Ritual Magic-
The far winds of magic can blow through anyone no matter their chosen path in life, those who feel the effect of the magic running through them may learn to harness it in a number of ways. They may dedicate their life to a cause or God and become a Cleric; or they may spend years of study in a small candlelit room to become a wizard; or this magic may unlock the power of their ancient blood and become a sorcerer. Some choose to do neither of these things but still not ignore the magic that has chosen them and seek out lost rituals to harness this power.
New Feats:
Unlock Ritual
Prerequisites: Character level 3
Effect:
You gain knowledge of one ritual from the ritual list below, you are capable of using the lesser form of ritual a number of times per day equal to your constitution modifier (minimum 1). Each ritual takes a full round action to use.
Standard Ritual Use
Prerequisites: Character level 6 Unlock Ritual
Effect:
You gain access to the standard form of all the rituals you have knowledge of.
Enhanced Ritual Use
Prerequisites: Character level 9 Standard Ritual Use
Effect:
You gain access to the enhanced form of all the rituals you have knowledge of.
Greater Ritual Use
Prerequisites: Character level 12 Enhanced ritual use
Effect:
You can access to the greater form of all the rituals you have knowledge of.
Supreme Ritual Use
Prerequisites: Character level 15 Greater Ritual Use
Effect:
You gain access to the supreme form of all the rituals you have knowledge of.
Diefic Ritual Use
Prerequisites: Character level 18 Supreme Ritual Use
Effect:
You gain access to the Diefic form of all the rituals you have knowledge of.
List of Rituals
Air Mastery:
This ritual draws power from the elemental plane of the air, those to whom the plane is drawn naturally to have easy access to this power and it blesses them with elemental grace and the power to channel the air energy into a weapon.
Lesser: The use of this ritual grants the user an increase in base land speed by 10feet for 1 hour per level it also alows you to knock one target within 30 feet prone as a standard action within one hour of casting the ritual (Reflex Save DC 10+1/2 your HD+ your con modifier)
Standard: The use of this ritual grants the user the ability to dimension door a maximum distance of 10feet/level as a standard action within one hour of using the ritual, it also allows you to grant yourself or an ally a +6 to Climb, Jump and balance checks for the next minute/level.
Enhanced: Gain a fly speed of 60 feet (good) for an hour per level, can also use the spell wind wall as a SLA within a minute of using the ritual.
Greater: Allows you to control winds for as long as you concentrate for immediatly after the ritual's completion, each round you concentrate you can change the strength of the wind by one level. You can concentrate for a maximum of 10mins/level and the spell effects persist for 1 min/level after you stop concentrating.
Supreme:[b] Grants an enhancement bonus of +1d8 to your dexterity score for an hour/level also within an hour of casting the ritual you can cast an empowered chain lightning as a standard action.
[b]Diefic:[b] Unleashes 1d4 whirlwinds as per the whirlwind spell also grants a fly speed of 90 feet (perfect) for 2hours/level.
[b]Blood Crescendo:
This dark ritual pulls from the power of the life force of all creatures, it allows the power to drain creatures of thier vitality and strengthens the user with this magic
Lesser: On completion of the ritual you gain 2d6+your con mod in temporary hit points which last for an hour per level and gains the power to deal 1d4 points of constitution damage as a ranged touch attack to a target within 30feet (Fortitude Save DC 10+1/2 level+ targets con mod)
Standard: You gain the deathwatch ability for 1hour/level and gain a touch attack which deals a maximum of 5X your level in negative energy damage. You may split the damage up between multiple targets.
Enhanced: You gain a ranged touch attack which deals 1d6 points of constitution damage (Fort Save DC 10+1/2level+con modifier) which you can use a number of times equal to your level, for each point of constitution damage you deal you heal 2d6 points of damage and gain a number of temporary hit points equal to your constitution modifier.
Greater: You become under the effects of Deathward for 1hour/level and anytime someone attempts to use one of the effects Deathward makes you immune to you gain a cumilitive enhancement bonus of +1 to your con score.
Supreme: You gain one use of the destruction spell as a SLA which is usable within one hour of completing the ritual, during the ritual you may voluntarily take constitution damage to increase the DC of the SLA by 1 per point of constitution damage taken, this ability damage may not be restored until the SLA is cast.
Diefic: All living creatures within 60 feet of the caster when the ritual is performed take 2d6 points of constitution damage, after 2 more rounds of concentrating the caster unleashes this energy as an explosion of blood and everything within 300 feet of the caster takes damage equal to 3X the total amount of constitution drained.
Darkness Calling
The man who feels the powers of Darkness calling him knows the power that can be unlocked with deception and stealth, the rituals he learns enhances these abilities to a great level and allows him to slowly call upon dark forces not meant to be seen by mortals
Lesser: On complition of the ritual the caster gets a +4 bonus to hide and move silently checks for one hour/level and once within one hour of completing the ritual they can use darkness, as per the spell, as a spell like ability.
