*

http://fc01.deviantart.com/fs26/f/2008/040/3/d/Death_Rune_by_JetFangInferno.jpg


*****

Rituals are divided into groups called traditions. A Ritualist may only learn rituals from traditions associated with his subparadigms. A list of associated rituals is given with each subparadigm.


*****

Destruction

"With but a few symbols and an ounce of my blood, I can shatter the ground at your feet, rain devastation upon your people, and turn your very bones to dust. Why should I bow before YOU?" -Domric Elrys, Daemon Magus to Kal Ebberth, Mage of the Arcane Order

Rituals of destruction bring ruin and havoc upon their targets. Through the use of strong elemental magic and powerful forces, these rituals call forth flame, turn bone to dust, and cause the earth itself to tremble. Daemon Magi use these rituals to sow terror and destruction, or to destroy those who would bring harm to the world.

Minor: Calling the Dancing Flames, Crush the Physical Form, Shatter the Standing Stone
Adept: Conducting the Symphony of Destruction, Constricting the Iron Bands, Dance of Corrosive Rain
Moderate: Break the Living Body, Scour the Inner Being, Decimate the Masses
Major: Awaken the Earthen Dragon
Supreme:

Destruction Rituals

Awakening the Earthen Dragon
Destruction/Elementalism, Major
Incanting Time: 1 round
Extension: +1 round
Area: 20ft radius
Range: Sight
Effect: When you perform this ritual the earth rises up in protest of your magicks, shaking violently in an effort to disrupt you. All creatures within a 20ft radius of the ritual must make a Reflex save each round or fall prone. Additionally, all terrain in the area is treated as being difficult terrain.
Extension I: Shards of rock begin to fly lethally through the air, dealing 6d6 points of damage a round to everything within the area of effect.
Extension II: Dust begins to fly through the air, covering the whole area in total concealment.
Extension III: Great rifts of earth open, and opponents must make a Reflex save each round (DC 18 + Your Charisma modifier) or fall into one. At the end of the ritual’s duration, all foes trapped within the earth are slain instantly as the ground swallows them up. A Climb check (DC 20) is necessary to climb up from a chasm.
Extension IV: The earth erupts in a cataclysmic burst of stone and dirt. Everything within the radius of the effect takes 2d6 points of damage/Incanter level and must succeed on a Reflex save or be pinned under rubble, requiring a Strength check DC 20 or three rounds of digging to break free. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 5 rounds
Saving Throw: Reflex Partial (see text)
Spell Resistance: No


Break the Living Body
Destruction/Essence, Moderate
Incanting Time: 1 round
Extension: +1 round
Target: One creature within range
Range: Medium
Effect: When you perform this ritual your opponent is wracked with unbearable pain. They must succeed on a Fortitude save or be Staggered for the duration of the Ritual (although their hp remains at its normal level). A successful save reduces this to Fatigued.
Extension I: Your opponent’s bones begin to fracture and snap. Each round he or she must succeed on a Fortitude save or take 1d4 points of Constitution damage.
Extension II: Your opponent is brought to his or her knees by the intense pain. He or she must succeed at a Fortitude save or be unable to move for the duration of the ritual. A successful save results in a 50% reduction to his or her movement speed.
Extension III: The intensity of the pain increases dramatically. Your opponent takes a minimum of 1 point of Constitution damage a round regardless of the outcome of the save.
Extension IV: Your opponent’s bones turn to dust. If your opponent fails a Fortitude save he or she is permanently rendered completely helpless, unable to move, speak, or take any action that is not purely mental. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 3 rounds
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes


Calling the Dancing Flames
Destruction/Elementalism, Minor
Incanting Time: 1 rounds
Extension: +1 rounds
Target: 1 creature
Range: Medium
Effect: Performing this ritual summons up fire from the bowels of the earth, scorching your foe with sheets of flame. Your target takes 1d4 points of fire damage/Incanter level (Ref negates).
Extension I-IV: Each additional extension raises the die type by one (d4 to d6, d6 to d8, d8 to d10, d10 to d12) and adds an additional target within range.
Duration: Instantaneous
Saving Throw: Reflex Half (see text)
Spell Resistance: Yes


Crush the Physical Form
Destruction/Essence, Minor
Incanting Time: 1 round
Extension: +1 round
Target: One creature within range
Range: Close
Effect: When you perform this ritual the target is wracked by intense pain. He or she takes a -2 penalty to all rolls for the duration of the ritual. Each round he may make a Fortitude save to ignore this penalty for one round.
Extension I: Your opponent is crippled and brought to his knees. His speed is reduced by 50% for the duration of the ritual. A successful Fortitude save reduces this to a 25% reduction.
Extension II: The pain increases dramatically. Your opponent suffers an additional -2 penalty to all rolls (-4 total) for the duration of the ritual. Each round he may make a Fortitude save to ignore this penalty for one round.
Extension III: Your opponent’s body is wracked and broken. Attackers gain a +10 bonus to critical conformation rolls against him for the duration of the ritual.
Extension IV: The pain increases to impossible levels. Your opponent suffers an additional -2 penalty to all rolls (-6 total) for the duration of the ritual. Each round he may make a Fortitude save to ignore this penalty for one round.
Duration: Casting + 3 rounds
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes


