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    Default Re: Ritual Magic (a homebrew subsystem)

    Circle Master 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 Good Hope, Minor
    All allies within 10 feet of you gain the effect of one minor ritual that you discharge in the same action that you discharge this ritual.

    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.

    Circle of Shards, Minor
    A vortex of force needles surrounds you. All creatures within 10 feet of you take 1d3 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.

    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.

    Zone of Calm, Minor
    This ritual affects a 10 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. Any creature within the area must make a Will save each round or be fascinated for 1d4+1 rounds. Any obvious threats allow for additional saving throws against the effect or immediately end the condition, as normal for the fascinated condition.

    Zone of Light, Minor
    This ritual affects a 20 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. Creatures within the area are dazzled while they remain within the area (no save). This is the equivalent of a 1st level Light effect for the purpose of interacting with Darkness effects.


    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 Good Hope, Least
    All allies within 20 feet of you gain the effect of one least ritual that you discharge in the same action that you discharge this ritual. You cannot share Spell Rituals with this ritual.

    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.

    Circle of Shards, Least
    A vortex of force needles surrounds you. All creatures within 20 feet of you take 1d6 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.

    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.

    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.

    Zone of Clarity, Least
    This ritual affects a 20 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. Charm and Compulsion effects are suppressed within the area but return when outside it (and when the effect ends).

    Zone of Cowardice, Least
    This ritual affects a 20 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. Creatures within the area are shaken while they remain within the area (no save) and must make a Will save each round or instead become frightened for 1d4 rounds. This is a mind-affecting fear effect that does not stack with other fear effects.

    Zone of Fortification, Least
    This ritual affects a 20 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. Creatures within the area are immune to critical hits and gain hardness 10.

    Zone of the Unseen, Least
    This ritual affects a 20 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. Everything inside the area is invisible to viewers outside the area, and viewers inside the area cannot see outside the area. True seeing nullifies this effect.


    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 Good Hope, Lesser
    All allies within 30 feet of you gain the effect of one lesser ritual that you discharge in the same action that you discharge this ritual, as well as a +1 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

    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 Shards, Lesser
    A vortex of force needles surrounds you. All creatures within 30 feet of you take 2d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded for 1 round. This is a force effect, and thus works normally on incorporeal creatures.

    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.

    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.

    Zone of Alacrity, Lesser
    This ritual affects a 20 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. Creatures within the area suffer the effects of a haste spell as long as they remain in the area (no save).

    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).

    Zone of Lethargy, Lesser
    This ritual affects a 20 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. Creatures within the area suffer the effects of a slow spell as long as they remain in the area (no save).

    Zone of Radiance, Lesser
    This ritual affects a 20 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. Creatures within the area are blinded while they remain within the area (no save). This is the equivalent of a 3rd level Light effect for the purpose of interacting with Darkness effects.


    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 Good Hope, Greater
    All allies within 50 feet of you gain the effect of one greater ritual that you discharge in the same action that you discharge this ritual, as well as a +3 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

    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.

    Circle of Shards, Greater
    A vortex of force needles surrounds you. All creatures within 50 feet of you take 5d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save or be blinded for the remaining duration of the ritual effect. This is a force effect, and thus works normally on incorporeal creatures.

    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.

    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.

    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).

    Zone of Imprisonment, Greater
    This ritual affects a 30 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. Creatures within the area must succeed on a Will save each time they try to leave it by any means, including teleportation or planar ravel. On a failed save, they cannot move out of its area, and effects that would remove them from its area fail to do so.


    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 Good Hope, Advanced
    All allies within 75 feet of you gain the effect of one advanced ritual that you discharge in the same action that you discharge this ritual, as well as a +5 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

    Circle of Peace, Advanced
    Attacks cannot be made against or by creatures within 75 feet of you. Such creatures are immune to any new sources of damage, conditions, or penalties.

    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.

    Circle of Shards, Advanced
    A vortex of force needles surrounds you. All creatures within 75 feet of you take 10d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded permanently. This is a force effect, and thus works normally on incorporeal creatures.

    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.

    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.

    Zone of Life, Advanced
    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. Whenever a creature within the affected area dies, 3 rounds later it gains the benefit of a resurrection spell (provided the ritual is still active).

    Zone of Imprisonment, Advanced
    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. Creatures within the area must succeed on a Will save each time they try to move by any means, including teleportation or planar ravel. On a failed save, they cannot move, and effects that would move them fail to do so. You can move freely, but must make a Will save to leave the zone (as per the Greater Zone of Imprisonment ritual).
    Last edited by sirpercival; 2012-08-22 at 07:20 PM.
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