Note: This material is subject to change, and the rules
presented herein will not be official until published in Midnight 2nd Edition.
Ritual Magic
Though more limited than casters in other settings due to
the high cost of powerful offensive spells and a limited number of spell energy
points, channeling casters have a great boon in the form of ritual magic.
Rituals can greatly increase a spell’s duration, lower the amount of spell
energy needed to cast it, or even lessen the apparent caster level of the spell
so that it is less likely to be detected by the dark god’s legates.
These rituals have been developed over thousands of years as
the channelers of Aryth have come to understand the fundamentals of their magic
and arcane lore better and better. Different groups have become well known for
certain types of rituals. The elves, for instance, are well known for their
healing rituals, and the halflings of the central Erenland often weave rituals
that ensure that their crops remain robust year round. The gnomes, meanwhile,
are masters of illusion rituals that hide their semi-permanent raft cities from
patrolling orc vessels or flying enemy scouts. A character can participate in
any ritual for a spell that he knows, as described below.
Learning Rituals
In order to learn a ritual, a character must have the Ritual
Caster feat. A character may learn a ritual version of any spell that he knows.
Characters begin play with no knowledge of the rituals used in magic, although
they may acquire the skills necessary to perform several such acts over the course
of their lifetimes. In order to learn a ritual, a character must find someone
who knows it. Rituals almost always consist of bringing together intricate
incantations, specific material components (whose cost varies), and precise
motions on the part of the caster. They cannot be discovered through
experimentation, study, or communion, but must rather be taught slowly and
painstakingly.
Learning a ritual takes one day and culminates with the
character actually using the ritual to cast the spell. At that time, he must
make a Knowledge (arcana) check (DC 10 + the spell’s
level) in order to commit the ritual to memory. Failure costs him only time,
and he may attempt to learn the ritual the next day, assuming his teacher is
willing. The cost for learning a ritual varies by the teacher, who may freely
give the knowledge as a sign of respect or gratitude, or who may charge a hefty
sum in barter goods or services for risking his life to teach magic.
Leading Rituals
The first ingredient that any ritual needs is a character
with the Ritual Caster feat who knows the ritual. This is the ritual leader. A
number of ritual assistants may also participate in the ritual, up to a maximum
equal to the ritual leader’s spellcasting ability modifier. In order to assist
in a ritual, a character must be able to cast spells of the ritual spell’s
school (via the appropriate Spellcasting feat) and must have a caster level
equal to the ritual spell level, but need not know or be able to cast the spell
itself. For each ritual assistant who participates, the spell energy cost of
the ritual is lowered by one, with no minimum (meaning that a ritual can allow
a spell to be cast for zero spell energy).
Ritual Costs
Rituals essentially allow a channeling caster to push, prod,
and stretch the mystic energy of Aryth into the form or manner he desires. Each
ritual participant must pay the ritual’s spell energy cost. The ritual takes a
great physical toll on all participants, however, and thus they may not use spell energy points to pay
for the ritual’s spell energy cost (nor may they use spell talismans and the
like to lower the spell energy cost). Instead, the ritual participants must pay for the ritual by suffering
Constitution damage equal to the ritual’s spell energy cost, just as if they had
run out of spell energy.
While costly, this option allows desperate casters to
accomplish longer-lasting, farther-reaching, and less easily detectable spell
effects than would otherwise be possible. Also, if the number of participants
is balanced with the spell energy cost of the ritual, the ritual may have no
spell energy cost whatsoever. It is the use of such rituals, often for days
without rest, that allow the hard-pressed healers of the elves and dwarves to
keep up with the constant battlefield wounds of their soldiers.
Ritual Effects
In addition to the potential for reduced spell energy cost,
rituals allow a spell to be modified in several ways. For each ritual effect
chosen from the list below, the spell energy cost of the spell increases by
one.
—No effect (this does not increase the spell energy cost of
the spell, and is often used when the intent is to reduce the spell energy cost
of the ritual to zero).
—Double original duration of spell.