Decimate the Masses
Destruction/Essence, Moderate
Incanting Time: 1 round
Extension: +1 round
Targets: Up to one creature/2 Incanter levels
Range: Close
Effect: This ritual is an same as Crush the Physical Form in all respects except for the number of creatures targeted.
Duration: Casting + 3 rounds
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes


Shatter the Standing Stone
Destruction, Minor
Incanting Time: 1 round
Extension: +1 round
Target: One object within range.
Range: Short
Effect: When you perform this ritual, make a check using your primary Incanting attribute. If the result is above the break DC of the target object, that object shatters. If the object is in the possession of a creature or is otherwise magical, it receives a Will save to negate this effect.
Extension I-IV: For each additional extension you perform, you gain a cumulative +4 bonus to the check result.
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: No


Conducting the Symphony of Destruction
Destruction, Adept
Incanting Time: 1 rounds
Extension: +1 round
Area: 20ft radius, centered on the Incanter
Effect: When you perform this ritual a cacophonous eruption of hideous, crackling sound dances around you. All creatures within 20ft must make a Fortitude save or be shaken for the duration of the ritual. A successful save negates the feat effect. This is a sonic, mind-affecting fear effect.
Extension I: The sound rises to a high pitched, grating wail. All creatures within 20ft take 3d6 points of Sonic damage a round. Listen checks within the area suffer a -10 penalty.
Extension II: The screaming music drowns out all speech, and causes spellcasters to stare in horror as their very words are corrupted on their tongues. All spells with verbal components suffer a 50% failure chance if the caster is within the area of effect of this Ritual.
Extension III: The noise increases to impossible levels, ripping into the minds of those listening. All creatures within 20ft must make a Fortitude save or fall to the ground, unable to take any actions until the end of the Ritual’s duration. A successful save renders the target immune to this effect.
Extension IV: The noise crescendos in a devastating blast of pure sonic energy. All creatures within 20ft take 1d6 points of Sonic damage/Incanter level and must succeed on a Fortitude save or be permanently deafened. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 3 rounds
Saving Throw: Fortitude negates (see text)
Spell Resistance: No


Constricting the Iron Bands
Destruction, Adept
Incanting Time: 1 round
Extension: +1 round
Target: One creature
Range: Close
Effect: When you perform this ritual your target is engulfed in rings of iron. He or she must make a Reflex save or be unable to take a move action for the duration of the ritual. A successful Reflex save negates all further effects of the ritual.
Extension I: The rings begin to constrict, dealing 1d4 damage per Incanter level.
Extension II: The rings begin to inhibit your opponents actions. Each round your target must make a Fortitude save or be unable to take any actions for that round.
Extension III: The rings constrict further, dealing 1d4 damage per Incanter level.
Extension IV: The rings close completely, rendering your target completely immobile for 1d4 rounds. A successful Fortitude save negates this effect. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 1 round/Incanter level
Saving Throw: Reflex negates, Fortitude partial (see text)
Spell Resistance: No


Dance of Corrosive Rain
Destruction, Adept
Incanting Time: 1 round
Extension: +1 rounds
Area: A 20ft radius centered on a point in space.
Range: Medium
Effect: When you perform this ritual the skies break open and acidic rain falls on the target area. Everything in the area takes 1d4 acid damage/2 Incanter levels per round (Reflex save for half).
Extension I: The acid scars and cripples those within the area. Any creature exposed to this extension takes 1 point of Dexterity damage and 1 point of Charisma damage per round of exposure.
Extension II: The steam from the chemical reactions rises up in a toxic cloud. Each round all creatures in the area must make a Fortitude save or be nauseated for one round. A successful save reduces this to sickened.
Extension III: The acid further scars and cripples those within the area. Any creature exposed to this extension takes 2 points of Dexterity damage and 2 points of Charisma damage per round of exposure.
Extension IV: The noxious fumes grow in potency. If a creature fails its Fortitude save it takes 2 points of Constitution damage in addition to being nauseated.
Duration: Casting + 1 round/Incanter level
Saving Throw: Reflex partial (see text), Fortitude partial (see text)
Spell Resistance: No


