Difference between revisions of "Ritual Magic (Apath)"

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== Special Circumstances ==
 
== Special Circumstances ==
 
=== Remote Targeting ===
 
=== Remote Targeting ===
Sometimes a ritual spell is cast at a secure location, and then the effect is targeted someplace else, far away. This requires remote targeting. There are two methods of remote targeting, contagion and channeling. Both work much the same. Contagion works on targets and channeling works on both targets and areas. In both cases, range still applies.
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Sometimes a ritual spell is cast at a secure location, and then the effect is targeted someplace else, far away. This requires remote targeting. There are two methods of remote targeting, contagion and channeling. Contagion works on targets and channeling works on both targets and areas. In both cases, range still applies.
  
With contagion, the ritual caster must possess a link to the target(s) of the spell. This can be a body part, a personal item of the the target's, a secret name or other highly personal secret, or the target can be wearing an item identical to something the caster uses in the spell. For buff spells, this is often a symbol or mark worn by all to-be beneficiaries. Whatever it is, the caster and target must both have touched the item in the last month.
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With contagion, the ritual caster must possess a link to the target(s) of the spell. This can be a body part, a personal item of the the target's, a secret name or other highly personal secret, or the target can be wearing an item identical to something the caster uses in the spell. For buff spells, this is often a symbol or mark worn by all to-be beneficiaries. In either case, the ritual caster and target must both have touched the item to serve as contagion in the last month.
  
Channeling requires that an ally of the caster be at the target site to direct the magic. The channeler must be an acolyte, and take part in the casting. All magic effects originate from the channeler instead of the main caster. A typical hassle event here is that the channeler is spotted or suspected beforehand.
+
Channeling requires that an ally of the caster be at the target site to direct the magic. The channeler must be an acolyte, and take part in the casting. All magic effects originate from the channeler instead of the main caster, just as if the channeler cast the spell. A typical hassle event here is that the channeler is spotted or suspected beforehand.
  
 
=== Interrupted Ritual Casting ===
 
=== Interrupted Ritual Casting ===
It is more or less expected that a ritual spellcasting is interrupted, especially as hassle increases. This does not necessarily disrupt the magic. All acolytes and congregation can fight to protect the ritual site. As long as half of all acolytes and half the congregation take a full-round action on the last round of the ritual, the ritual casting can succeed. The main caster must continuously perform the magic ritual, but even he can take a break to fight intruders, but he must spend a standard action every two rounds to maintain the ritual.
+
It is more or less expected that a ritual spellcasting is interrupted, especially as hassle increases. This does not necessarily disrupt the magic. All acolytes and congregation can fight to protect the ritual site but must focus on the last part of the ritual. As long as half of all acolytes and half the congregation take a full-round action on the last round of the ritual, the ritual casting succeeds. Even the main caster can take short breaks. He must spend a standard action every two rounds to maintain the ritual, and a full-round action on the final round.
  
An attack on the ritual site can happen anytime, but for dramatic reasons usually occurs in the last minutes leading up to the ritual. With a high enough hassle rolls, there might be multiple attacks spread out over time.
+
An attack on the ritual site can happen anytime, but for dramatic reasons usually occurs in the last minute leading up to the ritual. With a high enough hassle roll, there might be multiple attacks spread out over time.
  
 
== Ritual Spell Basic Characteristics ==
 
== Ritual Spell Basic Characteristics ==

Revision as of 09:46, 18 February 2019

ApathApath Logo
Unofficial rules compendium

Ritual magic is slower and less exact than spell magic. A number of people gather and perform a ritual together, having a general idea of what they want to achieve. The lead caster selects a ritual seed, usually a spell the caster knows, and the ritual amplifies and changes the effects of this seed, usually into something much stronger.

All spellcasters are capable of ritual magic, but the more powerful spellcasting classes do it better.

Ritual Caster Feat

You can can learn or improve your ability to use ritual magic with the the Ritual Caster feat. This allows anyone to learn to cast ritual magic, and improves the ritual magic ability of classes that are not full spellcasters. Note that at level 20, all classes benefit from the Ritual Caster feat, as it gives access to level 10 spells for the purpose of ritual magic only.