—Lower the caster level of spell’s aura by one for the purposes
of astirax detection.
—Affect one additional target.
—Double the original radius or area of effect of spell.
A ritual effect may chosen multiple times. For instance, a
5th level ritual leader casting a ritual version of mage armor could choose the “double original duration of spell”
effect twice, giving the mage armor
spell a duration of 15 hours and a spell energy cost of 3.
Casting Rituals
Casting a ritual requires 10 minutes per spell energy cost
of the ritual (this cost includes the addition or subtraction of spell energy
due to ritual participants and ritual effects). Even rituals with a total spell
energy cost of zero still require at minimum 10 minutes to cast.
This includes time preparing material components, drawing
glyphs and symbols on the target of the spell (or area that it will affect),
and mentally preparing for the grueling task ahead. Such preparations generally
do not take more than one quarter of the time spent on the actual casting. For
example, a ritual with a spell energy cost of 4 rarely requires more than 10
minutes to prepare.
The actual casting of the ritual requires complete
concentration, and significant distractions can cause the ritual to fail.
Anything that would normally disrupt the casting that affects any of the ritual
participants forces them to make Concentration checks in order to maintain the
ritual. In addition, large-scale distractions or a change in the local
environment (a powerful storm moving into the region, a battle taking place,
etc.) require all participants to make a Concentration check (DC 10 + the
ritual’s spell level) each minute or the ritual is lost. Once order has been
restored, the caster no longer needs to make these checks.
Ritual Failure
Rituals can fail for a variety of reasons. A ritual fails if
the caster does not succeed at a required Concentration check, the ritual area
is disturbed, or the caster simply stops performing the ritual. Other
situations may cause a ritual to automatically fail as well, according to the
DM. If a ritual fails, any character participating in the casting suffers
immediate spell damage as if he had cast the spell without use of the ritual.
This penalty is harsh, and characters are well advised to use rituals only
under circumstances they fully control.
Designing Rituals
Rituals are an important part of the magic of Aryth, and
each should be designed to reflect the particular culture from which it
springs. Different types of magic also have certain common elements in their
rituals, elements that can be found in the rituals of diverse cultures.
The material components used in rituals are rarely valuable,
as items of worth—food, clothing, and tools—are hard to come by in the Last
Age. They are more likely to be materials common to the area in which the
rituals are conceived. The elves make liberal use of wood, leaves, flowers,
herbs, and moss in their rituals, while gnomes use the bones of river fish,
reeds, and smooth stones from shallow areas. The humans of Eredane adapt to
their varied surroundings, using clay for drawing and other materials where
appropriate.
Some of the most common types of ritual spells and their
components are as follows.
Healing: Healing
rituals are common, especially when greater healing is needed and there are not
many healers to perform the duties. The subject of the healing is usually
painted with an aromatic paste made from various local plants. The spellcaster
then chants over him for several hours while applying more of the paste and
sometimes feeding him roots or leaves during the process.
Illusion: Illusions
are often used to hide entire communities from oncoming armies or to facilitate
the movement of small numbers of people through enemy territory. When used on
these scales, it is often more than local channelers can handle, so they turn
to rituals to aid them. Illusion rituals often use translucent gemstones and
minerals such as quartz. Light is shone through the stone and reflected onto
the area to be glamered, while the channeler
envisions and describes the illusion to be wrought.
Abjuration:
Spells used for protection can often be made to affect more people and larger
areas when used in conjunction with rituals. Protection rituals often make use
of powdered substances that are used to draw circles and symbols on the area to
be protected. Common materials include bone and dirt from an area that is
sacred or somehow special to the local population.
Transmutation:
Sometimes a channeler needs to use powerful transmutation magic to aid himself
or another. This is common when a great champion is needed in battle.
Transmutation rituals are always intense and personal, and they usually involve
the use of colorful dyes or pastes that are applied to the subject in a way
related to the enhancement he is being given. For instance, a character being
augmented by a ritual bull’s strength may have an exaggerated or stylized
musculature painted on his body during the ritual.
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