Scour the Inner Being
Destruction, Moderate
Incanting Time: 1 round
Extension: +1 round
Target: One creature within range
Range: Medium
Effect: Your opponent’s mind is torn to ribbons by a horrendous wave of destructive thoughts. He or she must succeed on a Will save or take 1d4 points of ability damage to Intelligence, Wisdom, and Charisma. A successful save results in 1 point of damage to each of these abilities.
Extension I: Your opponent’s mind is left broken and shattered. They are Confused for the duration of the Ritual. A successful Will save negates this effect.
Extension II: Your opponent’s mind is torn to ribbons by a horrendous wave of destructive thoughts. He or she must succeed on a Will save or take 2d4 points of ability damage to Intelligence, Wisdom, and Charisma. A successful save results in 2 points of damage to each of these abilities.
Extension III: Your opponents mind is shattered beyond repair. They are driven insane as if by the spell Insanity. A successful Will save negates this effect.
Extension IV: Your opponent’s mind is torn to ribbons by a horrendous wave of destructive thoughts. He or she must succeed on a Will save or take 3d4 points of ability damage to Intelligence, Wisdom, and Charisma. A successful save results in 3 points of damage to each of these abilities.
Duration: Instantaneous and 1 round/Incanter level (see text)
Saving Throw: Will Partial (see text)
Spell Resistance: Yes


Diabolism

"Take but one step more and I swear by the nine gods I will unleash the legions of Hell itself upon you. Thou shalt come no further." -Domric Elrys, Daemon Magus

Rituals of diabolism call powers from the Abyss to the Ritualist’s aid. Through this infernal contract these rituals grant the Ritualist infernal powers, summon demons to do his bidding, and open the gates of Hell itself. Daemon Magi use these rituals to summon powerful allies when outnumbered and to gain dark powers from the Abyss.

Minor:
Adept:
Moderate:
Major:
Supreme:

Diabolism Rituals




Elementalism

"Awaken, Earth. Shake free from your slumber and answer my call." -Domric Elrys, Daemon Magus, performing the ritual Awakening the Earthen Dragon

Rituals of elementalism bring the power of the elements to bear, tossing primal force around with savage ferocity. By harnessing the fundamental powers of the elements, these rituals scour their targets with elemental force, shield their Incanters from harm, and conjure forth the most potent aspects of nature’s wrath. Daemon Magi use these rituals to tear their foes apart and protect themselves from retaliation.

Minor: Binding the East Wind, Calling the Dancing Flames
Adept:
Moderate:
Major: Awakening the Earthen Dragon
Supreme:

Elementalism Rituals

Awakening the Earthen Dragon
Destruction/Elementalism, Major
Incanting Time: 1 round
Extension: +1 round
Area: 20ft radius
Range: Sight
Effect: When you perform this ritual the earth rises up in protest of your magicks, shaking violently in an effort to disrupt you. All creatures within a 20ft radius of the ritual must make a Reflex save each round or fall prone. Additionally, all terrain in the area is treated as being difficult terrain.
Extension I: Shards of rock begin to fly lethally through the air, dealing 6d6 points of damage a round to everything within the area of effect.
Extension II: Dust begins to fly through the air, covering the whole area in total concealment.
Extension III: Great rifts of earth open, and opponents must make a Reflex save each round (DC 18 + Your Charisma modifier) or fall into one. At the end of the ritual’s duration, all foes trapped within the earth are slain instantly as the ground swallows them up. A Climb check (DC 20) is necessary to climb up from a chasm.
Extension IV: The earth erupts in a cataclysmic burst of stone and dirt. Everything within the radius of the effect takes 2d6 points of damage/Incanter level and must succeed on a Reflex save or be pinned under rubble, requiring a Strength check DC 20 or three rounds of digging to break free. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 5 rounds
Saving Throw: Reflex Partial (see text)
Spell Resistance: No


Binding the East Wind
Elementalism/Warding, Minor
Incanting Time: 1 round
Extension: +1 round
Area: 10ft radius
Range: 10ft radius centered on the Ritualist
Effect: When you perform this ritual the very winds swirl about you, creating an impenetrable barrier. All creatures within the area of effect gain a +5 bonus to Armor Class against projectile attacks coming from outside the area of effect.
Extension I: The winds pick up pace, deflecting projectiles of all shapes and sizes. All projectile attacks of under siege weapon size targeting something within the area of effect suffer a 50% miss chance. Any creature attempting to enter the area of effect must make a Fortitude save or be thrown backwards 1d4x5ft and knocked prone.
Extension II: The winds continue to grow, lifting up rubble and creating a nightmarish vortex. Any creature within a 20ft radius of the caster but not also within a 10ft radius takes 3d6 points of bludgeoning damage a round from the high speed winds.
Extension III: The winds reach a truly impossible speed, and your control of them becomes supernatural. All ranged attacks initiating outside the 10ft area of effect that would target a creature or object within the 10ft area of effect instead rebound on the attacker. This includes all ranged touch spells. The Ritualist makes an attack roll with an attack bonus equal to his Ritualist level + his Charisma modifier to see if the rebound strikes the target. A failed attack roll means that the spell goes wild, missing everything.
Extension IV: The wind shield explodes outward, sending gale force winds in every direction. Everything inside a 30ft radius area of effect but outside the 10ft area of effect must make a Fortitude save or be thrown violently 2d6x5ft and fall prone. Creatures thrown in this manner take 1d6 damage per 10ft traveled. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 2 rounds/Incanter level
Saving Throw: Fortitude Partial (see text)
Spell Resistance: No


