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  1. - Top - End - #31
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Re: Ritual Magic (a homebrew subsystem)

    New Magic Items

    Blood Athame
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    A blood athame is a special knife, similar to a metamagic rod, that a character can use when tracing a ritual to apply a metaritual feat to that ritual. Doing so, however, comes at a price in blood. There is one blood athame for each metaritual, and each type of blood athame comes in different strengths (which determine the strength of the ritual to which it may be applied).

    When not being used to trace a ritual, a blood athame is a masterwork dagger. A blood athame of a given strength may be used to augment a ritual of the given strength or less (for example, a lesser blood athame can be used when tracing any lesser, least, or minor ritual).

    Blood Athame: Empower
    Price: 1500gp (minor), 3000gp (least), 9000gp (lesser), 30000gp (greater), 65000 gp (advanced)
    Body Slot: -- (held)
    Caster Level: 17th
    Aura: Moderate; (DC 19) no school
    Activation: --
    Weight: 1 lb
    Effect: You can trace up to three rituals per day as though they were effected by the Empower Ritual feat, without increasing the tracing time or the number of charge slots they require. Using this blood athame requires voluntarily taking 1 point of Constitution damage, which may not be reduced or prevented in any way.
    Crafting Prerequisite: Craft Ritual Item, Empower Ritual

    Blood Athame: Heighten
    Price: 1000gp (minor), 2000gp (least), 6000gp (lesser), 20000gp (greater), 50000 gp (advanced)
    Body Slot: -- (held)
    Caster Level: 17th
    Aura: Moderate; (DC 19) no school
    Activation: --
    Weight: 1 lb
    Effect: You can trace up to three rituals per day as though they were effected by the Heighten Ritual feat, without increasing the tracing time or the number of charge slots they require. Doing so only increases the DC of the ritual by +1. Using this blood athame requires voluntarily taking 1 point of Wisdom damage, which may not be reduced or prevented in any way.
    Crafting Prerequisite: Craft Ritual Item, Heighten Ritual

    Blood Athame: Maximize
    Price: 3000gp (minor), 6000gp (least), 18000gp (lesser), 60000gp (greater), 140000 gp (advanced)
    Body Slot: -- (held)
    Caster Level: 17th
    Aura: Moderate; (DC 19) no school
    Activation: --
    Weight: 1 lb
    Effect: You can trace up to three rituals per day as though they were effected by the Maximize Ritual feat, without increasing the tracing time or the number of charge slots they require. Using this blood athame requires voluntarily taking 2 points of Strength damage, which may not be reduced or prevented in any way.
    Crafting Prerequisite: Craft Ritual Item, Maximize Ritual

    Blood Athame: Quicken
    Price: 5000gp (minor), 10000gp (least), 30000gp (lesser), 100000gp (greater), 200000 gp (advanced)
    Body Slot: -- (held)
    Caster Level: 17th
    Aura: Moderate; (DC 19) no school
    Activation: --
    Weight: 1 lb
    Effect: You can trace up to three rituals per day as though they were effected by the Quicken Ritual feat, without increasing the number of charge slots they require. Using this blood athame requires voluntarily taking 3 points of Intelligence damage, which may not be reduced or prevented in any way.
    Crafting Prerequisite: Craft Ritual Item, Quicken Ritual

    Blood Athame: Widen
    Price: 1000gp (minor), 2000gp (least), 6000gp (lesser), 20000gp (greater), 50000 gp (advanced)
    Body Slot: -- (held)
    Caster Level: 17th
    Aura: Moderate; (DC 19) no school
    Activation: --
    Weight: 1 lb
    Effect: You can trace up to three rituals per day as though they were effected by the Widen Ritual feat, without increasing the tracing time or the number of charge slots they require. Using this blood athame requires voluntarily taking 1 point of Charisma damage, which may not be reduced or prevented in any way.
    Crafting Prerequisite: Craft Ritual Item, Widen Ritual


    Ritual Incenses & Glyphs
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    Ritual Incense
    Incenses store the power of a ritual, similar to how scrolls store the power of a spell. Incenses can be used by a character to trace a ritual, even if he or she does not know the ritual or is unable to trace rituals at all. Casting a ritual from an incense still requires some of the tracer's blood, but is traced at the tracer level of the incense and does not count against the tracer's limit of rituals charged. Once discharged, an incense-traced ritual has a duration equal to 1 round per tracer level, and a save DC based on the strength of the ritual. Each strength of ritual has a minimum tracer level to be stored in an incense. A ritual incense has a market price of 25gp per tracer level, multiplied by an amount based on the strength of the ritual. Each incense can be used only once.

    {table=head]Ritual Strength | Save DC | Min. Tracer Level | Market Price
    Minor | 11 | 1st | 25gp*CL
    Least | 14 | 5th | 75gp*CL
    Lesser | 17 | 9th | 125gp*CL
    Greater | 20 | 13th | 175gp*CL
    Advanced | 23 | 17th | 225gp*CL[/table]

    Crafting an incense requires the Craft Ritual Incense feat, the ability to trace the chosen ritual, and a ritual tracer level at least as high as the incense's tracer level. A ritual incense cannot store rituals modified by metaritual feats.


    Ritual Glyph
    A ritual glyph is a magical sheet of cloth with the arcane symbols required for tracing a particular ritual scribed upon it (either embroidered, or drawn with specially prepared inks, paints, or dyes). A glyph is identical in function to an incense for the same associated ritual, except that a ritual glyph can be used once per day and can only be associated with rituals of greater strength or less. A ritual glyph has a market price of 400gp per tracer level, multiplied by an amount based on the strength of the associated ritual; crafting a glyph requires the Craft Ritual Glyph feat, the ability to trace the chosen ritual, and a ritual tracer level at least as high as the glyph's tracer level. A ritual glyph cannot store rituals modified by metaritual feats.

