New Spell Descriptions

Ritualist Spells
by Level

First Level
Find Familiar (standard)
Sense Ritual (Ritual,Divination)
Range: 0 Cast: 30 min
Comp: VSM AoE: Sphere, 1mi/lev radius
Dur: 3 Turn/Lev. Save: None
This spell allows a ritualist to tap into the flow of
ether and mana to determine the location of rituals being
cast within the area of effect. The spell only determines
the direction of the rituals detected, and their relative
distance.
To cast the spell, ritualist focuses on a number of ebon
bloodstones (10 gp each), up to one per level of the
spellcaster. For each Ritual School spell being cast in
the area of effect, one of the stones will glow. As the
Ritualist moves nearer to the other caster, the stone for
that spell will brighten. If there are more rituals being
cast within the area of effect than the caster has stones,
the stones will respond to those being performed by the
lowest-level casters first.
Zone of Hinderance (Ritual, Ench/Charm)
Range: T Cast: 1 hr
Comp: VSM AoE: Sphere, 10ft/lev radius
Dur: 1hr/lev Save: Special
The caster must walk the circumference of the Zone as he
casts this spell, smearing a bit of tissue from the species
to be affected as he goes. Once he is done, any creature
of that species will suffer a -1/-5% penalty on all rolls
while within the area of effect. If a creature has more HD
than the caster, it gets to Save vs. Magic to ignore this
effect.
Identify Ritual (Ritual, Divination)
Range: 0 Cast: 1 hr
Comp: VSM AoE: special
Dur: 1 Turn/Lev Save: None
Before casting this spell, the Ritualist must first cast
Sense Ritual.
Next, the caster brings an elixer of powdered hawk's
bones and pure spring water to a boil over a white candle.
When one of the bloodstones from the Sense Ritual spell is
dipped into the elixer with a copper wire, the liquid will
change color. If the caster makes a successful Spellcraft
roll, he may identify the Ritual linked to that stone. If
the Ritual is a one unknown to the caster, then the caster
only learns its level and Schools.
It takes ten minutes to get a reading off a single stone.
Stones may be switched as often as the caster likes, up to
the duration of the spells (the spell will not work on the
stones after the end of the Sense Ritual spell).
Recast I (Ritual, Alteration)
Range: 0 Cast: 1hr
Comp: VSM AoE: one spell
Dur: special Save: None
This spell is to be cast immediately before the target
spell is cast. The target spell will then have an
automatic repeat built in. Once the duration of the
targeted spell ends, it will automatically be cast again,
with identical effects. If the primary spell is dispelled
without the Recast being affected, then the repeat will
"kick in" at the end of the original casting's duration.
Only certain spells may be affected by this spell:
Alarm, Audible Glamer, Dancing Lights, Hold Portal,
Light, Wall of Fog
The spells material components are a pair of mirrors and
a gem equal to 100GP*Spell Level.