Calling the Dancing Flames
Destruction/Elementalism, Minor
Incanting Time: 1 rounds
Extension: +1 rounds
Target: 1 creature
Range: Medium
Effect: Performing this ritual summons up fire from the bowels of the earth, scorching your foe with sheets of flame. Your target takes 1d4 points of fire damage/Incanter level (Ref negates).
Extension I-IV: Each additional extension raises the die type by one (d4 to d6, d6 to d8, d8 to d10, d10 to d12) and adds an additional target within range.
Duration: Instantaneous
Saving Throw: Reflex Half (see text)
Spell Resistance: Yes



Essence

"Life and death really aren't that different. Control one, and your fingers brush up against the other. From there all you must do is reach out and snare it." -Mira Niliman, Martyr, when asked how she slew the Lord of the Iron Pit

Rituals of essence alter the innate life force of their targets, healing or harming as the Incanter wills. Through manipulations in the very essence of their targets, these rituals heal the wounded, harm the corrupt, and even create life where before was void. Martyrs use these rituals to heal the innocent and punish the guilty, while Sandmen alter the flow of time, bringing health back to the crippled and forcing visions of future pain upon their foes.

Minor: Crush the Physical Form
Adept:
Moderate: Break the Living Body, Decimate the Masses
Major:
Supreme:

Essence Rituals

Break the Living Body
Destruction/Essence, Moderate
Incanting Time: 1 round
Extension: +1 round
Target: One creature within range
Range: Medium
Effect: When you perform this ritual your opponent is wracked with unbearable pain. They must succeed on a Fortitude save or be Staggered for the duration of the Ritual (although their hp remains at its normal level). A successful save reduces this to Fatigued.
Extension I: Your opponent’s bones begin to fracture and snap. Each round he or she must succeed on a Fortitude save or take 1d4 points of Constitution damage.
Extension II: Your opponent is brought to his or her knees by the intense pain. He or she must succeed at a Fortitude save or be unable to move for the duration of the ritual. A successful save results in a 50% reduction to his or her movement speed.
Extension III: The intensity of the pain increases dramatically. Your opponent takes a minimum of 1 point of Constitution damage a round regardless of the outcome of the save.
Extension IV: Your opponent’s bones turn to dust. If your opponent fails a Fortitude save he or she is permanently rendered completely helpless, unable to move, speak, or take any action that is not purely mental. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 3 rounds
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes


Crush the Physical Form
Destruction/Essence, Minor
Incanting Time: 1 round
Extension: +1 round
Target: One creature within range
Range: Close
Effect: When you perform this ritual the target is wracked by intense pain. He or she takes a -2 penalty to all rolls for the duration of the ritual. Each round he may make a Fortitude save to ignore this penalty for one round.
Extension I: Your opponent is crippled and brought to his knees. His speed is reduced by 50% for the duration of the ritual. A successful Fortitude save reduces this to a 25% reduction.
Extension II: The pain increases dramatically. Your opponent suffers an additional -2 penalty to all rolls (-4 total) for the duration of the ritual. Each round he may make a Fortitude save to ignore this penalty for one round.
Extension III: Your opponent’s body is wracked and broken. Attackers gain a +10 bonus to critical conformation rolls against him for the duration of the ritual.
Extension IV: The pain increases to impossible levels. Your opponent suffers an additional -2 penalty to all rolls (-6 total) for the duration of the ritual. Each round he may make a Fortitude save to ignore this penalty for one round.
Duration: Casting + 3 rounds
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes


Decimate the Masses
Destruction/Essence, Moderate
Incanting Time: 1 round
Extension: +1 round
Targets: Up to one creature/2 Incanter levels
Range: Close
Effect: This ritual is an same as Crush the Physical Form in all respects except for the number of creatures targeted.
Duration: Casting + 3 rounds
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes



Foretelling

"Those who cannot see what is will never see what will be. Before one can look into the future, one must first learn to look around himself." -Dorian Rike, Sandman

Rituals of foretelling twist time around, revealing the secrets of past, present, and future. Through visions of other times these rituals reveal the hidden, uncover the past, and even predict the future. Sandmen use these rituals to uncover that which eludes them and discover what events await them in days to come.

Minor:
Adept:
Moderate:
Major:
Supreme:

Foretelling Rituals




Necromancy

"Countless men have sacrificed their lives rather than submit to my dominion. It cheers me up to know they failed in even this simple task." -Domric Elrys, Daemon Magus

Rituals of necromancy bring dark magic to bear to accomplish actions to horrible to contemplate. Through black magicks these rituals raise the empty shells of the dead, loose haunting spirits upon mortals, and even destroy the soul itself. Daemon Magi use these rituals to create legions for themselves and to tear their enemies’ souls from their bodies.

