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    Oct 2011

    Default Re: Ritual Magic (a homebrew subsystem)


    Alignment: Any.
    HD: d6
    Races: Any.
    Abilities: Wisdom determines how many rituals you can charge and how difficult they are to resist, as well as how well you can guide your glyphs; a high Constitution is helpful for everyone.

    {table=head]Level | BAB | Fort | Ref | Will | Rit. Known | Rit. Charged | Special
    1 | +0 | +0 | +2 | +2 | 4 | 0* | Ritual tracing (minor), bonded glyph
    2 | +1 | +0 | +3 | +3 | 5 | 0* | Bonus feat
    3 | +2 | +1 | +3 | +3 | 6 | 0* | Animate glyph (minor), glyphic empathy
    4 | +3 | +1 | +4 | +4 | 7 | 0* | Adaptive learning
    5 | +3 | +1 | +4 | +4 | 8 | 2 | Ritual tracing (least)
    6 | +4 | +2 | +5 | +5 | 9 | 3 | Ritual Shorthand, runic senses
    7 | +5 | +2 | +5 | +5 | 10 | 4 | Animate glyph (least)
    8 | +6/+1 | +2 | +6 | +6 | 11 | 4 | Adaptive learning, runic versatility
    9 | +6/+1 | +3 | +6 | +6 | 12 | 5 | Ritual tracing (lesser)
    10 | +7/+2 | +3 | +7 | +7 | 13 | 6 | Bonus feat
    11 | +8/+3 | +3 | +7 | +7 | 14 | 7 | Animate glyph (lesser)
    12 | +9/+4 | +4 | +8 | +8 | 15 | 8 | Adaptive learning
    13 | +9/+4 | +4 | +8 | +8 | 16 | 9 | Ritual tracing (greater)
    14 | +10/+5 | +4 | +9 | +9 | 18 | 10 | Greater runic versatility
    15 | +11/+6/+1 | +5 | +9 | +9 | 20 | 10 | Animate glyph (greater)
    16 | +12/+7/+2 | +5 | +10 | +10 | 22 | 11 | Adaptive learning
    17 | +12/+7/+2 | +5 | +10 | +10 | 24 | 12 | Ritual tracing (advanced)
    18 | +13/+8/+3 | +6 | +11 | +11 | 26 | 13 | Bonus feat
    19 | +14/+9/+4 | +6 | +11 | +11 | 28 | 14 | Animate glyph (advanced)
    20 | +15/+10/+5 | +6 | +12 | +12 | 30 | 15 | Adaptive learning, runic mastery[/table]

    * At 1st-4th level, you can have a number of simultaneous minor rituals charged equal to your Wisdom modifier; beginning at 5th level, the number of stronger rituals you can have charged at a time is given by the table.

    Class Skills (4+Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Listen, Profession, Search, Spellcraft, Spot, and Use Magic Device.

    Class Features

    Weapon and Armor Proficiency: You are proficient with all simple weapons and one martial weapon of your choice, light armor, and shields (but not tower shields).

    Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round plus 1 round per Glyphwalker level, and the tracer level of your rituals is equal to your Glyphwalker level. The DC to resist the effect of any of your rituals is equal to your 10 + your Wisdom modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

    You begin by knowing four minor rituals from any list (including class lists). You can have a number of minor rituals equal to your Wisdom modifier charged at any one time. At 5th level, you learn how to trace least rituals, at 9th level you learn to trace lesser rituals, at 13th level you learn to trace greater rituals, and at 17th level you learn to trace advanced rituals. As you increase in level, you learn more rituals as shown in the table above, again from any list; you can only learn rituals of a level you are able to trace.

    For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Wisdom modifier, rounded down. When you reach 9th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 9th-level glyphwalker with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

    At 13th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 13th-level glyphwalker with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

    When you reach 17th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 17th-level glyphwalker with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

    Bonded glyph: You tattoo a special glyph onto your skin, which takes on a form of sentience. Your bonded glyph is similar to a wizard's familiar, but is not a creature in the traditional sense. It grants you certain abilities, and gains in power as you increase in level, as detailed below.

    Bonded Glyph
    A glyphwalker's bonded glyph is a magical tattoo has rudimentary sentience. It grants the glyphwalker certain abilities based on the glyphwalker's class level, as shown in the table below.

    Use the basic statistics for a crawling glyph of the appropriate strength, but make the following changes:
    • Hit Dice -- For the purpose of effects related to number of Hit Dice, use the glyphwalker's character level or the glyph's normal HD total, whichever is higher.
    • Hit Points -- The bonded glyph has one-half the glyphwalker's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
    • Saving Throws -- For each saving throw, use either the glyph's base save bonus or the glyphwalker's (as calculated from all her classes), whichever is better. The glyph uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the glyphwalker might have on saves.

