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    Default Re: Ritual Magic (a homebrew subsystem)

    Witchblood Class Ritual List

    Minor Rituals:
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    Circle of Blood, Minor
    Whenever a creature within 10 feet of you takes damage, increase that damage by 1. This ritual affects all creatures (including your allies) within range, except you.

    Circle of Pain, Minor
    Whenever a creature within 10 feet of you takes an action, that creature must make a Fortitude save or suffer 1d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.

    Ritual of Bitter Winter, Minor
    The air around you in a 10 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round.

    Ritual of Blood Summoning, Minor
    When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the ritual effect ends. 4 hp: A fiendish creature from the "Summon Monster I" list. 6 hp: A Lemure. 8 hp: A Dretch.

    Ritual of Plague, Minor
    You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose either Mindfire or Filth Fever. A given creature is at risk of infection no more than once per round.

    Vampiric Circle, Minor
    You draw lifeforce from creatures nearby into yourself. Every round, any creature within 10 feet of you takes 1 point of negative energy damage; if any creature is affected this way then you gain 1 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.


    Least Rituals:
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    Circle of Blood, Least
    Whenever a creature within 20 feet of you takes hit point damage, increase that damage by 1d4. This ritual affects all creatures (including your allies) within range, except you.

    Circle of Despair, Least
    Whenever you suffer a penalty, all other creatures within a 30 radius emanation must make a Will save or also suffer that penalty for as long as you have it and they remain in the emanation.

    Circle of Pain, Least
    Whenever a creature within 20 feet of you takes an action, that creature must make a Fortitude save or suffer 2d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.

    Hexed Circle, Least
    Whenever a creature other than yourself within 10 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, you (if you are in range), and creatures the attacker is not aware of or is unable to damage.

    Ritual of Bitter Winter, Least
    The air around you in a 20 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round.

    Ritual of Blood Summoning, Least
    When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 12 hp: An Imp or a Quasit. 22 hp: A Bearded Devil.

    Ritual of Plague, Least
    You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose either Devil Chills or Shakes. A given creature is at risk of infection no more than once per round.

    Vampiric Circle, Least
    You draw lifeforce from creatures nearby into yourself. Every round, any creature within 20 feet of you takes 1d6 points of negative energy damage; if any creature is affected this way then you gain 2 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

    Witchblood's Spell Ritual, Least
    This ritual duplicates the effect of one necromancy spell of 1st level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual


    Lesser Rituals:
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    Circle of Blood, Lesser
    Whenever a creature within 30 feet of you takes hit point damage, increase that damage by 3d4. This ritual affects all creatures (including your allies) within range, except you.

    Circle of Pain, Lesser
    Whenever a creature within 30 feet of you takes an action, that creature must make a Fortitude save or suffer 4d6 nonlethal damage and become sickened for the duration of the ritual. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening effect; a sickened creature that moves out of the area of effect receives an additional save to remove the condition.

    Circle of Torment, Lesser
    Whenever you gain a condition, all other creatures within a 30 radius emanation must make a Will save or also gain that condition for as long as you have it and they remain in the emanation.

    Hexed Circle, Lesser
    Whenever a creature other than yourself within 20 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, you (if you are in range), and creatures the attacker is not aware of or is unable to damage. You are half as likely as any other creature to be attacked.

    Ritual of Bitter Winter, Lesser
    The air around you in a 30 foot radius emanation becomes bitter cold, dealing 2d6 points of cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round. In addition, snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 2 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

    Ritual of Blood Summoning, Lesser
    When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 27 hp: A Chain Devil or a Succubus. 35 hp: A Blood Elemental or a Hellcat. 43 hp: An Erinyes.

    Ritual of Plague, Lesser
    You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose one of Blinding Sickness, Red Ache, and Slimy Doom. You can affect a given creature with this ritual any number of times per round.

    Vampiric Circle, Lesser
    You draw lifeforce from creatures nearby into yourself. Every round, any creature within 30 feet of you takes 1d8 points of negative energy damage and 1 point of Strength, Dexterity, or Constitution damage (your choice when you trace the ritual; Fort save to negate the ability damage). If any creature is affected this way then you gain 5 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

    Witchblood's Spell Ritual, Lesser
    This ritual duplicates the effect of one necromancy spell of 3rd level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual

    Zone of Animation, Lesser
    This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, a corpse chosen at random within the area animates as a skeleton or a zombie, similar to the effects of an animate dead spell. If there are no corpses available, a skeleton or zombie is instead summoned into the area, as though with the summon undead II spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).


