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Ritual Rules

Performing a Ritual

When performing a ritual, you first determine the primary function of the ritual. The most common ritual functions are enhancing a spell’s effects in various ways, or producing unique magical effects only available to rituals. After choosing all desired effects of a ritual, you and any assistants perform a series of skill checks and sacrifice any required materials. If the skill checks required during the ritual are successful, after a designated amount of time the ritual effects occur. Should the ritual fail, different effects may occur depending on the ritual and the number of checks that failed.    

Ritual Effects

When a ritual is performed it can have a number of modifying or unique effects equal to the ritual leader's rank bonus in the ritualism skill. You get a number of additional effects equal to the number of enhancers. Each modifying effect of a ritual increases the DC of checks performed during the ritual. Most modifying effects can be taken multiple times, giving their effect and increasing the DC each time.  
Enhance Spell Ritual Effects
The following ritual effects modify a spell effect that the ritual leader has access to. All of these effects are available to anyone trained in ritualism.   Increase Effective Magic Modifier - Increase the ritual's effective magic modifier by up to rank bonus of the ritual leader's rank in ritualism. Each time this is taken, increase the DC of all skill checks during the ritual by 2 per extra EMM provided by this effect.   Increase spell points - Increase the ritual's effect spell points by up to half rank bonus of the ritual leader's rank in ritualism. Each time this is taken, increase the DC of all skill checks during the ritual by 4 per extra spell point provided by this effect.   Increased Duration - Increase the duration of ritual’s effect by up to 10 times per rank in ritualism. Each time this is taken, increase the DC of all skill checks in the ritual by 6.   Permanent effect - The effect of this ritual is made permanent. Increase the DC of all skill checks in the ritual by 10. In addition this effect counts as 3 ritual effects.   Increased Targets - Increase the number of targets the effects of the ritual target by up to rank bonus of the ritual leader’s rank in ritualism. Each time this is taken, increase the DC of all skill checks in the ritual by 1 per additional target provided by this effect.   Increased Area - Increase the area of the ritual effect by a multiplier up to the ritual leaders rank bonus in ritualism. Each time this is taken, increase the DC of all skill checks in the ritual by 3 per multiplier provided by this effect.   Increased Range - Increase the range of the ritual effect by a multiplier up to the leaders rank bonus in ritualism. Each time this is taken, increase the DC of all skill checks in the ritual by 3 per multiplier provided by this effect.   Increase Effective spell level - Increase the effective spell level of the ritual effect by up to half rank bonus of ritual leader’s skill in ritualism. Each time this is taken, increase the DC of all skill checks in the ritual by 4 per effective spell level increase provided by this effect.   Increase Spell Save DC - Increase the Save DC of the ritual effect by up to the rank bonus of the ritual leader’s skill in ritualism. Each time this is taken, increase the DC of all skill checks in the ritual by 2 per DC increase provided by this effect.  
Unique Ritual Effects
These following effects are unique effects only available to rituals. Some of these effects may have other prerequisites to have access to them. These prerequisites will be listed in the unique ritual effect.   Altering Alignment Points - Increase or decrease the alignment of a target by 1 step. Each time this is taken, increase the DC of all skill checks in the ritual by double the new alignment score. Prerequisite, this ritual requires a material of equal tier of the new alignment for each step the alignment is changed. In addition this material must share an affinity with the desired alignment, or the opposed affinity if lowering an alignment score. This ritual is only available for those with journeyman rank in ritualism or higher.   Awaken Sentience - Awaken a non sentient living creature, such as an animal or plant. This gives the target sentience equivalent to a human, removing any traits such as animal intelligence. In addition this sets their intellect score to an amount equal to the tier of the material used in the ritual. This increases the DC of all skill checks performed in the ritual by 15. Prerequisite, this ritual requires a mind’s eye gemstone of equal tier to the tier of ritual material used. This ritual also requires a unique blueprint that must be purchased or discovered.   Infuse Affinity - Infuse a magical material with an additional affinity. This is done by consuming a magical material of the desired affinity with an equivalent tier of the target material. This increases the DC of all skill checks performed in the ritual by 20. Prerequisite, this ritual requires a unique blueprint that must be purchased or discovered.   Upgrade Magical Material Tier - Increase the tier of any magical material such as enchanting material or gemstones by 1. This is done by consuming a magical material with a tier equal to the desired tier. In addition multiple lower tier resources can be consumed to count as a higher tier at a rate of 3 to 1. This increases the DC of all skill checks performed in the ritual by triple the new material tier. Prerequisite, this ritual requires professional rank in ritualism or higher to perform.   Summon Unique Creature - Allows the caster to summon a unique or powerful creature beyond their normal means. This is done by consuming a magical material with an equivalent tier to the creature, for example an average tier creature would require a tier 3 material. This increases the DC of all skill checks performed in the ritual by 5 per tier of creature. Prerequisite, this ritual requires either a unique ritual blueprint that must be purchased or discovered, or knowledge of the true name of the target summon.   Last Rites - Allows the caster to properly send a soul to its final resting place. This makes it so the creature can not be raised as undead, or their soul used for other purposes. This is done by consuming a magical material with a tier equal to the number of creatures being given last rites. This increases the DC of all skill checks performed in the ritual by 2 per target. Prerequisite, this ritual requires a unique ritual blueprint depending on the target’s culture or religion, that must be purchased or discovered.  