    [pre] Minimum
    Ritual Save Caster Market
    Strength DC Level Price

    Minor 11 1st 400gp*CL
    Least 14 5th 1200gp*CL
    Lesser 17 9th 2000gp*CL
    Greater 20 13th 2800gp*CL
    [/pre]



    Weapon Special Abilities
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    Blood-Drinking
    A Blood-Drinking weapon absorbs the blood of creatures it damages. Whenever it deals at least 1 point of damage to a living creature, it absorbs 1 point of damage worth of blood from the wound. This does not cause additional damage. The wielder can then use the blood stored in the weapon as part of tracing a ritual, as though it was his or her own. A Blood-Drinking weapon can stored up to 3 points of damage worth of blood for every point of enhancement bonus it possesses. This property cannot be applied to projectiles, but projectile weapons can absorb blood remotely through the projectiles they launch.
    Aura: CL 5th, faint universal
    Price: +2000g
    Crafting Prerequisites: Craft Ritual Item, Bloodstained Ritual, Minor Circle of Blood

    Blood-Draining [Synergy]
    A Blood-Draining weapon deals an additional 1d6 points of damage from blood loss on every attack that deals at least 1 point of damage to a living creature.
    Aura: CL 10th, moderate universal
    Price: +1 bonus, must be applied to a weapon with the Blood-Drinking property.
    Crafting Prerequisites: Craft Ritual Item, Bloodstained Ritual, Least Circle of Blood

    Blood-Siphoning [Synergy]
    A Blood-Siphoning weapon deals an additional 1d10 points of damage from blood loss on every successful critical hit that deals at least 1 point of damage to a living creature, plus an extra 1d10 for every point of critical multiplier above x2 (2d10 for a x3 weapon or 3d10 for a x4 weapon).
    Aura: CL 12th, strong universal
    Price: +1 bonus, must be applied to a weapon with the Blood-Drinking and Blood-Draining properties.
    Crafting Prerequisites: Craft Ritual Item, Bloodstained Ritual, Lesser Circle of Blood

    Charged
    A charged weapon increases its enhancement bonus by +1 for every 5 rituals the wielder has charged at any time, rounded down, to a maximum bonus of +5.
    Aura: CL 18th, strong universal
    Price: +3 bonus
    Crafting Prerequisites: Craft Ritual Item, Ritual Power, Lesser Ritual of Prowess



    Armor Special Abilities
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    Charged
    Charged armor and charged shields increase their enhancement bonus by +1 for every 5 rituals the wielder has charged at any time, rounded down, to a maximum bonus of +5.
    Aura: CL 18th, strong universal
    Price: +2 bonus
    Crafting Prerequisites: Craft Ritual Item, Ritual Power, Lesser Ritual of Deflection

    Ritual Focus
    Each Ritual Focus armor is created to improve a single, specific ritual. When the wearer discharges the chosen ritual, he or she adds the armor's enhancement bonus to the ritual's tracer level and save DC. In addition, while the wearer has the chosen ritual charged, the armor also grants an insight bonus to the wearer's AC based on the strength of the ritual; +1 for a minor ritual, +2 for a least ritual, +3 for a lesser ritual, +4 for a greater ritual, or +5 for an advanced ritual.
    Aura: CL 3rd, faint universal (minor); CL 6th, moderate universal (least); CL 9th, moderate universal (lesser); CL 12th, strong universal (greater); CL 15th, strong universal (advanced)
    Price: +1 bonus (minor); +2 bonus (least); +3 bonus (lesser); +4 bonus (greater); +5 bonus (advanced)
    Crafting Prerequisites: Craft Ritual Item, ability to trace the chosen ritual

    Ritual Storing
    Ritual Storing armor can store the power of one or more rituals within it, allowing the wearer to discharge it. A stored ritual does not count against the tracer's limit of charged rituals. In order to store a ritual of Lesser strength or higher, the armor must have a number of rituals of lower levels stored within it, much like a ritual tracer. While the ritual tracer must wear the armor while tracing the ritual to be stored, it can be worn (and the rituals discharged) by anyone once charged. Discharging a ritual from a suit of Ritual Storing armor always takes at least a move action, unless the normal action to discharge it would be longer. Ritual Storing armor has 3 charge slots and can store up to Lesser rituals.
    Aura: CL 9th, moderate universal
    Price: +2 bonus
    Crafting Prerequisites: Craft Ritual Item, Lesser Ritual of Good Hope

    Least Ritual Storing
    Least Ritual Storing functions as Ritual Storing, except that it only has 2 charge slots and can only store up to Least rituals.
    Aura: CL 9th, faint universal
    Price: +1 bonus
    Crafting Prerequisites: Craft Ritual Item, Least Ritual of Good Hope

    Greater Ritual Storing
    Greater Ritual Storing functions as Ritual Storing, except that it has 5 charge slots and can store up to Greater rituals.
    Aura: CL 13th, strong universal
    Price: +4 bonus
    Crafting Prerequisites: Craft Ritual Item, Greater Ritual of Good Hope
    Last edited by sirpercival; 2012-08-23 at 12:46 PM.
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  2. - Top - End - #32
    Bugbear in the Playground
     
    sirpercival's Avatar

    Join Date
    Oct 2011

    Default Re: Ritual Magic (a homebrew subsystem)

    New Monsters Part I


    Bloodfire Elemental
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    {table=head] | Bloodfire Elemental, Small | Bloodfire Elemental, Medium
    Size/Type:
    | Small Elemental | Medium Elemental
    Hit Dice:
    | 2d8+4 (13 hp) | 4d8+8 (26 hp)
    Initiative:
    | +5 | +7
    Speed:
    | 20 ft. (4 squares), fly 20 ft. (good) | 30 ft. (6 squares), fly 30 ft. (good)
    Armor Class:
    | 16 (+1 Dex, +1 size, +3 natural), touch 12, flat-footed 15 | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple:
    | +1/-3 | +3/+4
    Attack:
    | Slam +2 melee (1d8 bloodfire) | Slam +6 melee (2d8 bloodfire)
    Full Attack:
    | Slam +2 melee (1d8 bloodfire) | Slam +6 melee (2d8 bloodfire)
    Space/Reach:
    | 5 ft./5 ft. | 5 ft./5 ft.
    Special Attacks:
    | Arcane disruption, bloodfire | Arcane disruption, bloodfire
    Special Qualities:
    | Darkvision 60 ft., dispel vulnerability, elemental traits | Darkvision 60 ft., dispel vulnerability, elemental traits
    Saves:
    | Fort +5, Ref +1, Will +0 | Fort +6, Ref +4, Will +1
    Abilities:
    | Str 10, Dex 13, Con 15, Int 4, Wis 11, Cha 11 | Str 10, Dex 17, Con 15, Int 4, Wis 11, Cha 11
    Skills:
    | Listen +2, Spot +3 | Listen +3, Spot +4
    Feats:
    | Dodge, Improved Initiative(B), Weapon Finesse(B) | Dodge, Flyby Attack, Improved Initiative(B), Weapon Finesse(B)
    Environment:
    | Any | Any
    Organization:
    | Solitary | Solitary
    Challenge Rating:
    | 2 | 4
    Treasure:
    | None | None
    Alignment:
    | Usually neutral | Usually neutral
    Advancement:
    | 3 HD (small) | 5-7 HD (medium)
    Level Adjustment:
    | -- | -- [/table]