3rd Level
Secret Page (standard)
Imp (Ritual, Conjuration/Summoning)
Range: T Cast: 24 hr
Comp: VSM AoE: 1 creature
Dur: Perm Save: Special
This spell is a more powerful version of Find Familiar.
It allows the caster to summon a small, magical being to
serve as a companion to the caster. Despite the spell's
name, the exact nature of the creature summoned depends on
the caster's alignment. A Wizard may have both a Familiar
and an Imp.
In addition to the components of the Find Familiar spell,
the caster must also prepare a gift, worth at least 5,000
GP, for the Imp. Also, the creature will have certain
requirements for its care, and if these are not met, the
creature will get a Save vs. Spells to break the bond. If
the Wizard knows in advance that he will be unable to
fulfill the contract for a period of time, he may negotiate
an arrangement. This should be roleplayed out, with
bonuses given for high Charisma and creative offers.
The caster is bound to the Imp in a similar manner as a
Familiar: He may speak telepathically to it from up to one
mile away, the familiar receives 1/2 or 0 damge when in
contact with the caster, death of the Imp calls for the
caster to roll System Shock or lose a point of
Constitution.
Furthermore, the Imp confers upon its master a magical
ability, usable once per day (unless it is a constant
function), which varies according to the type of creature.
The Imp gains one hit point whenever its master increases
in level.
ALIGN TYPE GIFT CONTRACT POWER
LE Imp Stolen Copper Victim Subtle Charms
(As Suggestion spell)
NE Larvae Netherore Pound of Flesh Secret Names
(As Legend Lore, only
gives True Names of
extraplanar beings)
CE Redcap Blood Money Heartsblood Vampirism
(Heal one hp/point of
damage inflicted in
HTH combat)
LN Eshu Maps Journeys Lore
(As Legend Lore, only
discusses magical
items)
TN Boggan Books Gossip Research
(Reduces research time
for spells, objects,
and ritae by 50%)
CN Pixie Gold Dust Play Pixilation
(As Confusion spell)
LG Brownie Feast Food Safe Hearth
NG Pseudodragon Gems Bed Dragon Scale
(0% Magic Resistance)
CG Pooka Furs Lies Changeling
(Assume form of a
small mammal, may
hold up to 24 hrs)
Pinpoint Ritual (Ritual, Divination)
Range: Special Cast: 1 hr
Comp: V,S,M AoE: Special
Dur: 1hr/Lev Save: None
Again, this spell requires a successfully cast Identify
Ritual spell.
This spell gives the caster the precise location of an
Identified Ritual. To cast it, he places the bloodstone
from the selected Ritual into a depression on a arrowhead
-shaped lodestone. When the lodestone is placed in a
bucket filled with spring water, it will point in the exact
direction of the Ritual. Furthermore, by making a
Spellcraft roll, the caster may tell from the intensity of
the glow just how far the Ritual is. The caster may change
stones as long as the spell lasts; each change in
orientation takes 10 minutes and a new Spellcraft roll.
Ward (Ritual, Abjuration)
Range: T Cast: 1hr/HD (Max. 1HD/Lev)
Comp: V,S,M AoE: Hemisphere, 5'/Lev rad.
Dur: 1 day/Lev Save: None
This Ritual prevents one species from entering the Warded
region. The caster traces a circle of blood from the
target species, centered on a diamond worth at least 500
GP/HD of the target species. This can affect a maximum HD
equal to the level of the caster. If a particular
speciman of the species has more HD than the Ward was set
to, that creature will ignore the Ward. Note: The caster
can set the Ward to affect his own species, but if he sets
the HD level at its maximum, he himself will be unable to
enter.
Simple Charm (Ritual, Ench/Charm)
Range: T Cast: 8 hrs
Comp: V,S,M AoE: 1 person
Dur: 1 week/level Save: Special
To cast this Ritual, the caster needs a pendant of ivory
fashioned into the shape of an orchid (100 GP) hung on a
lock of hair from the intended subject of the Charm. The
intended recipient of the Charm, who must be present
throughout the casting, then dips the pendant in his own
blood, which the caster draws with a dagger of pure silver.
As the pendant soaks, the caster chants over it, reciting
the virtues of the recipient.
Once completed, the Charm will give its recipient a
Charisma of 18, but only with respect to the target, and
only while the pendant is worn. The target only gets a
save if the recipient treats him with neglect or cruelty.
When the spell reaches its duration, the target's attitude
toward the recipient will depend on how they were treated
during the spell.

4th Level
Enchanted Weapon (standard)
Magic Mirror (standard)
Enhancement (Ritual, Alteration)
Range: T Cast: 4 hrs
Comp: V,S,M AoE: 1 person
Dur: 1 day Save: None
This spell raises a single attribute of the target for
one day. The attribute raised is determined by the caster,
and while this spell is in effect, any further Enhancements
will fail. The amount gained is determined by Class and
attribute. Multi-class characters take the best option,
and Templars use their "Save as" column. Components also
vary by attribute and class. Points over 18 are treated as
/10 per point.
The gem and animal part components are consumed in the
casting, but the figurine may be reused, so long as the
Ritual is cast on the same individual.
Class: Warrior Priest Rogue Wizard Component (Gem=dmax*50GP)
Att.
Str d8 d6 d6 d4 Lion Heart Ruby
Dex d6 d4 d8 d8 Monkey Paw Pearl
Con d8 d6 d4 d4 Wolf Hide Diamond
Int d4 d4 d6 d8 Eagle Eye Emerald
Wis d6 d8 d4 d6 Owl Feathers Sapphire
Cha d4 d8 d8 d6 Snake Tongue Ebony
Figurine Sword Scepter Mask Staff
(10GP/Lev) Silver Ivory Ebony Gold
Recast II (Ritual, Alteration)
Range: T Cast: 1 day
Comp: V,S,M AoE: 1 spell effect
Dur: 1 wk/Lev Save: None
This Rite works in much the same manner as Recast I, but
requires 3 mirrors and continually renews the affected
spell for the length of Recast's duration. Furthermore,
besides the spells listed with Recast I, Recast II may be
used on the following:
Darkness, 15' radius, Fog Cloud, Glitterdust, Hypnotic
Pattern, Magic Mouth, Misdirection, Stinking Cloud, Web, Gust
of Wind, Illusionary Script, Item, Leomund's Tiny Hut.
Gird Ward (Ritual, Abjuration)
Range: T Cast: 1/2 original cast time
Comp: V,S,M AoE: 1 Ward
Dur: 2 days/Lev Save: None
This Rite empowers an existing Ward, letting it last
beyond the spell's original duration. The components are
the same as for the original ward, but cost only half as
much.

