Black Lore of Razag
Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Razag makes your spells especially potent. You add 1d6 necrotic and psychic damage per spell level to the spells effects. If the spell has a save they take half damage on a success. In addition to normal material components, a Razagian spell requires the creation and expenditure of Razagian runebone, a human bone scribed with carefully prepared arcane markings. Only someone trained in the Black Lore of Razag knows the secret of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25gp per spell level.
A Razagian runebone can be substituted by carving the arcane markings into the flesh of a living humanoid that must be kept alive and then sacrificed as part of the spell, costing 0gp but dealing 1d6 damage to the sacrifice per spell level. The sacrifice may be treated with first aid throughout this process, but cannot be magically healed lest the runes close.
Coven Ritual Casting
This ritual effect reduces the casting time of the ritual by 10 minutes for each member of the coven helping to cast it. A spell can’t benefit from this more than 3 times (from 3 separate witches who have all take this effect). If coven ritual casting and quickened ritual are used in conjunction then quickened ritual is calculated first.
Distant Spell
This ritual effect increases the distance from which the spell can be cast. Changing the distance to 1 mile requires an additional 10 minutes per spell level, 10 miles requires an additional hour per spell level (double these if the range is touch). If you have an anchor for the spell (a link to what will be affected by the spell, something significant belonging to the target, or something from the area to be affected by the ritual) then the range can be doubled OR only takes half as much additional time.
You must be able to perceive a creature or have a closely linked possession of theirs to anchor the spell and target them, but you do not need to perceive them to affect them with an area spell. If using an anchor the spell ignores half and three-quarters cover.
Empowered Spell
This ritual effect empowers a damage spell, as the sorcerer metamagic feature reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. This requires an additional 10 minutes per spell level to cast.
In a coven this can only be applied once and is done by the witch that applied the effect.
Extended Spell
This ritual effect increases the duration of a spell with a casting time of 10 minutes or less. Spending an additional 10 minutes per spell level will make the spell last twice as long.
Fortify Spell
This ritual effect makes the spell harder to resist, giving targets of the spell disadvantage on their saving throw. This takes an additional 10 minutes per spell level to cast for a single target spell and 30 minutes per spell level for a spell affecting multiple targets.
Guided Spell
This ritual effect makes your spell zero in on a specific target. This requires an additional 30 minutes per spell level, cut in half if you have an anchor for the spell (a link to what will be affected by the spell, something significant belonging to the target, or something from the area to be affected by the ritual). You do not have to be able to perceive your target to affect them with the spell. If it requires an attack roll then it automatically hits.
Heighten Spell
This effectively increases the level of the spell being cast by 1 and all effects associated with that (both spell effects and additional cast time and costs for ritual magic). This requires a single magical item consumed by the ritual worth at least 100gp times the new spell level (increasing spell level from 8 to 9 would require a magical item worth at least 900 gp).
A coven can apply this effect up to 3 times, but must still provide a single magical item worth the combined cost of the increased spell levels.
Insidious Spell
This ritual makes the spell harder to detect. Casting Detect Magic or similar effects do not show the presence of the spell unless it is cast at a higher level than the ritual spell is cast at. Otherwise they must concentrate on the area of the spell for an entire action and make a DC 10 + spell level investigation check in order to detect the spell. This requires an additional 10 minutes per spell level to cast.
Maximize Spell
This ritual effect maximizes the damage of a spell. Damage is not rolled, but instead is treated as though they all rolled the highest number possible. This requires an additional 30 minutes per spell level to cast.
Pernicious Magic
This ritual effect makes the spell harder to remove. If Dispel Magic, Remove Curse, or other appropriate spell to remove the effects of the pernicious spell are cast at a level below the pernicious spell’s level then they fail. If they are cast at the pernicious spell’s level then they must succeed on an ability check using their spellcasting ability. If they are cast at a higher level than the pernicious spell then their interactions work as normal. Using pernicious magic requires an additional 20 minutes per spell level to cast and 10gp per spell level in gold or gemstones.
Persistent Spell
Prerequisites: Level 7
This ritual effect increases the duration of the spell by a scale factor. If a spell duration is 1 minute then it lasts 10, 10 minutes last an hour, a spell lasting an hour will persist an entire day, a spell with a duration of a day will instead last a week, then month, and then year. This requires an additional 30 minutes per spell level (or double the cast time if that is longer) and gemstones worth 50 gp per spell level.
A coven of witches can use persistent spell up to 3 times on a single spell, but each usage is increasingly more difficult to apply. A second application requires an additional hour and 100 gp per spell level on top of the original persistent spell effect (combined for 1.5 hours longer cast time per spell level and 150gp per spell level of gemstones consumed). A third application requires an additional 1.5 hours and 150 gp per spell level (combined for a total of 3 extra hours per spell level to cast and 300gp per spell level).
Permanent Spell
Prerequisites: Persistent Spell
This ritual effect makes the effects of a spell permanent until dispelled. Only works on spells that have a duration of at least 1 hour. This requires an additional hour per spell level and gemstones worth 250 gp per spell level.
Quickened Ritual
You can reduce the casting time by using precious metals, gemstones, and magical or mundane items that are consumed as deemed appropriate for the spell. Materials consumed must have a cost of spell level x 50gp to reduce the casting time by 25%, or spell level x 150gp to reduce the casting time by 50%.
If coven ritual casting and quickened ritual are used in conjunction then quickened ritual is calculated first. A coven can only quicken a ritual once.
Song of the Dead
This ritual effect allows you to add a powerful dose of necromantic energy to your mind-affecting spells, but they are useless against all others. Spending an additional 10 minutes per spell level and providing 1 pound of grave soil per spell level as a material component that is consumed by the spell allows mind-affecting spells to affect intelligent undead creatures (intelligence of 7 or higher), but has no effect against living creatures or constructs.
Transdimensional Spell
A transdimensional spell is able to affect targets in coexisting and nearby planes. Spending an additional 10 minutes per spell level and using a manufactured focus consisting of at least 1 lb of starmetal which is not consumed (such as an athame), allows you to affect coexisting and nearby planes and extradimensional spaces and demiplanes whose entrances fall within the spell’s area.
Using a transdimensional spell on the material plane, ethereal plane, plane of shadow, or in the fey wild allows the spell to affect the other planes. Using a transdimensional spell an elemental plane allows the spell to affect the other elemental planes, but the effects are still limited by distance as normal. Using a transdimensional spell on one of the outer planes has unpredictable results (abyss, hell, 5 heavens, and Limbo).
You must be able to perceive a creature or have an anchor for the spell (something significant belonging to the target to link them to the spell) to target them, but you do not need to perceive them to affect them with an area spell. If using an anchor the spell ignores half and three-quarters cover.
Weird Ritual
Prerequisite: Weird Magic
You substitute an effect of Weird Magic in place of a spell. Spell level is determined based on the desired effect. At the end of the ritual all witches involved take 1 level of exhaustion for every 2 spell levels, rounded up. This uses the ritual leaders Weird Magic for the ritual.
Widen Spell
This ritual effect increases the size of a spell that affects an area. Spending an additional 10 minutes per spell level casting will make the spell double its: radius (area), width (lines and block), or length (cones).