    {table=head] | Bloodfire Elemental, Large | Bloodfire Elemental, Huge
    Size/Type:
    | Large Elemental | Huge Elemental
    Hit Dice:
    | 8d8+24 (60 hp) | 16d8+64 (136 hp)
    Initiative:
    | +9 | +11
    Speed:
    | 40 ft. (8 squares), fly 40 ft. (good) | 50 ft. (10 squares), fly 50 ft. (good)
    Armor Class:
    | 18 (+5 Dex, -1 size, +4 natural), touch 14, flat-footed 13 | 19 (+7 Dex, -2 size, +4 natural), touch 15, flat-footed 12
    Base Attack/Grapple:
    | +6/+10 | +12/+20
    Attack:
    | Slam +10 melee (4d8 bloodfire) | Slam +17 melee (8d8 bloodfire)
    Full Attack:
    | 2 slams +10 melee (4d8 bloodfire) | 2 slams +17 melee (8d8 bloodfire)
    Space/Reach:
    | 10 ft./10 ft. | 15 ft./15 ft.
    Special Attacks:
    | Arcane disruption, bloodfire | Arcane disruption, bloodfire
    Special Qualities:
    | Darkvision 60 ft., dispel vulnerability, elemental traits | Darkvision 60 ft., dispel vulnerability, elemental traits
    Saves:
    | Fort +9, Ref +7, Will +2 | Fort +14, Ref +12, Will +7
    Abilities:
    | Str 10, Dex 21, Con 17, Int 4, Wis 11, Cha 11 | Str 10, Dex 25, Con 19, Int 6, Wis 11, Cha 11
    Skills:
    | Listen +5, Spot +6 | Listen +11, Spot +12
    Feats:
    | Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative(B), Weapon Finesse(B) | Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative(B), Iron Will, Weapon Finesse(B)
    Environment:
    | Any | Any
    Organization:
    | Solitary | Solitary
    Challenge Rating:
    | 6 | 8
    Treasure:
    | None | None
    Alignment:
    | Usually neutral | Usually neutral
    Advancement:
    | 9-15 HD (large) | 17-20 HD (huge)
    Level Adjustment:
    | -- | -- [/table]

    {table=head] | Bloodfire Elemental, Greater | Bloodfire Elemental, Elder
    Size/Type:
    | Huge Elemental | Huge Elemental
    Hit Dice:
    | 21d8+105 (199 hp) | 24d8+120 (228 hp)
    Initiative:
    | +12 | +13
    Speed:
    | 60 ft. (12 squares), fly 60 ft. (good) | 60 ft. (12 squares), fly 60 ft. (good)
    Armor Class:
    | 24 (+8 Dex, -2 size, +8 natural), touch 16, flat-footed 16 | 25 (+9 Dex, -2 size, +8 natural), touch 17, flat-footed 16
    Base Attack/Grapple:
    | +15/+23 | +18/+26
    Attack:
    | Slam +22 melee (10d8 bloodfire) | Slam +26 melee (12d8 bloodfire)
    Full Attack:
    | 2 slams +22 melee (10d8 bloodfire) | 2 slams +26 melee (12d8 bloodfire)
    Space/Reach:
    | 15 ft./15 ft. | 15 ft./15 ft.
    Special Attacks:
    | Arcane disruption, bloodfire | Arcane disruption, bloodfire
    Special Qualities:
    | Darkvision 60 ft., dispel vulnerability, elemental traits | Darkvision 60 ft., dispel vulnerability, elemental traits
    Saves:
    | Fort +17, Ref +15, Will +9 | Fort +19, Ref +17, Will +10
    Abilities:
    | Str 10, Dex 27, Con 21, Int 6, Wis 11, Cha 11 | Str 10, Dex 29, Con 21, Int 6, Wis 11, Cha 11
    Skills:
    | Listen +14, Spot +14 | Listen +28, Spot +29
    Feats:
    | Alertness, Blind-fight, Combat Reflexes, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative(B), Iron Will, Weapon Finesse(B), Weapon Focus (Slam) | Alertness, Blind-fight, Combat Reflexes, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative(B), Iron Will, Snatch, Weapon Finesse(B), Weapon Focus (Slam)
    Environment:
    | Any | Any
    Organization:
    | Solitary | Solitary
    Challenge Rating:
    | 10 | 12
    Treasure:
    | None | None
    Alignment:
    | Usually neutral | Usually neutral
    Advancement:
    | 22-23 HD (huge) | 25-48 HD (huge)
    Level Adjustment:
    | -- | -- [/table]

    Bloodfire elementals have vaguely humanoid shapes with wings instead of arms, and are made of incandescent purple-white fire that crackles with magical energy.

    Combat

    Arcane Disruption (Su): The arcane energy that is a bloodfire elemental's essence can disrupt their opponent's magical effects. Any creature who takes damage from a bloodfire elemental's slam attack suffers a targeted dispel magic (small, medium, or large elemental) or greater dispel magic (huge, greater, or elder elemental), with a caster level equal to the elemental's hit dice.

    Bloodfire (Su): A bloodfire elemental's slam attack deals bloodfire damage equal to 1/2 its Hit Dice in d8's, which is pure arcane damage and thus not subject to damage reduction, energy resistance, or energy immunity. However, any creature that takes bloodfire damage may make a Fort save (DC 10 + 1/2 the elemental's Hit Dice + the elemental's Con modifier) to halve the damage. In addition, any creature that hits a bloodfire elemental with a natural attack or unarmed strike takes half the normal bloodfire damage (Fort save for 1/4 normal bloodfire damage).

    Dispel Vulnerability: The magical essence of a bloodfire elemental is vulnerable to direct attack. Any creature that attempts to dispel a bloodfire elemental does 1d4 damage per caster level, subject to the same CL limit as the source of the dispel (for example, a dispel magic spell caps at 10d4 for CL 10). The elemental may make a Fort save (normal DC for a spell of the appropriate level) to halve the damage. A bloodfire elemental is immune to the arcane disruption of other bloodfire elementals.


    Chanting Echo
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    A chanting echo is the remnant of rituals of old. While most beings strongly associate rituals with the use of blood, the chanted words are an integral part of that ancient magic. Sometimes, the arcane words that make up the most powerful rituals linger past the end of the ceremony and form a dark consciousness of their own.