Standard: This ritual grants the caster a +6 to Bluff and Diplomacy checks for one hour/level and once within one hour of completing the ritual they can use Charm Monster as a spell like ability.
Enhanced: This ritual grants the caster a +8 to Hide and Move silently aswell as giving the caster a sneak attack of 3d6 for one hour per level. The caster also gains the ability to use the spell invisibility once within an hour of the rituals completion.
Greater: This ritual summons a greater shadow to serve the caster for 1min/level, it also allows them to use the spell Glibness once as a spell like ability within one hour of ritual completion.
Supreme: Grants the caster an enhancement bonus to dexterity equal to their constitution modifierX2, they also can eminate an effect the same as deeper darkness at will for 1hour/level.
Deific: Summons an eldritch abomination that cannot be concieved by mortal eyes, this beast lasts for 1 minute/level and will automatically slay anyone but the caster within an area of darkness within 60 feet (Fortitude DC 15+1/2level+con modifier)This is not a death effect and as such anything immune to death effects will not be immune to this. In addition to this beast the caster can also snuff out any magical or manmade light source as a swift action during the duration of the eldritch beast's rampage.
Earth Mastery:
The power of the Elemental Plane of Earth is strongly attatched to the practicioner of the Earth Mastery ritual and its immovable abilities make one blessed with its attention a powerful defender and guardian.
Lesser: After completing the ritual the caster gains a +2bonus to natural armour for 1 hour/level, anytime up to an hour after completion of the ritual the caster can take an immediate action to give themselves damage reduction 2/- for 1 round/level.
Standard: The Caster gains a +2 bonus to strength and extra hp equal to 4X their constitution modifier for one hour/level. Up to an hour after completing the ritual the caster may take a standard action to make all the ground within 15 feet of them count as difficult terrain for their enemies.
Enhanced: The Caster gains Damage reduction 3/- and gains the ability to glide through earth like an earth elemental for 1hour/level. They also gain a charge attack they can use once/level within an hour of casting the ritual which is an extra attack on a charge action which automatically hits and deals 1d6 damage per 5 feet of movement they moved during the charge.
Greater: The Caster gains immunity to trips, bull rushes and grapples and gains fast healing 5 for 10mins/level while standing on land. Once within one hour of casting this ritual they can knock all enemies within 30feet of them back by 20feet and they must make a reflex save (DC 10+1/2level+Con modifier) to avoid being knocked prone at the end of it.
Deific: The Caster draws upon the full power of earth and gains DR10/-, Elemental Traits, Darkvision up to 60feet and a +6 Enhancement bonus to Strength and Constitution for 1min/level.
Fire Mastery:
The power of the Elemental Plane of Fire has chosen this ritual user to be enhanced with its flaming destruction, one who utilises this power can sweep away all obsticals with a burst of fire.
Lesser: The Caster gains the effects of the endure elements spell for one hour/level. You also gain a ranged touch attack with a range of 30feet which deals 1d6+con mod in fire damage which you must use within an hour of completing the ritual. This is useable a number of times equal to your level.
Standard: On completion of the ritual you gain the ability to produce a 30foot cone of fire which deals 1d6 fire damage/level(maximum 5d6, Reflex save for half damage DC 10+1/2 level+conmodifier) and anyone who takes damage from the attack must make a DC15 reflex save or catch on fire and take 1d6 fire damage each round until it is extinguished.
Enhanced: On completion of this ritual you gain a wreath of fire surrounding you which deals 3d6 damage to anyone within 5 feet of you, this lasts for 10mins/level and can be supressed at will as a free action. Anytime while the wreath is active you may spend a full round action expanding it to effect all creatures within 30feet dealing 1d6 damage/level to them (Reflex for half damage DC 10+1/2level+con modifier) once this effect is used the wreath of fire effect ends.
Greater: You become immune to fire damage for 1 hour/level and have the ability to fire 1d6 empowered fireballs (as per the spell) which must be used within an hour of completeing the ritual
Supreme: You absorb anyfire damage that would damage you, for every 1 point of fire damage you would take you heal 1 point of hp this effect lasts for 1min/level. You may also use the spell incendiary cloud as a spell like ability which you may use once within an hour of casting this ritual.
Deific: After completing this ritual your body appears to be completely consumed in flame and you radiate 2d6 fire damage/level to everything within 30feet for 1round/level. At any time during this effect you may cast the spell fireball as a spell like ability.
With classes focused on these rituals and a lot more rituals to come and metaritual feats, wow there is a lot of excitment in the room, I can feel it.