Minor:
Adept:
Moderate: Extinguish the Immortal Soul
Major:
Supreme:

Necromancy Rituals

Extinguish the Immortal Soul
Necromancy, Moderate
Incanting Time: 2 rounds
Extension: +1 rounds
Target: 1 creature
Range: Medium
Effect: When this ritual is completed, the target’s soul is violently ripped from their body and sent to the depths of the Abyss. Your target must make a Fortitude save or die instantly. A successful save results in your target instead gaining 1d2 negative levels.
Extension I: If your target fails his or her save, the body is consumed by black fire and reduced to ash. A successful save results in your target gaining 1d4 negative levels.
Extension II: Your target’s soul is not only torn out but is also corrupted. Anyone trying to raise or resurrect your target must first succeed on a caster level check with a DC equal to your Incanter level. A successful against the death effect save results in your target gaining 1d6 negative levels.
Extension III: Your target’s soul is not only torn out but is also destroyed. Nothing short of a Wish or Miracle spell followed by a successful resurrection spell (requiring a caster level check with a DC equal to your Incanter level) can return the target to life. A successful save results in your target gaining 1d8 negative levels.
Extension IV: Your target’s soul is not only torn out but is also obliterated. Nothing short of divine intervention can return the target to life. A successful save results in your target gaining 1d10 negative levels.
Duration: Instantaneous
Saving Throw: Fortitude Partial (see text)
Spell Resistance: Yes



Peregrination

"A single step can lead anywhere, if one only knows how to walk." -Dorian Rike, Sandman

Rituals of peregrination distort reality itself to allow movement between locales. Through this bending of space and time these rituals allow for rapid movement, teleportation, and even planar travel. Sandmen use these rituals to travel from village to village and to banish their opponents into other worlds.

Minor:
Adept:
Moderate:
Major:
Supreme:

Peregrination Rituals




Radiance

"Thus clothed in glory I will walk unheeding through the fires of Hell itself, for no evil may touch me this day." -Mira Niliman, Martyr

Rituals of radiance bring the blessings of the gods down upon the Ritualist. Through this divine grace these rituals spread light, banish evil beings, and instill those nearby with the essence of the gods themselves. Martyrs use these rituals to bring hope to the hopeless and banish corruption from the lands.

Minor:
Adept:
Moderate:
Major:
Supreme:

Radiance Rituals




Spiritualism

"May the angels watch over you in your hour of need." -Mira Niliman, Martyr

Rituals of spiritualism call powers from the heavens to the Ritualist’s aid. Through this celestial connection these rituals grant the Ritualist divine powers, summon angelic servants to do her bidding, and open the gates of the heavens themselves. Martyrs use these rituals to summon powerful allies when outnumbered and to gain celestial power from the gods.

Minor:
Adept:
Moderate:
Major:
Supreme:

Spiritualism Rituals




Temporis

"It is true that time waits for no man…of its own accord, that is." -Dorian Rike, Sandman

Rituals of temporis alter the flow of time to create a host of impossible effects. Through this alteration of the sands of time these rituals change the speed of time, age targets with but a though, and ever rewrite history. Sandmen use these rituals to stop their foes in their tracks and erase misfortune for themselves and their allies.

Minor:
Adept: Slowing the Hand’s Progression
Moderate:
Major:
Supreme:

Temporis Rituals

Slowing the Hand’s Progression
Time, Adept
Incanting Time: 1 round
Extension: +1 round
Target: All allies within 60ft
Effect: When you perform this ritual, all allies within 60ft gain an additional move action each round for the duration of this ritual.
Extension I: All allies within 60ft gain a +2 Time bonus to AC for the duration of this Ritual
Extension II: When you perform this ritual, all allies within 60ft gain an additional standard action each round for the duration of this ritual. This replaces the additional move action previously granted.
Extension III: All allies within 60ft gain a +4 Time bonus to AC for the duration of this Ritual.
Extension IV: When you perform this ritual, all allies within 60ft gain an additional full-round action each round for the duration of this ritual. This replaces the additional standard action previously granted.
Duration: Casting + 2 rounds
Saving Throw: None
Spell Resistance: No



Warding

"Do not worry yourselves. While you stand by my side, no harm shall befall you." -Mira Niliman, Martyr

Rituals of warding bring strong magic to bear against all sources of harm. Using great defensive power these rituals create impenetrable shields, deflects arrows, and even render the user immortal. Martyrs use these rituals to protect their allies and keep the innocent from harm.

