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Ritual Chamber

A space to cast large ritual spells

Costs

Coin

150 GP for basic supplies

Hireling

This facility needs 1 hireling.

Materials

An arcane focus (consumed on construction)

Actions

Every facility offers an activity of some sort. Between each session you may take two actions between all of your facilities. All facilities have passive abilities as well.

Action: Cast

When you take the cast action you can gain one of the following effects for the week.

  • You may cast one spell level three or lower that has the ritual tag for no material components
  • You may double the reward from another one of your facility's actions

Passive Ability

At the start of every session, you gain a magical charm that lasts for 7 days (or until you use it). On a failed skill check, you may break the charm to add 1d6 to the result.


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