5th Level
Contact Other Plane (standard)
Conjure Elemental (standard)
Leomund's Secret Chest (standard)
Shroud (Ritual, Abjuration)
Range: T Cast: 4 hrs
Comp: V,S,M AoE: 20' cube/level
Dur: 1 day/Lev Save: Special
Shroud creates an area that is totally screened from
Divination magic. Any Divination spell which would
"affect" the Shrouded area will fail (although not
necessarily in a noticible fashion), unless the caster of
the Divination is higher in level than the Shroud's caster
and makes a successful Save vs. paralyzation.
The components for this spell are 4 ebony stakes, which
must be driven into the corners of the area to be
protected, and a skein of wool.
Planar Ward (Ritual, Abjuration)
Range: T Cast: 1 day
Comp: V,S,M AoE: 10'/Lev max. radius
Hemisphere
Dur: 1 day/Lev Save: None
This Ward creates a hemispherical barrier which blocks
the passage of beings from another plane (which plane being
set at the time of casting). Materials used in the making
of the Ward vary according to the plane being warded
against, and must be researched each time the caster wishes
to affect a different plane.
Materials cost at least 5,000 GP, and may be more
expensive.
If a being from the affected plane is summoned within the
bounds of the Ward, then it will be trapped there as long
as the ward remains. Such a being will be unable to use
magic to remove itself from the ward's confines.
A creature from the affected plane may only roll Magic
Resistance if the caster is of a lower level than the
creature's HD. Furthermore, for every additional 2,000 GP
worth of materials used in the ward's manufacture, the
creature's Magic Resistance will be lowered by 5%.
This spell may be extended by a Gird Ward spell, as
normal, but all costs must be included.
Icon I (Ritual, Enchantment)
Range: 1 mi/Lev Cast:1hr/HD of target
Comp: V,S,M AoE: 1 target
Dur: 1 hr/Lev (special) Save: Special
This spell requires a silver figurine of the intended
target as well as a personal possession, and possibly a
drop of blood, from the victim. Certain spells, when cast
on the Icon, will also affect the victim. The Icon has 2
hp/Caster Level, and when these are exhausted, the Icon is
destroyed and the spell will end.
The victim receives no Save against the Icon spell
itself, but gets any save he might be entitled to normally
against the spells cast through it. A successful save
does not prevent the Icon from taking damage, however.
Following is a list of spells which may be cast on the
Icon. (Spells marked with * require that blood of the
target was used in the creation of the Icon):
These spells do as much damage to the Icon as to the
victim:
Shocking Grasp, Chill Touch, Vampiric Touch *
These spells do no damage to the Icon:
Clairvoyance, Clairaudience (The caster will see/hear
through the senses of the target.)
These spells do damage to the Icon equal to their spell
level:
Blindness Friends Ray of Enfeeblement *
Charm Person Haste Slow
Deafness Hold Person Strength *
ESP Hypnotism Suggestion
Forget * Invisibility

6th Level
Enchant an Item (Standard)
Legend Lore (Standard)
Contingency (Standard)
Control Weather (Standard)
Move Earth (Standard)
Guards and Wards (Standard)--Affected by Gird Ward spell
Rebirth (Ritual, Necromancy)
Range: T Cast: 1 day
Comp: V,S,M AoE: 1 person
Dur: Permanent Save: None
This spell takes the place of the standard Reincarnation
spell (which does not work on Gero), and brings a character
back to life in a new body.
The subject cannot have been dead more than two days for
every level of the spellcaster. The new body will form as
the spell is being cast. Although there is no need for
system shock or resurection rolls, if the spell is
interrupted, the soul will be lost for good, beyond the
restorative power of all magic.
Although any race can be affected, the reborn character
will always come back as a member of one of the same
category of races, New or Elder. (See Races of Gero for
more info on the different categories.) Thus, no Elf will
be reborn as a human, nor can an Aaracockra come back as
a Drow.
The new incarnation will be of the race indicated on the
tables below (the table is determined by the original race
of the character):
% ROLL RACE (If New Race) {} % ROLL RACE (If Elder Race)
01-08 Aaracockra {} 01-16 Elf
09-16 {} 17-32 Drow
17-24 Human {} 33-48 Dwarf
25-32 Orc {} 49-64 Goblin
33-40 Locathah {} 65-80 Gnome
41-48 Sahuagin {} 81-96 Kobold
49-56 Bullywug {} 97-00 Original Race
57-64 Kuo-Toa {}
65-72 Thri-Kreen {}
73-80 {}
81-88 Lizard Man {}
89-96 {}
97-00 Original Race {}
Recast III (Ritual, Alteration)
Range: T Cast: 1 Week
Comp: V,S,M AoE: 1 spell effect
Dur: 1 mo/Lev Save: None
With the exceptions noted above, this spell operates the
same as Recast II, except that it needs 4 mirrors and also
affects the following additional spells:
Advanced Illusion, Cloudkill, Distance Distortion, Evard's
Black Tentacles, Fumble, Hallucinatory Terrain, Ice Storm
(Sleet Version only), Leomund's Secret Chest, Leomund's Secure
Shelter, Magic Mirror, Major Creation, Minor Creation, Rainbow
Pattern, Passwall, Shadow Door, Solid Fog, Vacancy, Wall of
Fire, Wall of Force, Wall of Ice.
Spiritwrack (As Unearthed Arcana)