Hold onto your hats kids the fun has just begun
The far winds of magic can blow through anyone no matter their chosen path in life, those who feel the effect of the magic running through them may learn to harness it in a number of ways. They may dedicate their life to a cause or God and become a Cleric; or they may spend years of study in a small candlelit room to become a wizard; or this magic may unlock the power of their ancient blood and become a sorcerer. Some choose to do neither of these things but still not ignore the magic that has chosen them and seek out lost rituals to harness this power.
New Feats:
Unlock Ritual
Prerequisites: Character level 3
Effect:
You gain knowledge of one ritual from the ritual list below, you are capable of using the lesser form of ritual a number of times per day equal to your constitution modifier (minimum 1). Each ritual takes a full round action to use.
Standard Ritual Use
Prerequisites: Character level 6 Unlock Ritual
Effect:
You gain access to the standard form of all the rituals you have knowledge of.
Enhanced Ritual Use
Prerequisites: Character level 9 Standard Ritual Use
Effect:
You gain access to the enhanced form of all the rituals you have knowledge of.
Greater Ritual Use
Prerequisites: Character level 12 Enhanced ritual use
Effect:
You can access to the greater form of all the rituals you have knowledge of.
Supreme Ritual Use
Prerequisites: Character level 15 Greater Ritual Use
Effect:
You gain access to the supreme form of all the rituals you have knowledge of.
Diefic Ritual Use
Prerequisites: Character level 18 Supreme Ritual Use
Effect:
You gain access to the Diefic form of all the rituals you have knowledge of.
List of Rituals
Air Mastery:
This ritual draws power from the elemental plane of the air, those to whom the plane is drawn naturally to have easy access to this power and it blesses them with elemental grace and the power to channel the air energy into a weapon.
Lesser: The use of this ritual grants the user an increase in base land speed by 10feet for 1 hour per level it also alows you to knock one target within 30 feet prone as a standard action within one hour of casting the ritual (Reflex Save DC 10+1/2 your HD+ your con modifier)
Standard: The use of this ritual grants the user the ability to dimension door a maximum distance of 10feet/level as a standard action within one hour of using the ritual, it also allows you to grant yourself or an ally a +6 to Climb, Jump and balance checks for the next minute/level.
Enhanced: Gain a fly speed of 60 feet (good) for an hour per level, can also use the spell wind wall as a SLA within a minute of using the ritual.
Greater: Allows you to control winds for as long as you concentrate for immediatly after the ritual's completion, each round you concentrate you can change the strength of the wind by one level. You can concentrate for a maximum of 10mins/level and the spell effects persist for 1 min/level after you stop concentrating.
Supreme:[b] Grants an enhancement bonus of +1d8 to your dexterity score for an hour/level also within an hour of casting the ritual you can cast an empowered chain lightning as a standard action.
[b]Diefic:[b] Unleashes 1d4 whirlwinds as per the whirlwind spell also grants a fly speed of 90 feet (perfect) for 2hours/level.
[b]Blood Crescendo:
This dark ritual pulls from the power of the life force of all creatures, it allows the power to drain creatures of thier vitality and strengthens the user with this magic
Lesser: On completion of the ritual you gain 2d6+your con mod in temporary hit points which last for an hour per level and gains the power to deal 1d4 points of constitution damage as a ranged touch attack to a target within 30feet (Fortitude Save DC 10+1/2 level+ targets con mod)
Standard: You gain the deathwatch ability for 1hour/level and gain a touch attack which deals a maximum of 5X your level in negative energy damage. You may split the damage up between multiple targets.
Enhanced: You gain a ranged touch attack which deals 1d6 points of constitution damage (Fort Save DC 10+1/2level+con modifier) which you can use a number of times equal to your level, for each point of constitution damage you deal you heal 2d6 points of damage and gain a number of temporary hit points equal to your constitution modifier.
Greater: You become under the effects of Deathward for 1hour/level and anytime someone attempts to use one of the effects Deathward makes you immune to you gain a cumilitive enhancement bonus of +1 to your con score.
Supreme: You gain one use of the destruction spell as a SLA which is usable within one hour of completing the ritual, during the ritual you may voluntarily take constitution damage to increase the DC of the SLA by 1 per point of constitution damage taken, this ability damage may not be restored until the SLA is cast.
Diefic: All living creatures within 60 feet of the caster when the ritual is performed take 2d6 points of constitution damage, after 2 more rounds of concentrating the caster unleashes this energy as an explosion of blood and everything within 300 feet of the caster takes damage equal to 3X the total amount of constitution drained.
Darkness Calling
The man who feels the powers of Darkness calling him knows the power that can be unlocked with deception and stealth, the rituals he learns enhances these abilities to a great level and allows him to slowly call upon dark forces not meant to be seen by mortals
Lesser: On complition of the ritual the caster gets a +4 bonus to hide and move silently checks for one hour/level and once within one hour of completing the ritual they can use darkness, as per the spell, as a spell like ability.