Minor: Binding the East Wind
Adept:
Moderate:
Major:
Supreme:

Warding Rituals

Binding the East Wind
Elementalism/Warding, Minor
Incanting Time: 1 round
Extension: +1 round
Area: 10ft radius
Range: 10ft radius centered on the Ritualist
Effect: When you perform this ritual the very winds swirl about you, creating an impenetrable barrier. All creatures within the area of effect gain a +5 bonus to Armor Class against projectile attacks coming from outside the area of effect.
Extension I: The winds pick up pace, deflecting projectiles of all shapes and sizes. All projectile attacks of under siege weapon size targeting something within the area of effect suffer a 50% miss chance. Any creature attempting to enter the area of effect must make a Fortitude save or be thrown backwards 1d4x5ft and knocked prone.
Extension II: The winds continue to grow, lifting up rubble and creating a nightmarish vortex. Any creature within a 20ft radius of the caster but not also within a 10ft radius takes 3d6 points of bludgeoning damage a round from the high speed winds.
Extension III: The winds reach a truly impossible speed, and your control of them becomes supernatural. All ranged attacks initiating outside the 10ft area of effect that would target a creature or object within the 10ft area of effect instead rebound on the attacker. This includes all ranged touch spells. The Ritualist makes an attack roll with an attack bonus equal to his Ritualist level + his Charisma modifier to see if the rebound strikes the target. A failed attack roll means that the spell goes wild, missing everything.
Extension IV: The wind shield explodes outward, sending gale force winds in every direction. Everything inside a 30ft radius area of effect but outside the 10ft area of effect must make a Fortitude save or be thrown violently 2d6x5ft and fall prone. Creatures thrown in this manner take 1d6 damage per 10ft traveled. This cuts the ritual short, ending all effects instantly.
Duration: Casting + 2 rounds/Incanter level
Saving Throw: Fortitude Partial (see text)
Spell Resistance: No

Djinn_in_Tonic
2008-03-09, 11:28 AM
--Reserved II--

Djinn_in_Tonic
2008-03-09, 11:34 AM
--Reserved III--

Djinn_in_Tonic
2008-03-09, 11:35 AM
--Reserved IV--

Djinn_in_Tonic
2008-03-09, 11:36 AM
Posting may now begin.

Lord_Gareth
2008-03-11, 06:36 AM
Alright, before I do anything else, I'd like to point out that the 20th level ability for Sandmen is kinda absolutely brokentastic. No maximum age limit anymore? Can you say, "Unlimited cosmic power"?

For that matter, Elans break that class too, now that I think about it....must..figure out..way..to..fix..this...

A word on Supreme Rituals, since you don't seem to have any yet - every caster only gets ONE unless they steal them from another caster. This is quite intentional. Ninth level spells in the old system lacked importance - it made one feel as though immense power was absolutely meaningless. When a Supreme Ritual goes off, people nations over know. Look at the old Supremes - Genesis created an entire plane for you. Annihilation was just doom on a stick, obliterating miles and miles of landscape. Maybe you don't want it that strong, but they should have very significant cost and very significant power.

Rituals to come later from me ^_^

Djinn_in_Tonic
2008-03-11, 07:58 AM
Not really broken, since they still age themselves using Sacrifices. Those penalties aren't real aging...just effective aging. A 20th level Sandman still gains points of Sand with each ritual cast, and still feels the burden of time pressing down on him, even if he can live forever.

Kai-Palin
2008-03-11, 06:51 PM
There seems to be a fundamental difference between the way you two want to work the Sandmen. Just pointing that out.

I thought that Intelligence was supposed to be a useful skill for most of the paradigms? Has that been thrown out of the window or can we alter/add something in to make it useful, if not necessary.

Just my two cents, (rant) but using charisma for a casting stat as it currently stands now is ridiculous. There should be absolutely no reason that a creature that has a racial penalty simply because it is ugly or alien to the "normal" people (take a genasi, for example), is worse at casting ritual magic, which derived from personal convictions. Take dwarves! They're repeatedly touted as having some of the strongest convictions of any race, and yet between an average dwarven Chronomancer and a human Chronomancer, the human is better because he can interact with "normal" society more easily. That is completely illogical in my eyes.
Also, the Daemon Magus should need Intellect for something, if only because a pretty idiot (i.e. high Cha, low Int) really ought not be able to bargain with Abyssal Entities more capably than a socially inept or hideously ugly genius (low Cha, high Int). (/rant)

Lord_Gareth
2008-03-11, 07:10 PM
You know, I probably shoulda been the one to point that out, but he's right - fastcasters use Charisma as a casting stat (for the same reason Sorcerers do), but Ritualists should be using Intelligence. Rituals are patterns that are carefully memorized with the goal of performing them the same way each time. They are a focused process, even moreso than spells are. They require intelligence, not confidence.

Lord_Gareth
2008-03-11, 07:12 PM
You know, I probably shoulda been the one to point that out, but he's right - fastcasters use Charisma as a casting stat (for the same reason Sorcerers do), but Ritualists should be using Intelligence. Rituals are patterns that are carefully memorized with the goal of performing them the same way each time. They are a focused process, even moreso than spells are. They require intelligence, not confidence.

Djinn_in_Tonic
2008-03-12, 12:11 PM
Understood...partly. Here's my reasoning. Bear with me, since this isn't a "No I refuse to do that" post.