Ritual DC

The base DC to perform a ritual, or any checks required during a ritual, is DC equal to spellcasting DC of the base effect or 15, if a unique ritual effect. All modifiers from ritual effects are then added to this base DC. This DC may be further modified by assistants, materials, and other talents or abilities.    

Ritual Participants

Rituals are broken up into four categories based on their influence on the ritual and how many people may assume that position.   Principal Shaper - The principal shaper is typically limited to one person, who is the leader of the ritual. This person makes all primary checks during a ritual and also dictates the targets of any targeted ritual effects.   Enhancers - Enhancers use their magical power to further increase the capacity of a ritual. Each enhancer increases the number of ritual effects that can be applied by 1 at base. A ritual can have a total number of enhancers or barrier tenders, equal to the principal shaper's rank bonus in ritualism by default.   Barrier Tenders - Barrier tenders use their magical power to lower the difficulty of a ritual. Each barrier tender lowers the DC of skill checks during the ritual by half their rank bonus in ritualism. In addition, a barrier tender can provide the principal shaper with a reroll once during the ritual as an immediate action. However, if this is done all remaining checks during the ritual no longer receive the reduction in DC from that barrier tender. A ritual can have a total number of barrier tenders or enhancers, equal to the principal shaper's rank bonus in ritualism by default.   Bystanders - Bystanders include anyone who is a target of or within range of the effects of a ritual. This can include those within range of negative effects from a failed ritual. There is no limit on the number of bystanders of a ritual.    

Ritual Checks

Over the course of a ritual various skill checks are performed to achieve the desired effect. These checks are broken up into three categories.  
Beginning the Ritual
To begin the ritual, all enhancers and barrier tenders taking part in the ritual make a Ritualism check with a DC equal to half the ritual’s DC. Any enhancers or barrier tenders who fail this check, either increase the DC of all Ritualism checks made by all ritual participants henceforth by 2 or negate any effects they would have provided to the ritual. The principal shaper then makes a Ritualism check at the Ritual DC after all modifiers from applicable enhancers and barrier tenders. If the principal shaper fails this check, the ritual fails to begin and they must make a Mana Control check at the same DC to reduce the effect of Ritual Failure.  
Performing the Ritual
Once a ritual has begun, the principal shaper must make a Ritualism check for every active ritual effect or modifier. These checks may be rolled in order that the principal shaper wants. The DC of these checks is at the same DC as the check to begin the ritual. If the principal shaper fails any of these checks, the effect that the check was for, fails to manifest. Any further checks made during the ritual have their DC increased by 2, this can stack. For every 3 effects that the principal shaper must roll for, the barrier tenders must make a single check at the same DC as the check they made at the start of the ritual. If they fail this check, any benefits they were providing are negated for the remainder of the ritual.  
Finishing the Ritual
At the end of the ritual, the principal shaper makes one final Ritualism check, at the current Ritual DC, to end the ritual and apply its effects. If the principal shaper fails this check, the magic in the ritual is released and a ritual failure effect occurs. Should no ritual effects remain at the end of the ritual, the principal shaper makes a Mana Control check to disperse any residual magic and negate a ritual failure effect from occurring.    