    {table=head] | Chanting Echo
    Size/Type:
    | Medium Undead (Incorporeal)
    Hit Dice:
    | 4d12 (26 hp)
    Initiative:
    | +5
    Speed:
    | Fly 30 ft. (perfect) (6 squares)
    Armor Class:
    | 15 (+1 Dex, +4 deflection), touch 15, flat-footed 14
    Base Attack/Grapple:
    | +2/--
    Attack:
    | Incorporeal touch +3 melee (1d4 fire damage plus 1d2 Wisdom drain)
    Full Attack:
    | Incorporeal touch +3 melee (1d4 fire damage plus 1d2 Wisdom drain)
    Space/Reach:
    | 5 ft./5 ft.
    Special Attacks:
    | Resonant chant, ritual tracing, Wisdom drain
    Special Qualities:
    | Darkvision 60 ft, disturbing echo, incorporeal traits, +2 turn resistance, undead traits
    Saves:
    | Fort +1, Ref +4, Will +4
    Abilities:
    | Str --, Dex 12, Con --, Int 11, Wis 11, Cha 18
    Skills:
    | Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7
    Feats:
    | Improved Initiative, Lightning Reflexes
    Environment:
    | Any
    Organization:
    | Solitary
    Challenge Rating:
    | 4
    Treasure:
    | None
    Alignment:
    | Always neutral evil
    Advancement:
    | 5-8 HD (Medium)
    Level Adjustment:
    | -- [/table]

    A chanting echo looks like a robed, cowled being slowly swinging a burning lantern. Upon closer inspection, it appears to be a member of the viewer's species (even if the viewer's species could not normally wear a robe or swing a lantern).

    Combat
    A chanting echo attacks by swinging its lantern.

    Disturbing Echo (Su): The haunting arcane syllables that constantly surround a chanting echo make spellcasting difficult. Any creature within 60 feet that attempts to cast a spell with a verbal component has a chance of failing to cast the spell correctly, and must make a Concentration check (DC 18 + the spell's level) to successfully cast the spell. This is a sonic, mind-affecting compulsion effect; the save DC is Charisma-based. An advanced Chanting Echo increases the DC of this ability by 1 for every additional racial hit die (rather than 1/2, as normal for most racial abilities).

    Resonant Chant (Su): A chanting echo's incantations can fascinate nearby creatures. As a swift action, a chanting echo can begin a resonant chant, causing all creatures within 60 feet to make a Will save (DC 16) or become fascinated. The condition ends as normal when a fascinated creature is threatened. This is a sonic, mind-affecting compulsion effect; the save DC is Charisma-based.

    Ritual Tracing: A chanting echo traces and discharges a minor or least ritual as a free action every 3 rounds; each ritual traced this way lasts for 9 rounds. The rituals must be chosen from the general ritual list, and must be able to be discharged as a free action. Each chanting echo usually has a list of 3-5 rituals it prefers; however, it cannot trace the same ritual twice in 10 rounds. The tracer level for a chanting echo's rituals is equal to the echo's Hit Dice. When encountered, a chanting echo has 3 rituals active (7-9 rounds, 4-6 rounds, and 1-3 rounds remaining).

    Typical preferred rituals: Ritual Boost (Charisma), Ritual Save (Fortitude), Least Ritual of Agility, Least Ritual of Healing, Least Ritual of Misdirection.

    Wisdom Drain: A chanting echo deals 1d2 points of Wisdom Drain every time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.


    Crawling Glyph
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    Just as a chanting echo can arise from the incantations of a powerful ritual, so can a crawling glyph gain some semblance of life from the magical energies coursing through it during a ritual tracing. The ritualist usually never notices that as they leave, the symbols they scribed coalesce and crawl away.

    {table=head] | Minor Crawling Glyph | Least Crawling Glyph
    Size/Type:
    | Tiny Construct | Small Construct
    Hit Dice:
    | 2d10 (11 hp) | 3d10+10 (26 hp)
    Initiative:
    | -1 | +0
    Speed:
    | 10 ft. (2 squares) | 15 ft. (3 squares)
    Armor Class:
    | 14 (-1 Dex, +2 size, +3 natural), touch 11, flat-footed 14 | 16 (+1 size, +5 natural), touch 11, flat-footed 16
    Base Attack/Grapple:
    | +1/-7 | +2/-1
    Attack:
    | Slam +1 melee (1d3 plus mindfire) | Slam +3 melee (1d4+1 plus mindfire)
    Full Attack:
    | Slam +1 melee (1d3 plus mindfire) | Slam +1 melee (1d4+1 plus mindfire)
    Space/Reach:
    | 2.5 ft./0 ft. | 5 ft./5 ft.
    Special Attacks:
    | Ritual essence (DC 10), mindfire (DC 11) | Ritual essence (DC 13), mindfire (DC 12)
    Special Qualities:
    | Construct traits, hardness 5, spell boost 11 | Construct traits, hardness 8, spell boost 15
    Saves:
    | Fort +0, Ref -1, Will +2 | Fort +1, Ref +1, Will +4
    Abilities:
    | Str 11, Dex 8, Con --, Int --, Wis 11, Cha 1 | Str 13, Dex 10, Con --, Int --, Wis 12, Cha 1
    Skills:
    | Hide +11 | Hide +8
    Feats:
    | Iron Will(B) | Iron Will(B)
    Environment:
    | Any land | Any land
    Organization:
    | Solitary | Solitary
    Challenge Rating:
    | 1 | 3
    Treasure:
    | None | None
    Alignment:
    | Always neutral | Always neutral
    Advancement:
    | -- | --
    Level Adjustment:
    | -- | -- [/table]

    {table=head] | Lesser Crawling Glyph | Greater Crawling Glyph
    Size/Type:
    | Medium Construct | Large Construct
    Hit Dice:
    | 6d10+20 (53 hp) | 10d10+30 (85 hp)
    Initiative:
    | +1 | +2
    Speed:
    | 20 ft. (4 squares) | 30 ft. (6 squares)
    Armor Class:
    | 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 | 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
    Base Attack/Grapple:
    | +4/+6 | +7/+14
    Attack:
    | Slam +6 melee (1d6+2 plus mindfire) | Slam +10 melee (1d8+3 plus mindfire)
    Full Attack:
    | Slam +6 melee (1d6+2 plus mindfire) | 2 slams +10 melee (1d8+3 plus mindfire)
    Space/Reach:
    | 5 ft./5 ft. | 10 ft./10 ft.
    Special Attacks:
    | Ritual essence (DC 16), mindfire (DC 15) | Ritual essence (DC 19), mindfire (DC 18)
    Special Qualities:
    | Construct traits, hardness 10, spell boost 19 | Construct traits, hardness 12, spell boost 23
    Saves:
    | Fort +2, Ref +3, Will +6 | Fort +3, Ref +5, Will +8
    Abilities:
    | Str 15, Dex 12, Con --, Int --, Wis 14, Cha 1 | Str 17, Dex 14, Con --, Int --, Wis 16, Cha 1
    Skills:
    | Hide +5 | Hide +2
    Feats:
    | Iron Will(B) | Iron Will(B)
    Environment:
    | Any land | Any land
    Organization:
    | Solitary | Solitary
    Challenge Rating:
    | 6 | 11
    Treasure:
    | None | None
    Alignment:
    | Always neutral | Always neutral
    Advancement:
    | -- | --
    Level Adjustment:
    | -- | -- [/table]