Daemon Magi I can definitely see as needing Intelligence for their work. However, I thought that flavor-wise I liked the idea of using their own force of personality to fuel their spells. You need to be smart to find the right rituals and incant them, but when you barter with abyssal powers you need to be strong souled.

Sandmen currently operate on Wisdom. I like the idea that strong willpower is what's needed to manipulate the forces of time itself, rather than simply smarts. It adds a bit of flavor by separating the paradigms further.

Martyrs I like using Charisma, as I like the idea of a strong personality (Charisma doesn't mean just pretty...it's force of personality as well) being able to withstand and justify the horrors it does to itself.


That said, I'll admit to your need for Intelligence being factored in. Do you feel it should be a complete replacement of the DC, or should it simply be factored in to determine what level of Rituals you can learn? Personally, I like the latter (multi-casting stat...helps with balance somewhat), but I'm open to opinions.

I also felt that the different casting stats helped differenciate the different paradigms in an interesting way...for example, I could see some Fastcasters operation on Int, some on Cha, depending on what their paradigm is.

Once again, this is just personal opinion...feel free to make your own case, as I'm open to all opinions.

ForzaFiori
2008-03-13, 08:05 PM
Foretelling

"Those who cannot see was is will never see what will be. Before one can look into the future, one must first learn to look around himself." -Dorian Rike, Sandman


i think you have a typo there, but i'm not sure. did you mean to say " those who cannot see whatwas will never see what will be? or perhaps "those who cannot see what is will never see what will be?

Djinn_in_Tonic
2008-03-13, 08:16 PM
Yep. Thanks for catching that one.

Lord_Gareth
2008-03-15, 07:20 PM
I think Daemon Magus should be using Intelligence entirely. Bargaining with demonic powers is just like being a lawyer - you think, not feel. I agree with your reasoning on all the other ones. Intelligence should probably determine the levels of Rituals they can cast ^_^

Djinn_in_Tonic
2008-03-15, 08:22 PM
Sounds good to me.

Rituals will be completely re-vamped and posted later, once I get the rules sorted out and more created...this may take a while.

Lord_Gareth
2008-03-20, 05:07 PM
^_^ S'okay, this isn't something to be done quickly.

Also, you have a typo in your Daemon Magus entry, where you call them Martyrs.

Lord_Gareth
2008-03-20, 05:09 PM
^_^ S'okay, this isn't something to be done quickly.

Also, you have a typo in your Daemon Magus entry, where you call them Martyrs.

Shades of Gray
2008-03-20, 05:56 PM
Why limit it to daemon Magi?

In complete mage, warlocks can make pacts with celstials, devils, demons, fey, and even slaadi.

Djinn_in_Tonic
2008-03-20, 11:47 PM
Anyway, my part of this project is postponed until at least March 31st, as my incredibly long and complicated college essay was recently assigned, and is due on that date. After that, I'll probably relax a bit, then buckle down and complete the Ritualist.

Just a heads up for you all.

-The Djinn

Lord_Gareth
2008-03-31, 01:33 PM
Bumping for Djinn's eventual return - don't give up hope, folks! We still want your ideas!

To answer Shades' question - that's Channelers. Daemon Magi are more similar to wizards, whereas Channelers are more like Warlocks. Make sense to you?

Fako
2008-04-27, 03:38 PM
First off, let me say that I love the idea of this class! My group I play with likes to (over)use magic for every problem, so this looks like a great alternative to me...

In the other thread, you said you wanted suggestions on Rituals... Not sure if I did them right, but I've got a few for you... no clue as to what grade two of them should be, but I tried to make a Supreme one...

Here they are:

Glory of the Noonday Sun
Radiance?
Incanting Time: 1 round
Extension: +1 round
Area: 30ft cone
Range: 30ft
Effect: When you perform this ritual, you draw light, holy and pure, into you and unleash it to incite panic in undead beings. Make a Turn Undead attempt, using your Incanter Level in place of your Cleric Level.
Extension I: The power that is unleashed is strong enough to burst from those afflicted. All undead successfully turned take 1D8 positive energy damage.
Extension II: As more power flows into you, you find it easier to control. You get a +4 insight bonus on the Turning Roll to determine what level of undead you can turn.
Extension III: The power flowing from you becomes strong enough to harm all undead in the area, even if they are not Turned. All undead take 2D8 positive energy damage as light bursts from their body.
Extension IV: Your control increases to near impossible levels. Treat the check as a Greater Turning attempt.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Catch a Falling Star
Radiance?
Incanting Time: 1 round
Extension: +1 round
Area: See Text
Range: Personal
Effect: Performing this ritual conjures a glowing ball of light into your hand. It emits light as a torch, but is cool to the touch, and dissipates if it ever leaves your hand.
Extension I: The inner core of the ball glows brighter, as if promising a deeper power. You may throw the ball of light to have it explode in a shower of flames, dealing 1D4 fire damage per 2 levels to everything within a 10ft radius of where it hits (Reflex half, DC 14 + Wis). Doing this ends the ritual immediately.
Extension II: The ball glows brighter, making your surroundings clearer. The strength of the illumination increases to Daylight strength, and harms creatures sensitive to daylight accordingly.
Extension III: The inner core of the ball pulses, promising pain. The damage dealt by throwing the ball increases to 1D6 per 2 levels. The radius remains at 10ft, and throwing it still ends the ritual.
Extension IV: The light from the ball increases to painful levels. Anyone within 30ft of you must make a Fortitude Save (DC 14 + Wis) or be blinded by the light. You can still see normally. Additionally, any creature with Light Sensitivity suffers double the normal penalties while within the light. If thrown, the ball deals 1D6 fire damage per level to everything within 15ft of where it lands. However, increasing the ritual to this strength cuts the remaining duration down to 5 rounds.
Duration: Casting + 1 round/level or Casting + 5 rounds (see text)
Saving Throw: Reflex partial, Fortitude partial (see text)
Spell Resistance: Yes (see text)