8th Level
Binding (Standard)
Clone (Standard)
Demand (Standard)
Trap the Soul (Standard)
Screen (Standard)
Recast IV
Range: T Cast: 2 Weeks
Comp: V,S,M AoE: 1 spell effect
Dur: 1 year/Lev (see below) Save: None
Again, this ritual mimics the effects of Recast II,
but requires 8 mirrors, and also affects the
following additional spells:
Control Weather, Death Fog, Glassee, Guards and Wards, Lower
Water, Mirage Arcana, Part Water, Programmed Illusion, Veil,
Forcecage, Mordenkainen's Magnificent Mansion, Phase Door,
Reverse Gravity, Sequester, Statue.

9th Level
Succor (Standard)
Icon III
Range: 10 mi/Lev Cast: 1 week
Comp: V,S,M AoE: 1 person
Dur: Special Save: None
As Icon II, but the Icon can take 5 hp/Caster Level.
Icon III can also transmit the following additional spells,
all of which require the tissue of the target to be used in the
casting:
These cause 3 pts/rd to the Icon:
Bigby's Grasping Hand
Control Undead
Maze
Otiluke's Telekinetic Sphere
Otto's Irresistible Dance
These cause damage equal to the damage inflicted by the spell:
Bigby's Clenched Fist
Bigby's Crushing Hand
These cause 3 pts/spell level:
Power Word, Stun
Statue
Power Word, Blind
Energy Drain
Mind Blank
These destroy the Icon, which must be fresh when they are cast:
Finger of Death
Sequester
Simulacrum
Polymorph Any Object
Sink
Trap the Soul
Imprisonment
Power Word, Kill
Temporal Stasis
Perpetual Reverberation
Range: T Cast: 1 month
Comp: V,S,M AoE: 1 spell effect
Dur: Permanent Save: None
The most powerful of the the Recast spells, this ritual,
which requires both 16 mirrors and a silver model of a
tuning fork, also affects the following additional spells:
Antipathy/Sympathy, Incendiary Cloud, Mind Blank, Polymorph
Any Object, Prismatic Wall, Screen.
The caster may choose to reduce the number of mirrors to that
of any of the Recast spells. In such a case, the Duration will
be according to the appropriate level of Recast being mimicked.
(Thus, a Ritualist could make a Prismatic Wall spell last for
just one year/Level, rather than be permanent, by only using
8 mirrors.
Alternately, when used in conjunction with Enchant an Item,
this spell functions as a form of Permanency for the purposes
of creating magic objects.
Grand Ritae
Range: Special Cast: Special
Comp: V,S,M AoE: Special
Dur: Permanent Save: Special
This spell is easily the most potent magick in the
ritualist's arsenal. Theoretically, there is nothing it
cannot accomplish. On no fewer than five occasions, a
Grand Ritae has been used in a manner which altered the
actual geography of Gero.
The drawback is that each effect must be researched out
individually, as if the caster were designing a new spell.
Components must be meticulously measured and performed,
with no margin of error.
The player should submit an outline of the effect. The
gamemaster then determines the components required.
Players who include creative and likely suggestions for
possible components should be given a 10% bonus on research
times and costs (this is cumulative with the bonus a
Ritualist class Mage receives).
Some guidelines:
Existing spells should be close to, or even identical to,
their current descriptions, particularly Ritual spells.
Effects based on other spells, particularly short-term
magicks, should be modified to produce a spell in line with
the requirements of the Ritualist School (thus, a Grand
Ritae Fireball might take one Turn to cast and last for
two turns/Level, with the caster able to control movement and
size).
Effects that are hyped-up versions of spells (say, a
Swarm spell that covers an entire city) should employ
components that reflect the improved aspects (for instance,
an accurate scale model of the city in question).
The greater the effect, the rarer the components. Folowing
are some of the more common categories of component, and
relative scarcities:
__CATEGORY_______________TYPES____________________
Astrological Daily (noon, dusk, dawn, high moon)
Monthly (moon phase)
Seasonal (equinox, solstice)
Annually (lunar phase in specific
month, new year)
Irregular (meteor shower)
Many Years (planetary configurations)
Lifetime (comet)
Many Lifetimes (stellar alignment)


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