RITUAL CASTING RULES


RITUAL CASTING RULESET

CLASS ACCESS: MAGE (and certain subclasses or rare items that grant Ritual Casting)
TYPE: Out-of-Combat Magic (Non-Instant Casts)
PURPOSE: Long-form spellcasting used to perform major magical feats outside standard battle spells.


I. WHAT IS A RITUAL

A Ritual is a magical act requiring preparation, focus, and time.
Unlike normal spells, Rituals cannot be cast in combat and require deliberate effort.
They are often used for:

Summoning creatures or entities

Reviving lost or sealed artifacts

Opening ley-sealed doors or vaults

Restoring ancient wards

Binding or unbinding souls, spirits, or objects

Scribing permanent enchantments

Large-scale elemental alterations (weather, terrain, etc.)

II. TIME & COST

Minimum Duration: 3 Hours

Standard Ritual Time: 3–12 Hours

Grand Rituals: 12–48 Hours

Ancient or Forbidden Rituals: 3–7 Days

Ritual Cost Components:

Material Cost: Spell level × 100 CP × Duration (hours)

Mental Cost: Roll 1d20 vs WIS every 3 hours of casting; on failure, lose 1d4 HP from strain

Assistance: Up to 5 assistants may contribute to reduce total time by 10% per helper (rounded down)

Catalysts: Rare reagents or ley-charged materials are required for high-tier Rituals (set by DM)


III. HOW TO CAST A RITUAL

Declare Intent
The Mage must clearly state the purpose of the ritual (summon, revive, bind, reveal, etc.).

Prepare the Area
Create a safe casting circle (chalk, blood, ley dust, candles, etc.).
Environment should be stable and uninterrupted for the full duration.

Gather Components
All components listed in the ritual’s description must be available.

Begin the Casting
Roll 1d100 vs INT at the start. Success allows continued progress.
Failure requires 1 hour of re-focus before retrying.

Sustain the Cast
Every 3 hours, roll 1d20 vs WIS to maintain focus.
On a fail, the caster takes mental backlash (1d4 HP loss or concentration failure).

Finalization Roll
When the ritual is complete, roll 1d20 :

20+ Perfect success (ritual completes flawlessly)

15–19 Success (minor side effects possible)

10–14 Partial success (reduced or unstable effect)

5–9 Failure (no effect, components wasted)

1–4 Catastrophic backlash (summoning failure, ley distortion, or mental collapse)


IV. RITUAL MEMORIZATION

A Mage may memorize one ritual at a time.
To memorize a ritual:

Spend full casting uninterrupted hours studying a ritual scroll, tome, or sigil circle.

Success is automatic with all materials present.

Memorized rituals stay in the mind until used or replaced.

Replacing a ritual requires a new full casting-hour memorization session.


V. RITUAL TYPES (examples)

Ritual TypeDescriptionTimeCost Example
SummoningCalls forth a creature, spirit, or elemental6 hrs600 CP
BindingLocks or fuses energy, spirits, or magic into a form8 hrs800 CP
ReconstructionRevives or restores old artifacts or broken relics12 hrs1200 CP
RevelationReveals hidden paths, ley lines, or illusions3 hrs300 CP
RestorationHeals or re-energizes land, people, or ley tears10 hrs1000 CP
OpeningUnlocks magical seals, ancient vaults, or ley doors6 hrs600 CP
TransformationAlters physical or magical form of an object9 hrs900 CP

VI. BACKLASH TABLE

When a ritual fails catastrophically, roll 1d10 on the Ritual Backlash Table:

RollBacklash Effect
1The caster’s mind fractures; lose 1 INT permanently
2Local ley field destabilizes; area becomes hostile to magic for 1d20 days
3A minor spirit manifests, attacking the caster
4Magical surge-random spell cast at maximum level
5All components disintegrate violently (1d8 fire/energy damage x level of ritural)
6The caster is drained-cannot cast for 24 hours
7False success-ritual completes but causes unintended effect
8Effect of cast or Entity summoned becomes hostile
9Spatial distortion; nearby items teleport or shift location
10Cataclysmic ley rupture-DM determines effect (usually area-wide damage)

VII. RESTRICTIONS

Rituals cannot be performed during combat.

The caster must remain conscious and unmoving for the full duration.

Leaving the ritual circle before completion cancels the spell and even causes distortion and possibly a backlash.

Some Rituals require moon phase, location, or bloodline prerequisites.


VIII. OPTIONAL RULE - GROUP RITUALS

Multiple mages may combine efforts to perform greater feats.

Each additional mage after the first adds +2 to final success rolls.

Total time is reduced by 10% per mage (max 50%).

On failure, all involved take backlash equally. (fully rolled d10 for each caster)



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