Transcend the Mortal Frame
Radiance, Supreme
Incanting Time: 1 round
Extension: +1 round
Area: Personal
Range: Personal
Effect: With this ritual, you forsake normal means of existence, and instead fuel your body with your own beliefs. Your skin starts to glow, emitting daylight in a 30ft radius from you. You add your Charisma bonus to all saves, and suffer no ill effects from Hit Point loss (you do not fall unconsious at -1, and do not die at -10) while the ritual is in effect.
Extension I: Beams of light radiate from your fingertips, and the daylight you emit grows strong enough to light 100ft around you. Your belief bolsters you from pain, giving you DR 10/evil and Fire, Acid, and Electricity Resistance 25.
Extension II: At this level of power, your eyes become globes of pure light, and every time you speak your mouth emits a cone of bright light. The light you emit illuminates a quarter of a mile around you. Your belief cements who you are, making you immune to Level Drain and Death effects.
Extension III: You glow even brighter, and appear as a silhouette of light to anyone looking directly at you. You illuminate a half mile radius with daylight. The power of your belief mends wounds and repairs bones, granting you Fast Healing 5.
Extension IV: The light you emit becomes bright enough to light as far as a mile away from you in pure daylight. Anyone within 10ft of you is automatically blinded until they move away, as there is no way to protect their eyes from your brilliance. Your faith is so strong and pure that nothing can kill you. A boulder could drop on you and you will walk away, bruised but still standing. You are immune to all poisons, diseases, and critical hits. Furthermore, any ritual you cast while in this state is automatically at Extension I, as if you had made a sacrifice.
Special: Taking this ritual beyond its normal limits is incredibly taxing on the caster, to the point where they fall unconsious after the duration ends. They remain comatose for 1 round per extension they took the ritual to.
Duration: Casting + 1 round/3 levels
Saving Throw: None
Spell Resistance: No


Like I said, not sure how I did... feel free to alter/discard/save whichever ones you wish ^_^

Please keep up the good work... I want to use this!

Djinn_in_Tonic
2008-04-27, 04:05 PM
While those rituals have some good ideas in them (that I may borrow if I may), the ritual system is changing to allow for greater customization. At the moment, IDEAS for the various schools are appreciated, but statting them out is probably not worth it.

However, if you wish to keep throwing out suggestions, I have absolutely NO problem with it. :smallbiggrin:

-The Djinn

tarkisflux
2008-05-02, 04:14 PM
This looks like a really really interesting rebuild, and it's been fun catching up with what you've gone through to get here. Nice work!

Since you're still asking for them, I'll kick in some ideas as soon as I have them (busy digesting it still), and just toss out a nitpick clarification question right now :smallwink:.


*The Ritualist*

Learning Rituals: A Ritualist begins play knowing two Minor rituals from any of his associated traditions (see Traditions, below). At each subsequent Ritualist level he learns another Minor ritual from any of his associated traditions.

At 5th level he may choose to learn an Adept ritual in place of a Minor ritual.

At 10th level he may choose to learn a Moderate or Adept ritual in place of a Minor ritual.

At 15th level he may choose to learn a Major, Moderate, or Adept ritual in place of a Minor ritual.

At 20th level he may choose to learn a Supreme, Major, Moderate, or Adept ritual in place of a Minor ritual.


Does this mean that a ritualist only gets minor rituals at every level except for those 4? Or did you mean that they can start selecting Adept rituals at 5, Moderate at 10, etc.?

Djinn_in_Tonic
2008-05-03, 01:22 AM
Thanks for catching that. They should begin to be able to select those rituals.

Klode
2010-12-12, 05:33 PM
:Bump:
Wouldn't want this one to die, so I thought I would bump it. I'm all game for systems that has a "relative cost for relative awesome power ratio", rather than just "daily awesomeness given, but non taken what-so-F***kin-ever" :)!

Cheers

Vaynor
2010-12-12, 06:59 PM
The Red Towel: Thread necromancy.