    {table=head] | Advanced Crawling Glyph
    Size/Type:
    | Huge Construct
    Hit Dice:
    | 16d10+40 (128 hp)
    Initiative:
    | +3
    Speed:
    | 50 ft. (10 squares)
    Armor Class:
    | 29 (+3 Dex, -2 size, +18 natural), touch 11, flat-footed 26
    Base Attack/Grapple:
    | +12/+24
    Attack:
    | Slam +16 melee (2d6+4 plus mindfire)
    Full Attack:
    | 2 slams +16 melee (2d6+4 plus mindfire)
    Space/Reach:
    | 15 ft./15 ft.
    Special Attacks:
    | Ritual essence (DC 22), mindfire (DC 22)
    Special Qualities:
    | Construct traits, hardness 15, spell boost 27
    Saves:
    | Fort +5, Ref +8, Will +11
    Abilities:
    | Str 19, Dex 16, Con --, Int --, Wis 18, Cha 1
    Skills:
    | Hide -1
    Feats:
    | Iron Will(B)
    Environment:
    | Any land
    Organization:
    | Solitary
    Challenge Rating:
    | 14
    Treasure:
    | None
    Alignment:
    | Always neutral
    Advancement:
    | --
    Level Adjustment:
    | -- [/table]

    A crawling glyph looks like a complicated chalk or charcoal design full of arcane symbols. A DC 15 Spellcraft check can identify a crawling glyph's ritual, and a DC 15 Knowledge (Arcana) check will reveal that an identified glyph is mobile.

    [size=12pt]Combat[/size]

    Mindfire (Su): Any creature hit by a crawling glyph's slam attack reels from the magical energy coursing through it, and must make a Will save (DC 10 + 1/2 the glyph's HD + the glyph's Wisdom modifier) or be dazed for 1 round. This is a mind-affecting effect.

    Ritual Essence (Su): A crawling glyph is continually under the effect of the ritual it is associated with, at a tracer level equal to its hit dice. The ritual's save DC is equal to 10 + the crawling glyph's Wisdom modifier + an amount based on the strength of the ritual; 0 for minor rituals, 2 for least rituals, 4 for lesser rituals, 6 for greater rituals, and 8 for advanced rituals.

    Spell Boost (Ex): A crawling glyph has spell resistance equal to the value given in the table. In addition, whenever a crawling glyph successfully resists a spell due to its spell resistance, it gains 5 temporary hit points per level of the spell, as it own magical energy absorbs the spell.

    Skills: A crawling glyph has a +4 racial bonus to Hide checks.


    Sonorous Eagle
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    A sonorous eagle is the echo of an eagle spirit, given ghostly form by the ritualist who called it into being.

    {table=head] | Sonorous Eagle
    Size/Type:
    | Small Fey (Incorporeal)
    Hit Dice:
    | 1d8+1 (5 hp)
    Initiative:
    | +2
    Speed:
    | 10 ft. (2 squares), fly 80 ft. (average)
    Armor Class:
    | 15 (+1 size, +2 Dex, +1 deflection), touch 14, flat-footed 12
    Base Attack/Grapple:
    | +0/--
    Attack:
    | --
    Full Attack:
    | --
    Space/Reach:
    | 5 ft./5 ft.
    Special Attacks:
    | Primal knowledge
    Special Qualities:
    | Incorporeal traits, low-light vision, ritual-bound, sonority
    Saves:
    | Fort +3, Ref +4, Will +2
    Abilities:
    | Str --, Dex 15, Con 12, Int 3, Wis 14, Cha 6
    Skills:
    | Listen +4, Spot +16
    Feats:
    | Alertness
    Environment:
    | Any
    Organization:
    | Solitary
    Challenge Rating:
    | 1/2
    Treasure:
    | None
    Alignment:
    | Always neutral
    Advancement:
    | --
    Level Adjustment:
    | -- [/table]

    A sonorous eagle looks like a ghostly, transparent version of a regular eagle. Its feathers crawl with wispy arcane sigils.

    Combat
    A sonorous eagle cannot participate in combat.

    Primal knowledge (Sp): A sonorous eagle gains one or more of the following spell-like abilities, based on the strength of the ritual that created it. The abilities are cumulative, and have a caster level equal to the tracer level of the ritual. It can use each ability for which it qualifies as a standard action, once.
    {table=head]Ritual Strength | SLA
    Minor | detect magic
    Least | see invisibility
    Lesser | locate object
    Greater | commune with nature
    Advanced | find the path[/table]

    Ritual-bound (Su): A sonorous eagle is bound to the ritualist that created it. It cannot affect the physical world; it is unable to perform attack actions or move physical objects. If it moves more than 1 mile from its ritualist, it dissipates harmlessly. It can communicate telepathically with its ritualist at all times.

    Sonority (Ex): A sonorous eagle can only be damaged by attacks that deal sonic damage. No other energy type or damage type can affect it.

    Skills: Sonorous eagles have a +8 racial bonus on Spot checks.


    Creating a Sonorous Creature
    "Sonorous" is an inherited template that can be added to any animal with 3 HD or less (referred to hereafter as the base creature).

    A sonorous creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points.

    Size and Type: The creature's type changes to Fey, and it gains the incorporeal subtype.

    Speed: A sonorous creature gains a fly speed equal to its normal speed (poor maneuverability), unless its previous fly speed was better, in which case the base creature’s fly speed and maneuverability is retained.

    AC: The creature loses any natural armor bonus but gains a deflection bonus equal to the value of its natural armor bonus. If the creature already has a deflection bonus to AC, use the greater value.

    Attacks: The creature loses any attack modes it previously had, and does not gain any new ones.

