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.
      
      
      Second Level Strength (standard) Enhance Familiar (Ritual, Alteration) Range: Touch Cast: 48 hr Comp: VSM AoE: One FAmiliar or Imp Dur: Permanent Save: None This spell enhances the bond between the Wizard and his Familiar or Imp (see third level spells). Familiars receive the following enhancements:
      1. Int=Caster's Int;
      2. HP=1d3+1+3/Caster Level (goes up as level climbs);
      3. Caster can draw damage done to Familiar to herself, on a one-for-one basis;
      4. Fully telepathic bond, allowing conversations at up to 1 mi/Level.;
    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)
    7th Level Charm Plants (Standard) Simulacrum (Standard) Icon II Range: 5 mi/Lev Cast: 1 day Comp: V,S,M AoE: 1 person Dur: Special Save: None As Icon I, but able to take up to 3 hp/Level of the caster. Again, saves are allowed against spells cast on the Icon. The following additional spells may be transmitted, causing 2 hp of damage to the Icon/spell level: Animal Growth Fumble Animate Dead * Hold Monster Charm Monster Massmorph Contagion * Otiluke's Resilient Sphere Enervation * Polymorph Other * Dismissal Remove/Bestow Curse Emotion Seeming Feeblemind * Stoneskin * Spells which can affect more than one target still only affect the Icon, although multiple Icons (of different targets) could be affected, up to the normal limits of the spell. Spells with an * require that a drop of the target's blood be used in the casting of the Icon.
    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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