Ritual Caster

You can cast ritual spells

Benefit: You can use ritual magic as if you had the ability to cast spells of a spell level equal to half your Hit Dice. Your caster level for ritual magic is equal to your Hit Dice. This in no way changes your ability to cast spells or create and use magic items outside of ritual magic.

Casting Ritual Magic

Casting ritual magic requires following a fairly simple sequence. First you select a seed or root spell that has the effect you want, and then you apply modifiers that change the effective spell level of the ritual. These modifiers change the effective level of the ritual spell in a way similar to metamagic, but there are both positive and negative modifiers. If, after all modifications, the final spell level is one you can cast, you can use the ritual spell once you have fulfilled all the conditions of the ritual. If you have fulfilled all conditions, and survived the consequences of any hassle (see below), there is no roll or random factor - just like regular spell casting, the ritual casting automatically succeeds.

Hassle

The world resist gross magic changes. As you modify a ritual, particularly as you reduce the effective level of the ritual casting, you collect hassle points. This is a bad thing. Hassle points are an abstract measure of the opposition and friction your work on the ritual provokes. The more hassle points you collect, the more likely it is that some outside agency that objects to the ritual will seek to hinder you. Depending on the number of hassle points you have collected, this can range from minor inconveniences such political protest to a full-scale attack on the ritual site.

Hassle is the random element of rituals. Rather than have a big final roll for the ritual that can fail, causing a great anticlimax, hassle is there to provide hindrances that are adventure elements in themselves. The goal is to make casting a ritual exciting and dangerous rather than just a lucky roll.

The GM makes a secret hassle check as the ritual progresses, rolling 1d20 and adding the total hassle points of the ritual. On a result of 20 or more there is some kind of disturbance, and for every 5 the result exceeds 20, there is either an additional incident, or the encounter level of an existing incident is increased by one.

Incidents can be anything from bystanders picketing the location to a mysterious outbreak of fire to political maneuvering to additional random encounters to spontaneous summoned hostile outsiders to an assault by a party of would-be heroes bent on stopping the proceedings. If the player characters have an established group of enemies, this is a great time for a cameo. The challenge rating of such an incident is generally equal to the level of the primary ritual caster, plus 1 for every 5 points above 20 on the Hassle check.

Spell Seed

The first step of a casting a ritual spell is always to select the effect you want the ritual to have. This is done by selecting a spell, or sometimes a root ritual that is not actually a researched as a spell, but that could potentially become a spell. This spell seed has a spell level that is used as the initial level of the ritual spell. This spell level is later modified by all the factors below.

That the exact details of the ritual's spell seed are superseded by the rules for rituals. Spell details such as casting time, spell components, range, and duration are usually not factors in the final ritual spell (see below for exceptions). It is always best to select a spell seed that has as few embellishments as possible. Communal, greater, and similar variant spells are to be avoided.

If the spell seed has a duration of less than 1 round/level, the duration of the ritual spell cannot be increased. If the spell seed has a duration of 1 round/level, double the effects of duration on ritual spell level and hassle. If the spell seed has a range of personal, the ritual spell cannot have a range or additional targets. If the spell seed affects a single target, double the effects of the number of targets on ritual spell level and hassle.

It is possible, but generally not advisable, to apply metamagic to the spell seed before making it into a ritual spell. There are a few cases, such as Intensified Spell, where this can be profitable.

Having spell effects as the basis of ritual casting saves making up hundreds of different rituals, but also means that any poorly designed or balanced spells risk being used as poorly designed/balanced rituals. Be careful with what spells you allow in the game!

Cast Time

This is the amount of time spent on the ritual itself. The caster and all acolytes (see below) must be present the entire time. A congregation, if any, need only be present for the last hour of the last day of the ritual. If the ritual takes 8 hours or more, this precludes any other downtime activity that day. A ritual that takes days requires 8 hours for the caster and all acolytes each day.