    Special Attacks: A sonorous creature loses all previous special attacks, and gains the primal knowledge special attack.
    • Primal knowledge (Sp): A sonorous creature gains one or more of the following spell-like abilities, based on the strength of the ritual that created it. The abilities are cumulative, and have a caster level equal to the tracer level of the ritual. It can use each ability for which it qualifies as a standard action, once.
      {table=head]Ritual Strength | SLA
      Minor | detect magic
      Least | see invisibility
      Lesser | locate object
      Greater | commune with nature
      Advanced | find the path[/table]


    Special Qualities: A sonorous creature retains all its previous special qualities, and gains the following special qualities.
    • Ritual-bound (Su): A sonorous creature is bound to the ritualist that created it. It cannot affect the physical world; it is unable to perform attack actions or move physical objects. If it moves more than 1 mile from its ritualist, it dissipates harmlessly. It can communicate telepathically with its ritualist at all times.
    • Sonority (Ex): A sonorous creature can only be damaged by attacks that deal sonic damage. No other energy type or damage type can affect it.


    Abilities: Same as the base creature, but Intelligence is at least 3. As incorporeal creatures, sonorous creatures have no Strength score.

    Environment: Any.

    Organization: Soiltary.

    Challenge Rating: Same as base creature.

    Level Adjustment: --

    Treasure: None.

    Alignment: Always neutral.
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    New Monsters Part II

    Still to be done:
    ~Chant Archon
    ~Witch Devil
    ~Rite-bound Demon
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    I'm going to say that this is enough; I'm done reserving. Feel free to post; I'll post again when I'm done porting everything over.
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    Woo hoo! Everything has been ported. Feel free to comment.
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    Default Re: Ritual Magic (a homebrew subsystem) [PEACH]

    That's a lot of work you have put here. I plan on using a lot of that material whenever we will start playing again. I dont really want to introduce new class or race yet and want current character to be able to use this. Feat could help here, but I will try to bade it on a new skill call Trace Ritual instead.

    The duration, number of time per day, power progression, most will stay the same, it will just be a skill instead. Will try it that way and expand on it with including Prestige Class instead of Base Class.

    Without playtesting, I can't comment a lot on the work but everything seem balanced so far and usable.

    - Minor Ritual of Intuition : I think even usable once per round as a free action, only a +1 bonus won't be that strong on only 1 check comparing to something like Minor Ritual Focus.

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    I suggest staying away from skill-based magic, just so you don't get tangled up in Truenamer syndrome... my suggestion is to do it with feats, though if you don't want to go into the full class stuff, you could remove the restriction on 1/day for the feats. That wouldn't unbalance things too much, and would let you play more with the rituals.

    I'm glad you like it! I'll say that there are a few playtests happening (mine and others), and the classes do seem to be balanced at around tier 3, and are quite awesome in a swiss-army-knife sort of way.
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    As part of our bargain, I arrive to take what is my first look at this ambitious system, even though it was conceived years ago on forums that I viewed with frequency. In an effort to redeem this shame upon my house, I strive to give a thorough critique and offer advice and concerns as they strike me. This will proceed in a stream of consciousness fashion, so try to bear with me.

    Quote Originally Posted by sirpercival View Post
    What is a Ritual?

    A ritual is a magical effect similar to a spell. A character that has learned to "trace" rituals can do so at any time; after tracing, the ritual remains "charged" until the tracer decides to discharge it with an act of will, at which point the ritual takes effect. Discharging a ritual requires a free action (unless otherwise specified) which can only be performed on your turn, but you can take any number of such free actions, up to and including discharging all your charged rituals at once. In this way, a ritual tracer can store up ritual charges until they are needed. A ritual that is not discharged within 24 hours of its charging fades away with no effect. The duration of a ritual's effect depends on the method by which the tracer learned the ritual; see the individual class and feat descriptions for details.
    A good start. We establish them here as magical effects, and introduce two rules terms, "trace" and "charged." Three maybe even, including "ritual tracer."

    My first concern is that a Ritual Tracer may discharge all of their charged rituals as free actions, so, effectively, all at once, at no action cost (prep time excluded). I can't imagine such a robust system as this having effects so bland that this wouldn't constitute some heavy nova firepower, but I suppose I'll see how much of a problem this becomes when I view the system in a more complete light.

    Rituals come in five grades: minor, least, lesser, greater, and advanced. Tracing any ritual requires a diagram to be drawn on a flat, solid surface with a piece of chalk or charcoal; it also requires a drop of the tracer's blood (which deals 1 point of damage), and chanted words (a ritual cannot be traced while under the effect of a silence spell, for example). The length of time it takes to trace a ritual depends on its strength: a minor ritual takes 1 minute, a least ritual takes 5 minutes, a lesser ritual takes 10 minutes, a greater ritual takes 15 minutes, and an advanced ritual takes 30 minutes to trace.
    I like how the higher grades of rituals require more time to trace than lower grades. It effectively limits the number of these things a Ritual Tracer can set up in one day.

    My second concern is that each ritual requires the Ritual Tracer to bleed for 1 point of damage. This is, admittedly, more of a concern at low levels than it is anywhere else, but it seems like it could make ritual tracing prohibitively annoying.

    If a character has the ability to have more than one ritual charged at a time, she may charge the same ritual more than once. The number of times a given ritual can be traced per day varies; generally, rituals gained from a ritual class can be traced any number of times per day, while rituals learned from feats can only be traced once per day. A character who learns to trace rituals from feats (instead of class levels) may have only one ritual charged at any time unless they take the Extra Charge feat.
    Ah, this is something I wondered after reading the first paragraph: can characters charge more than one ritual at once? What are the limits? You should at least make some note of this in the first paragraph. So, tracings per day can vary by ritual, does that have any effect on how many instances of said ritual a character may have charged? For example, say I can trace the Ritual of Least Summoning 3/day, does that mean I can have that ritual charged up to three times?

    Stacking of Rituals
    Like spells and similar effects, the bonuses granted by rituals generally don't stack. In particular, multiple instances of the same ritual do not stack with each other; different strengths of a ritual count as the same ritual for determining if a particular effect stacks.
    Good job remembering to include this. More critique to come in further posts.
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    Quote Originally Posted by sirpercival View Post
    List of General Rituals

    These rituals are available to every ritual class, and are the only rituals which can be learned via feats.

    Minor Rituals:[spoiler]
    Odious Circle, Minor
    Creatures within 10 feet of you must make a Fortitude save or be sickened for the duration of the ritual as the horrible stench invades their senses. Creatures immune to poison receive a +4 bonus to their saving throw.
    So far so good, but it strikes me as odd that a ritual's duration is not determined by the ritual itself, but by something, as yet, undefined. Not bad necessarily, just odd.

    Ritual Dodge, Minor
    You gain a +1 dodge bonus to AC.
    This one is just insultingly bad. Charge Ritual Boost (Dexterity) instead for +1 to AC, to Initiative, to Ranged attacks, to a slew of skills, etc, etc. At least make a +2 dodge bonus. Then it should be comparable at least to Ritual Focus, Minor, given that the dodge bonus would apply both to melee and ranged attacks.