Standard: This ritual grants the caster a +6 to Bluff and Diplomacy checks for one hour/level and once within one hour of completing the ritual they can use Charm Monster as a spell like ability.
Enhanced: This ritual grants the caster a +8 to Hide and Move silently aswell as giving the caster a sneak attack of 3d6 for one hour per level. The caster also gains the ability to use the spell invisibility once within an hour of the rituals completion.
Greater: This ritual summons a greater shadow to serve the caster for 1min/level, it also allows them to use the spell Glibness once as a spell like ability within one hour of ritual completion.
Supreme: Grants the caster an enhancement bonus to dexterity equal to their constitution modifierX2, they also can eminate an effect the same as deeper darkness at will for 1hour/level.
Deific: Summons an eldritch abomination that cannot be concieved by mortal eyes, this beast lasts for 1 minute/level and will automatically slay anyone but the caster within an area of darkness within 60 feet (Fortitude DC 15+1/2level+con modifier)This is not a death effect and as such anything immune to death effects will not be immune to this. In addition to this beast the caster can also snuff out any magical or manmade light source as a swift action during the duration of the eldritch beast's rampage.
Earth Mastery:
The power of the Elemental Plane of Earth is strongly attatched to the practicioner of the Earth Mastery ritual and its immovable abilities make one blessed with its attention a powerful defender and guardian.
Lesser: After completing the ritual the caster gains a +2bonus to natural armour for 1 hour/level, anytime up to an hour after completion of the ritual the caster can take an immediate action to give themselves damage reduction 2/- for 1 round/level.
Standard: The Caster gains a +2 bonus to strength and extra hp equal to 4X their constitution modifier for one hour/level. Up to an hour after completing the ritual the caster may take a standard action to make all the ground within 15 feet of them count as difficult terrain for their enemies.
Enhanced: The Caster gains Damage reduction 3/- and gains the ability to glide through earth like an earth elemental for 1hour/level. They also gain a charge attack they can use once/level within an hour of casting the ritual which is an extra attack on a charge action which automatically hits and deals 1d6 damage per 5 feet of movement they moved during the charge.
Greater: The Caster gains immunity to trips, bull rushes and grapples and gains fast healing 5 for 10mins/level while standing on land. Once within one hour of casting this ritual they can knock all enemies within 30feet of them back by 20feet and they must make a reflex save (DC 10+1/2level+Con modifier) to avoid being knocked prone at the end of it.
Deific: The Caster draws upon the full power of earth and gains DR10/-, Elemental Traits, Darkvision up to 60feet and a +6 Enhancement bonus to Strength and Constitution for 1min/level.
Fire Mastery:
The power of the Elemental Plane of Fire has chosen this ritual user to be enhanced with its flaming destruction, one who utilises this power can sweep away all obsticals with a burst of fire.
Lesser: The Caster gains the effects of the endure elements spell for one hour/level. You also gain a ranged touch attack with a range of 30feet which deals 1d6+con mod in fire damage which you must use within an hour of completing the ritual. This is useable a number of times equal to your level.
Standard: On completion of the ritual you gain the ability to produce a 30foot cone of fire which deals 1d6 fire damage/level(maximum 5d6, Reflex save for half damage DC 10+1/2 level+conmodifier) and anyone who takes damage from the attack must make a DC15 reflex save or catch on fire and take 1d6 fire damage each round until it is extinguished.
Enhanced: On completion of this ritual you gain a wreath of fire surrounding you which deals 3d6 damage to anyone within 5 feet of you, this lasts for 10mins/level and can be supressed at will as a free action. Anytime while the wreath is active you may spend a full round action expanding it to effect all creatures within 30feet dealing 1d6 damage/level to them (Reflex for half damage DC 10+1/2level+con modifier) once this effect is used the wreath of fire effect ends.
Greater: You become immune to fire damage for 1 hour/level and have the ability to fire 1d6 empowered fireballs (as per the spell) which must be used within an hour of completeing the ritual
Supreme: You absorb anyfire damage that would damage you, for every 1 point of fire damage you would take you heal 1 point of hp this effect lasts for 1min/level. You may also use the spell incendiary cloud as a spell like ability which you may use once within an hour of casting this ritual.
Deific: After completing this ritual your body appears to be completely consumed in flame and you radiate 2d6 fire damage/level to everything within 30feet for 1round/level. At any time during this effect you may cast the spell fireball as a spell like ability.
With classes focused on these rituals and a lot more rituals to come and metaritual feats, wow there is a lot of excitment in the room, I can feel it.
Hold onto your hats kids the fun has just begun