Date

Certain days are more compatible with certain rituals. The date is end and climax of a multi-day ritual. Particular days are festivals sacred to different deities or especially linked to certain kinds of magic. Other times are marked by stellar conjunctions or otherwise special. All magically significant days are well known to various factions, who keep an eye out for ritual magic performed on these days, hence the hassle. For any particular ritual, there are generally a suitable festival each season.

If the GM wants to determine a random wait, a suitable festival day usually arrives in 1d6-1 months, with a result of zero indicating the opportunity is in the next few weeks.

The most powerful magical day on Porphyra is the Day of Calling, the anniversary of the arrival of the NewGods on Porphyra. On this planar barriers are particularly weak and all ritual spells extra powerful, but the guardians of magic are on high alert, making this a very powerful but also very risky day.

Resources

It is normal but not necessary to spend money on preparations and components for a magic ritual. This has a cost based on the final level of the ritual spell. If the spell is cast in a locale made for the casting of this kind of ritual spells, the GM may give a rebate on the cost, at about 1% of the value of the installation, but no more than 50% reduction in cost. It is possible to use sacrifices as a resource for ritual magic, counting the value of the sacrifice for sale or ransom towards the ritual cost. This makes VIPs with high ransom values valuable magical commodities because people's belief that some creatures are more important than others translates into magical power.

For a particularly lavish ritual, ten times the expenses gives a greater modifier.

  1. 50
  2. 200
  3. 450
  4. 800
  5. 1,250
  6. 1,800
  7. 2,450
  8. 3,200
  9. 4,100
  10. 5,000

This is solely the cost of materials, if you have to pay acolytes, congregation, guards, or to rent a locale, those costs are extra. Any focus or costly material components of the spell seed must also be provided.

Assistants

Having assistants makes ritual magic much easier. Assistants come in two kinds, acolytes and congregation. Acolytes are capable of ritual magic themselves, either as spellcasters or from the Ritual Magic feat. They need to have a spellcaster level at least equal to the final level of the ritual spell to be cast. This means they are usually half the level of the main caster. Congregation are believers, people who support and help the ritual by being fans, witnesses, and participating in mundane aspects of the ritual, such as processions, dances, or singing. More advanced assistance requires both acolytes and congregation, the acolytes leading and coordinating the actions of the congregation. Both acolytes and congregation can serve as security in a pinch, but at least half must survive for the ritual to succeed. Gathering assistants and acolytes has to be done before the ritual spellcasting is begun, and might require weeks or even months for large gatherings.

Knowledge

It helps if the ritual caster knows the spell seed. If the ritual caster actually casts it as a part of the ritual this reduces the difficulty. The spell can be cast from a scroll or other magic item. If knowledge of the spell is available there is neither bonus nor penalty. The ritual caster need not have transcribed the spell into their personal spellbook, a scroll or any old spellbook containing the spell will do. If the spell is not available, but it is on the ritual caster's spell list, there is a small penalty. Finally, if the spell seed is not on the ritual caster's spell list at all, there is a severe penalty.

Exceptional

This is the catch-all for exceptional circumstances that aid the ritual and is the sole domain of the GM. This is also the only category that can apply multiple times in truly exceptional circumstances.

Examples include

  • A powerful supernatural creature of an appropriate type is present. This is usually an outsider, but might be aberration, dragon, or fay. CR should be equal to the main caster's caster level.
  • Using an artifact of appropriate powers in the ritual.
  • Having spent previous game sessions preparing for the ritual, such as questing for ritual objects or lore.
  • Performing the ritual in a magically appropriate place, such as in the caldera of a volcano for fire spells.

Area

The following modifiers depend on the effect desired. Area is the size of the effect. Only spell seeds that have an area can produce ritual spells with an area. The type of area is the same as that of the spell seed; burst, blast, cone and so on.

Duration

How long the ritual spell lasts. In the case of durations of a month or more, this is actually a month and a day, a year and a day, and so on. Only spell seeds with an instantaneous duration can become ritual spells of instantaneous duration. If the spell seed has a duration of less than 1 round/level, the duration of the ritual spell cannot be increased. If the spell seed has a duration of 1 minute or 1 round/level, double the effects of duration on ritual spell level and hassle.