    Ritual Sight, Minor
    You gain low-light vision for the duration of the ritual.
    Also pretty bad compared to the others. Adding in Darkvision might make it just a bit too handy though.

    Ritual of Awakened Senses, Least
    You gain blindsight out to 30 feet.
    Wow. That seems incredibly useful for what is apparently a fairly low-level ritual. It's blindsight, not even blindsense! Maybe tone this down to Tremorsense 30ft?

    Ritual of Deflection, Least
    You gain a +3 deflection bonus to your AC.
    Well, at least it's a deflection bonus.

    Ritual of Flight, Least
    You gain a flight speed of 20 feet (average maneuverability).
    This seems a bit early again, but not overly so. Maybe change the flight speed and/or maneuverability?

    Ritual of Healing, Least
    You gain fast healing 2.
    Seems alright, I suppose, but that depends a good deal on the duration.

    Ritual of Power, Least
    You gain a +1 competence bonus to your caster level for arcane and divine spells (or manifester level for psionic powers). This ritual does not grant a caster or manifester level if you do not have one already.
    Might as well include stuff like meldshaper level and initiator level, right?

    Lesser Rituals:[spoiler]
    Ritual of Agility, Lesser
    You gain a +6 enhancement bonus to Dexterity, and a +2 competence bonus to Reflex saves.
    To a total of +5 to Reflex saves. Alright.

    Ritual of Awakened Senses, Lesser
    You gain blindsense out to 60 feet.
    Ah, yes, remember, Blindsense is worse Blindsight. I would recommend changing the first ritual to Tremorsense, this one keeping it right where it is, and offering Blindsight with a higher level ritual (probably with a rider effect).

    Ritual of Deflection, Lesser
    You gain a +6 deflection bonus to your AC, and use of the Deflect Arrows feat.
    Interesting.

    Ritual of Healing, Lesser
    You gain fast healing 5, and once per round as a free action you can remove one of the following conditions from yourself: dazed, dazzled, fatigued, shaken, sickened.
    Seems rather strong, but I suppose I'll reserve judgment.

    Ritual of Prowess, Lesser
    You gain a +6 competence bonus to attack and damage rolls, and a +4 competence bonus to critical confirmation rolls.
    Depending on the level these are available, this could also be quite strong.

    Ritual of Resurgence, Lesser
    Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 2 successful saves have been made this way, regardless of the remaining duration.
    Same as the Least version except that it can remove up to two effects? Seems okay.

    Ritual of Size, Lesser
    You increase or decrease by two size categories. Your equipment changes size with you, as per the enlarge person or reduce person spell.
    Not too sure I'm comfortable with this one, or the pattern it seems to establish.

    Ritual of Strength, Lesser
    You gain a +6 enhancement bonus to Strength, and are treated as one size category larger for the purposes of grapple checks (this bonus stacks with other effects that increase your size).
    Why just for the purposes of grapple checks? Why not for all special attacks?

    Ritual of Agility, Greater
    You gain a +8 enhancement bonus to Dexterity, a +4 competence bonus to Reflex saves, and a +2 dodge bonus to Armor Class.
    For a total of +8 to Reflex saves and +6 to AC. These are getting kind of odd. I don't like the redundancy of adjusting my Dexterity, adjusting everything that changes because of that, and then going back and adjusting Reflex saves again, and AC again.

    Ritual of Awakened Senses, Greater
    You gain touchsight (as the psionic power) out to 120 feet.
    Yeah, let's call this one Blindsight out to 90ft + some other minor effect, and then the next one "Advanced?" touchsight 120ft.

    Ritual of Deflection, Greater
    You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.
    Wow, this actually seems pretty strong, stronger than a lot of 9th level spell buffs. Neat, but possibly too powerful.

    Ritual of Flight, Greater
    You gain a flight speed of 60 feet (perfect maneuverability), and use of the Flyby Attack and Power Dive feats.
    Can you link to the Power Dive feat?

    Ritual of Healing, Greater
    You gain regeneration 5, and once per round as a free action you can remove one of the following conditions from yourself: blinded, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, shaken, sickened, stunned.
    And in the same way the Lesser version felt possibly overpowered, this one feels potentially underpowered. This one might be right where it should be, while the others could maybe stand to be weakened some.

    Ritual of Misdirection, Greater
    You gain a 75% miss chance, which otherwise functions as the displacement spell; you can treat one opponent per round as flat-footed for all your attacks; and any opponent who misses you due to the miss chance granted by this ritual is stunned for one round.
    I feel like there should be a saving throw to negate that Stunned effect, that's pretty powerful on top of a damn fine defense.
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    Oy! Sirp! You lost the part about minor rituals NOT causing damage in the transition. Can't have first level ritualists going around killing themselves, can we?

    Also, when did Blood Summoning and Ritual of Plague lose the option to pick from the lower strength versions' lists? Maybe for Blood Summoning, when you use the lesser versions, also let you pay more hp to summon extra creatures (up to 2 from one strength lower or 4 from 2+ strengths lower).
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    Default Re: Ritual Magic (a homebrew subsystem) [PEACH]

    This is indeed a lot of good work! Could't comment too much as it will need play testing. The one thing that I would be concern is as Ziegander the discharging everything as a free action. Maybe you want to "justify" more, give some examples of powerful combinations and the such just to ease concerns.

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    Default Re: Ritual Magic (a homebrew subsystem)

    Quote Originally Posted by sirpercival View Post
    Ritualist

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    Alignment: Any.
    HD: d8
    Races: Humans, half-elves, half-orcs, halflings, or any other race that values versatility.
    Abilities: Intelligence governs how many minor rituals a ritualist can have charged simultaneously, as well as how difficult her rituals are to resist; Constitution is always useful (everyone needs more hit points), and any other ability score can be useful to a ritualist depending on what role she is trying to play.
    Now we arrive at some more meaty stuff. So, already we know that a Ritualist can charge multiple rituals simultaneously, although it seems that only minor rituals can be charged simultaneously. Seems a little weak, but let's see how that plays out.

    * At 1st-3rd level, you can have a number of simultaneous minor rituals charged equal to your Intelligence modifier; beginning at 4th level, the number of stronger rituals you can have charged at a time is given by the table.
    Aha, so the Ritualist, can have multiple stronger rituals charged at a given time. Quite a lot of them actually. Again, the nova potential seems very, very high, but I'll wait to judge until I've read more.

    The duration of your ritual effects is equal to 1 round plus 1 round per Ritualist level, and the tracer level of your rituals is equal to your Ritualist level.
    The duration rule here seems very unnecessarily forgettable. I can understand the desire to add a round to the duration (since at 1st level, effects lasting 1 round are pretty lackluster), but MANY new players are going to forget that they have that extra round. Better to leave it at 1 round per Ritualist level. In my opinion.