Ritual Materials

To perform a ritual, various materials must be used or sacrificed to reach the desired effects. The amount of materials required to perform a ritual is one tier worth of magical material per ritual effect. Some of the unique ritual effects may require specific materials or amounts. Ritual materials are broken up into four categories.
Raw ritual material
Raw ritual materials encompass all non-living magical enchanting materials. A raw ritual material’s tier is determined by the gold value of the material. A tier 1 raw ritual material is equivalent to 500 gold worth of the crafting value of enchanting materials. This amount is multiplicative with each tier higher. For example, tier 2 would be 1000 gold, while tier 3 would be 3000 gold, and tier 4 would be 12000 gold.  
Magical Items
Magical items encompass any finished crafted goods or product. A magical item’s tier is determined by the enchantment tier on the item. Multiple items may be used this way to count as a higher tier, at a rate of 3 items of the same tier to count as one tier higher. For example a human grade magic sword is tier 1, but three human grade magic swords is tier 2.  
Living sacrifice
Living creatures can be used as a sacrifice in place of other materials. A living creature’s tier is determined by their highest rank skill. Apprentice counts as tier 1 and increases by 1 for each additional rank. Multiple living creatures of a lower tier may be sacrificed to achieve a higher tier effect, at a rate of 10 to 1. Ritual sacrifices must not be mooks. For example, 10 unskilled creatures could be sacrificed to mimic a creature with apprentice rank, or 100 unskilled creatures to mimic a creature with journeyman rank.  
Magical Foci
Some magic items are created solely for the purpose of being used in a ritual. These items count as one tier higher than their base item tier. For example, a human grade foci would count as a tier 2 ritual material. Multiple items of this type may be used together to count as a higher tier at a rate of 2 to 1. However, a ritual can only have a number of magical foci equal to the principal shaper’s skill rank bonus in ritualism.  
Ritual and Material Affinity
Rituals may have a magic affinity based on the effects of the ritual. Any materials used in a ritual that match it’s affinity count as 1 tier higher.    

Ritual Time

Once all the effects of a ritual have been decided, an amount of time based on the difficulty of the ritual must be spent performing the ritual. For each check made during a ritual, the ritual takes an amount of time equal to the ritual DC before reductions to the DC. For example, a DC 15 ritual would take 15 minutes per skill check. This amount of time can be lowered by some abilities and using higher tier materials. Every tier of material above what is required for the ritual effects, lowers the time required for each check by 20 minutes, with a minimum of 10 minutes.    

Hijacking a Ritual

During a ritual, outside forces may attempt to take control of a ritual and alter it to their own needs. A hostile force may attempt to take over a ritual at any point before the ‘Finishing the Ritual’ step by spending a basic action within 5ft per rank bonus in Mana Control of the principal shaper. To do so the hijacker and the principal shaper make a series of opposed ritualism checks until one can no longer act. The loser of the opposed checks loses an amount of mana equal to the DC of the ritual for each lost check, and if out of mana they take an equal amount of Mana Burn. These checks occur at a rate of one check per round. The principal shaper may willingly fail these opposed checks and expend no mana. Once one of these two forces is unable to make any more checks, the remaining force makes a Ritualism check at the ritual DC to take control. If this check fails, or neither force is capable of taking control the ritual fails with the failure effect counting as 1 tier higher.    

Ritual Failure Effects

Should a ritual fail completely, various effects from magical feedback to wild magic events may occur. Failure effects of a ritual are broken up into three categories.  
Lost Material
Should a ritual fail completely some of the materials used may be wasted depending on the step of the ritual that failure occurred. If a ritual fails during the ‘Beginning a Ritual’ step, the principal shaper may attempt a Mana Control check to all materials used in the ritual. Half the materials wasted if the failure occurs during the “Performing the Ritual” step. All materials are lost if failure occurs during the ‘Finishing the Ritual’ step.  
Magic Feedback Damage
When a ritual fails completely, an amount of magical feedback occurs. The amount of magical feedback is equal to 15 times the DC of the ritual before any reductions to the DC in Mana Burn. Damage from a failed ritual can affect one or all participants. The Principal Shaper may choose to divide any of this damage among participants. If the participant is unwilling, the Principal Shaper must succeed on an opposed Ritualism check or take the damage. If a ritual fails during the ‘Beginning a Ritual’ step, the principal shaper may attempt a Mana Control check to reduce this feedback damage by half.  
Wild Magic
Depending on the complexity of a ritual, various magical effects can occur on a complete failure. For every two effects or modifiers on a ritual, a single minor wild magic event occurs on a failure. For every five effects or modifiers on a ritual, a single major wild magic event occurs.    

Ritual Blueprints and Descriptions

When designing a ritual, proper preparation and description are important. Planning out a ritual typically takes the form of a ritual Blueprint. In order to make a ritual blueprint, you must succeed on an extended Ritualism check with a DC equal to the DC of the ritual you are attempting to design minus ten. You make a single check every day and if successful add your Aid Another bonus to the total number of successes until you reach the total DC of the ritual. Once complete, this creates a Tier 1 Ritual Blueprint. In order to upgrade a Blueprint to a higher tier, you must repeat the process to create the blueprint, multiplying the number of successes needed by the new Blueprint Tier and then increasing that number by 50%. Every Tier of a Blueprint provides the Ritual with a free Ritual Effect, requiring no material nor increasing the DC of the ritual. Some Blueprints may provide unique effects that can only be achieved with that specific blueprint.

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