Range

How far the effect can reach from the ritual caster. Just like the range of a spell, all targets and the origin of any area effect must be within this range. Spell seeds with a range of touch can be given a range normally, but spell seeds with a personal range cannot be given a range and remain personal. If the ritual caster cannot see the target of the effect (or center of an area), remote targeting must be used (see below).

Targets

A spell seed that affects one or more targets can have the number of targets changed. All targets must be within range and the two targets furthest apart cannot be more than half the maximum range of the effect away from each other. If the spell seed affects a single target, double the effects of the number of targets on ritual spell level and hassle.

Special Circumstances

Remote Targeting

Sometimes a ritual spell is cast at a secure location, and then the effect is targeted someplace else, far away. This requires remote targeting. There are two methods of remote targeting, contagion and channeling. Contagion works on targets and channeling works on both targets and areas. In both cases, range still applies.

With contagion, the ritual caster must possess a link to the target(s) of the spell. This can be a body part, a personal item of the the target's, a secret name or other highly personal secret, or the target can be wearing an item identical to something the caster uses in the spell. For buff spells, this is often a symbol or mark worn by all to-be beneficiaries. In either case, the ritual caster and target must both have touched the item to serve as contagion in the last month.

Channeling requires that an ally of the caster be at the target site to direct the magic. The channeler must be an acolyte, and take part in the casting. All magic effects originate from the channeler instead of the main caster, just as if the channeler cast the spell. A typical hassle event here is that the channeler is spotted or suspected beforehand.

Interrupted Ritual Casting

It is more or less expected that a ritual spellcasting is interrupted, especially as hassle increases. This does not necessarily disrupt the magic. All acolytes and congregation can fight to protect the ritual site but must focus on the last part of the ritual. As long as half of all acolytes and half the congregation take a full-round action on the last round of the ritual, the ritual casting succeeds. Even the main caster can take short breaks. He must spend a standard action every two rounds to maintain the ritual, and a full-round action on the final round.

An attack on the ritual site can happen anytime, but for dramatic reasons usually occurs in the last minute leading up to the ritual. With a high enough hassle roll, there might be multiple attacks spread out over time.

Ritual Spell Basic Characteristics

Casting Time 1 minute
Components V, S, M
Range 100 ft
Area/Targets 10 ft. radius burst, 10 ft. cone, or 1 creature
Duration instantaneous
Saving Throw as spell seed
Saving Throw DC 10 + 1/2 caster level
Spell Resistance yes

Limitations Of Ritual Magic

There are certain things ritual magic just cannot do.

  • No ritual spell can be lower than 2nd level. This means you have to be able to cast 2nd level spells (or be forth level and know the Ritual Casting feat) in order to use ritual casting at all.
  • A ritual spell cannot create a magic item. There are other rules for doing that.

Example Ritual Spells

The following are examples of how the ritual casting rules can be used.

Sudden Water

A high level caster is suddenly confronted with an unexpected underwater adventure and uses ritual magic to give the party water breathing.

Spell Seed water breathing (level 3) Final level 9, Hassle 0.

2 minute cast time, basic resources (alchemical components), 3 acolytes (other party members), spell known, 1 day duration, 100 ft. range, 10 targets.

Charm Plot

An intrigue to charm most of a town's population at a fair when they are all gathered in order to influence an election. Hassle in this case includes the risk that someone will realize what is happening during the ritual or its preparation.

Spell seed charm person (level 1) Final level 4, Hassle 10.

2 minute cast time, basic resources (wine), 5 acolytes + 100 congregation, spell is cast, 1 day duration, 1,000 targets.

Low-Magic Resurrection

The hero of the town has died a heroic death, and there is no-one capable of resurrection. The parish priest and the hero's companions (acolytes) hold an all-night vigil and conducts the ritual with the parishioners at sunrise.

Spell seed raise dead (level 5) Final level 2, Hassle 13.

Full-day ritual. 10* resources (holy water, incense 2,000 gp [+5,000 gp diamond material component]), 5 acolytes + 100 congregation, Spell available (an old prayer book).

See Also