    The DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence 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.
    They are already supernatural effects. Why nerf the save DCs? I'm a staunch supporter of the idea that ALL save DCs need to be changed to 10 + 1/2 character level + ability modifier, but supernatural effects already follow that formula, so there's no good reason for you to change it for rituals. There are many good reasons to leave it alone.

    When you reach 8th 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.
    I like this rule (and the later addendums). It helps to reduce some of that nova impact.

    Share ritual: Upon reaching 3rd level, you've learned how to share your rituals with others. You can choose to trace any ritual you know for someone else; they can discharge the ritual with an act of will as a swift action, and they gain the benefit of the ritual exactly as if you had charged it yourself. However, any ritual you trace for someone else counts against your total number of charged rituals until they discharge it. When you first gain this ability, you can only share minor rituals; at 7th level you learn how to share least rituals, and at 11th, 15th, and 19th level you learn how to share lesser, greater, and advanced rituals, respectively.
    Good stuff and thematically fitting.

    Ritual focus: Beginning at 5th level, you learn to focus your mind on a particular ritual and gain its benefits even when it is not charged. Each day, choose one minor ritual you know; for the next 24 hours you continuously gain the benefit of that ritual without tracing it or discharging it. You can change your focused ritual after 8 hours of rest, or after 24 hours have passed, whichever is sooner. If your focused ritual ends for any reason (such as being dispelled, or ending due to the wording of the ritual), it resumes its normal effect after 1d4 minutes. At 10th level, you can focus a least or minor ritual, at 15th level you can focus a lesser, least, or minor ritual, and at 20th level you can focus a greater, lesser, least, or minor ritual. You cannot focus Spell Rituals with this ability.
    This seems highly powerful and potentially abusive. The best one I can think of, at the moment, is Lesser Healing, which would give 24/7 Fast Healing 5 and virtual immunity to a handful of debilitating conditions at 15th level. But that's without looking at the Ritualist's list of class rituals.

    Enduring ritual: At 6th level, the duration of your ritual effects increases to 1 round + 3 rounds per 2 class levels (rounded up). Thus, a 7th-level ritualist's effects would last for 12 rounds.
    Mathy... I don't particularly like this to be honest. I would change it to 1 round/level + ½ again that amount (rounded down). Thus an 6th level Ritualist's effects would last for 9 rounds.

    Rapid tracing: When you reach 9th level, your mastery of rituals has progressed to the point where you can perform the ritual with shorthand. The tracing time of each of your rituals is reduced by 50%.
    Solid. Seems innocent enough, but could actually prove to be very powerful, what with tracing Advanced rituals being reduced to 15 minutes.

    Adaptive ritual: A ritualist thrives on versatility and being able to meet any challenge. Beginning at 13th level, you may designate any one ritual you can trace as an adaptive ritual. At any time, you may substitute the effect of your adaptive ritual for the effect you would have gotten by discharging another ritual of the same strength. You may choose a new adaptive ritual each time you gain a level in this class.
    Very powerful. I'm not sure the fluff fits the feature. No where in the class has adaptability and versatility been in the fluff for the class (other than the class being a ritual generalist and knowing all of the rituals). I think, personally, I would scrap this for something else that is more "generalist" than "factotum-y."

    Lasting ritual: At 14th level, the duration of each of your ritual effects increases to 1 round + 2 rounds per class level.
    Again, this should just be 2 rounds per class level, so that a 14th level Ritualist's rituals last for 28 rounds.

    Potent ritual: Beginning at 17th level, your mastery of rituals is so complete that they are extremely difficult to prevent or suppress. The DC to dispel your ritual effects increases by 5, and once per day you may make a tracer level check to discharge a ritual in an antimagic field (DC 11 + the CL of the field) or dead magic zone (DC 33).
    This actually seems rather weak for 17th level, especially compared to the power level of some of the lower level class features. Rapid Tracing and Adaptive Ritual both, for example, seem more useful and powerful than this does.

    Maybe increase the uses per day? Not sure, actually.

    Alternate Class Feature: Blood Magic
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    Some ritualists, rather than messing about with the normal arcane incantations and symbols, learn alternative ways of increasing the power of their rituals. These methods are more sinister, and involve augmenting rituals with the most potent of ingredients: blood sacrifice.

    Prerequisite: Any non-good.

    Replaces: You do not gain the enduring ritual, lasting ritual, adaptive ritual, or rapid tracing class features.

    Benefit: You gain the blood augment class feature. At 6th level, you've learned how to augment your rituals by using more of your own blood in the casting. When you trace a ritual, you may voluntarily take hit point damage to increase the duration of that ritual. For each die of damage you take, the duration is increased by one round; the size of the die depends on the strength of the ritual (1 pt for minor, d2 for least, d4 for lesser, d6 for greater, and d8 for advanced). You may not reduce or prevent this damage in any way, or the tracing of the ritual is wasted to no effect; nor can you apply this damage to temporary hit points.

    Beginning at 9th level, you can reduce the tracing time for a ritual by 10% for each die of damage you take, as above. This reduction stacks with other methods of tracing time reduction (such as the Ritual Shorthand feat), but cannot reduce the tracing time below 10% of the original tracing time.

    At 13th level, you gain the ability to increase the potency of your rituals. You may take 2 dice of damage when tracing a ritual (the size of the die determined by the strength of the ritual as above) to increase the DC of any saves required by your ritual by 1.

    At 14th level, you can increase the duration of your rituals while they are in effect by using your own blood. As an immediate action, you may take two dice of damage (determined by the strength of the ritual as above) to increase the duration of a ritual that you have discharged and is still in effect by 1 round; you may take as much damage as you like in one action to lengthen a single ritual.
    This is useful for sure, but it seems weaker than the standard Ritualist and very, very draining. Maybe increase the Blood Magic Ritualist's HD in exchange for something else minor?
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  17. - Top - End - #47
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    sirpercival's Avatar

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    Default Re: Ritual Magic (a homebrew subsystem) [PEACH]

    So I'd like to finish this up. Outstanding items: Glyphchanter prc, the 3 monsters (Chant Archon, Witch Devil, Rite-bound Demon), and fluff text for everything. Anyone have any ideas?
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  18. - Top - End - #48
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    Default Re: Ritual Magic (a homebrew subsystem) [PEACH]

    Hey folks, for anyone who's paying attention to this (which is probably almost nobody), this system is currently undergoing a massive overhaul over on MMX, which will probably be posted in its own thread.
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