    Greater Rituals:
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    Circle of Agony, Greater
    Whenever you would take hit point damage, you instead take half as much damage (rounded up), and the rest is divided evenly among all creatures within a 30 foot radius emanation. You choose which such creatures suffer any remaining damage if it cannot be evenly divided. This ritual protects you from taking damage from a Circle of Agony discharged by any other creature..

    Circle of Blood, Greater
    Whenever a creature within 50 feet of you takes hit point damage, increase that damage by 6d4, and the following round they take 1d6 damage of the same type (a single creature can only take 2d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

    Circle of Chaos, Greater
    Each round, each creature within a 30 foot radius emanation (centered on you) must make a Will save or become confused for 1 round. This affects all creatures in the area other than you, including your allies.

    Circle of Pain, Greater
    Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or suffer 8d6 nonlethal damage and become nauseated for the duration of the ritual; that creature is sickened for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening and nauseating effects; a sickened or nauseated creature that moves out of the area of effect receives an additional save to remove the condition.

    Hexed Circle, Greater
    Whenever a creature other than yourself within 30 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, and creatures the attacker is not aware of or is unable to damage. You will never be targeted unless you are the only valid target, and your enemies are twice as likely to be targeted as any other possible targets.

    Ritual of Bitter Winter, Greater
    The air around you in a 50 foot radius emanation becomes bitter cold, dealing 3d6 points of cold damage and 1d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

    Ritual of Blood Summoning, Greater
    When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 50 hp: A Bone Devil or a Vrock. 60 hp: A Barbed Devil or a Retriever.

    Ritual of Plague, Greater
    You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose one of Cackle Fever, Demon Fever, and Mummy Rot. Creatures adjacent to you at the beginning of your turn are also at risk of infection as though you had touched them, and you can affect a given creature with this ritual any number of times per round.

    Vampiric Circle, Greater
    You draw lifeforce from creatures nearby into yourself. Every round, any creature within 50 feet of you takes 3d8 points of negative energy damage and 1 point each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 3 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

    Witchblood's Spell Ritual, Greater
    This ritual duplicates the effect of one necromancy spell of 5th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual

    Zone of Animation, Greater
    This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, two corpses chosen at random within the area animate as skeletons or zombies, similar to the effects of an animate dead spell. If there are no corpses available, an allip or ghast is instead summoned into the area, as though with the summon undead IV spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).


    Advanced Rituals:
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    Annihilation Zone, Advanced
    Three rounds after discharging this ritual, all matter within 30 feet of your space when you discharged it is completely annihilated, as if it had come in contact with a Sphere of Annihilation.

    Circle of Blood, Advanced
    Whenever a creature within 75 feet of you takes hit point damage, increase that damage by 12d4, and the following round they take 2d6 damage of the same type (a single creature can only take 6d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

    Circle of Pain, Advanced
    Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or fall unconscious for the duration of the ritual; that creature suffers 8d6 nonlethal damage and is nauseated for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the other effects of the ritual; a sickened, nauseated, or unconscious creature that moves out of the area of effect receives an additional save to remove the condition.

    Hexed Circle, Advanced
    Whenever a creature other than yourself within 50 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, and creatures the attacker is not aware of or is unable to damage. You and your allies will never be targeted unless you are the only valid target; if the attack is redirected back at the attacker, the attack automatically threatens and confirms a critical hit.

    Ritual of Bitter Winter, Advanced
    The air around you in a 75 foot radius emanation becomes bitter cold, dealing 6d6 points of cold damage and 2d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round, and creatures that fail their Fort save must also make a Will save at the same DC or gain a negative level. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

    Ritual of Blood Summoning, Advanced
    When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 100 hp: An Ice Devil or a Nalfeshnee. 150 hp: A Marilith or a Horned Devil. Your maximum hp plus 9 (minimum 200 hp): A Balor or a Pit Fiend.

    Ritual of Plague, Advanced
    You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose one of Enervating End and Psychic Degeneration. Creatures adjacent to you at the beginning of your turn are also at risk of infection as though you had touched them, and you can affect a given creature with this ritual any number of times per round. In addition, creatures infected by this ritual's disease can also spread it to creatures other than yourself until cured, as per Greater Ritual of Plague (using the disease's normal save DC)

    Vampiric Circle, Advanced
    You draw lifeforce from creatures nearby into yourself. Every round, any creature within 75 feet of you takes 6d8 points of negative energy damage and 1d4 points each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 7 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last for 1 hour or until used up.

    Witchblood's Spell Ritual, Advanced
    This ritual duplicates the effect of one necromancy spell of 7th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual
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