    {table=head]Glyphwalker Level | Ability Bonus | Int | Special
    1st-2nd | +0 | 4 | Alertness, ritual affinity (minor)
    3rd-5th | +2 | 5 | Spell defense
    6th-9th | +2 | 6 | Ritual immersion, ritual affinity (least)
    10th-13th | +4 | 7 | Locomotion, ritual affinity (lesser), telepathy
    14th-17th | +4 | 8 | Spell resistance, ritual affinity (greater)
    18th-20th | +6 | 9 | Spell boost, ritual affinity (advanced)[/table]

    Bonded Glyph Ability Descriptions
    Every glyph has special abilities (or imparts abilities to their glyphwalker) depending on the glyphwalker's class level, as shown on the table above. The abilities given on the table are cumulative.
    • Ability Bonus -- The glyphwalker gains a bonus to her Strength, Dexterity, or Constitution score, choosing which ability score is affected after 24 hours or 8 hours of rest.
    • Int -- The glyph's Intelligence score.
    • Alertness (Ex) -- While the glyph is scribed on the glyphwalker's skin (see Locomotion below), the glyphwalker gains the benefit of the Alertness feat.
    • Ritual Affinity (Su) -- At 1st level, the glyphwalker chooses one minor ritual she knows to associate her bonded glyph with. Every time she gains a level she can change the associated ritual to another ritual she knows; starting at 6th level, she can choose a least ritual, at 10th she can choose a lesser ritual, at 14th she can choose a greater ritual, and at 18th level she can choose an advanced ritual. As long as the bonded glyph is scribed on the glyphwalker's skin (see Locomotion below), whenever the glyphwalker traces the associate ritual, the duration is doubled, the tracer level increases by 2, the save DC (if any) increases by 1, and the ritual is 25% faster to trace.
    • Spell defense (Su) -- Starting at 3rd level, as long as the glyph is scribed on the glyphwalker's skin, she gains a +3 bonus on saves vs spells and spell-like abilities.
    • Ritual immersion (Su) -- If the glyphwalker is 6th level or higher, she gains the benefit of the bonded glyph's associated ritual as long as the glyph is scribed on her skin.
    • Telepathy (Ex) -- Beginning at 10th level, the glyphwalker has a telepathic link with the bonded glyph out to a distance of 1 mile. The glyphwalker cannot see through the glyph's eyes, because it doesn't have any; however, because of this telepathic link, the glyphwalker has the same connection to an item or place that her bonded glyph does.
    • Locomotion (Ex) -- When the glyphwalker reaches 10th level, the bonded glyph can crawl off of her skin and move around on its own. When the glyph does so, it becomes a normal crawling glyph of the associated ritual, except with the increased intelligence and telepathy. If the bonded glyph is destroyed while detached, the glyphwalker loses 200 xp per class level (DC 15 Fortitude save to reduce xp loss by half), and can be replaced after 1 week of special ceremonies.
    • Spell Resistance (Ex) -- At 14th level, the magic of the bonded glyph protects the glyphwalker even more effectively from other spell effects. As long as the glyph is scribed on the glyphwalker's skin, the glyphwalker gains spell resistance equal to 11 + her class level.
    • Spell Boost (Su) -- Starting at 18th level, whenever the glyphwalker resists a spell due to the spell resistance granted by the bonded glyph, she gains 5 temporary hit points per level of the spell, as the glyph's own magical energy absorbs the spell.

    Bonus feat: At 2nd level, and again at 10th and 18th level, you gain a bonus ritual or metaritual feat for which you meet the prerequisites.

    Animate glyph (Su): When you reach 3rd level, you gain the ability to animate a glyph for a ritual that you know. You trace the ritual as normal, but instead of becoming charged, the result is a crawling glyph associated with the ritual you trace. The crawling glyph lasts for 1 hour per class level or until destroyed; you have no special control over the glyph except by using your glyphic empathy ability. When you animate the glyph, you can make a Spellcraft check to have the crawling glyph know one trick of your choice; the DC of the Spellcraft check is the DC to train a non-animal creature that trick. You can use this ability once per day per three class levels, rounded down. At 3rd level, you can animate minor rituals, at 7th level you can animate least rituals, at 11th you can animate lesser rituals, at 15th level you can animate greater rituals, and at 19th level you can animate advanced rituals. You cannot have more than one crawling glyph of the same strength animated at a time.

    Glyphic empathy (Ex): Beginning at 3rd level, you can attempt to control crawling glyphs (either those you create or ones you encounter). This works like the Handle Animal skill, except that your bonus on the check is equal to your class level plus your Wisdom modifier, and the DC is equal to 5 + the crawling glyph's hit dice.

    Adaptive learning: At 4th level, and every four levels after, you may learn a new ritual in place of a ritual you already know; the new ritual must be chosen from the list of general rituals.

    Ritual Shorthand: At 6th level, you gain Ritual Shorthand as a bonus feat. You must meet the prerequisites.

    Runic senses (Su): Beginning at 6th level, you gain the trapfinding special ability; however, you can only use it for magical traps, and you use Spellcraft to disable them instead of Disable Device.

    Runic versatility (Sp): At 8th level, you gain the ability to cast the following spells as spell-like abilities at a caster level equal to your class level: ghoul glyph, glyph of warding, and explosive runes. You can use this ability a total number of times per day equal to your Wisdom modifier, but can only cast each individual spell a maximum of twice per day.

    Greater runic versatility: Beginning at 14th level, you add the following spells to the list of spells to choose from when using your runic versatility class feature: evacuation rune, greater glyph of warding, symbol of fear, symbol of pain, symbol of persuasion, symbol of sleep, symbol of spell loss, and symbol of thirst

    Runic mastery: At 20th level, you add the following spells to the list of spells to choose from when using your runic versatility class feature: symbol of death, symbol of insanity, symbol of stunning, and symbol of weakness. In addition, the number of times you can use the ability increases to twice your Wisdom modifier, though you can still only cast each individual SLA a maximum of twice per day.
    Last edited by sirpercival; 2012-10-07 at 09:34 PM.
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