True20 Arcane Rituals

A system for arcane rituals in True20. Inspired by the rituals system in D&D 4th edition. Includes details on ritual

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True20 arcane rituals (by elf23 – version 1.0, with thanks to iwatt!)

Introduction As presented in the True20 rules, supernatural powers can be tapped into virtually at-will to create quick-fire magical effects. A wide range of powers are available (especially with the addition of the powers in the Adept's Handbook), however each Adept is limited in the number of powers he or she can learn and use – each power requires a feat slot. This PDF presents a system for rituals, long and complex arcane procedures which can be used to bring about magical effects. It is intended to be used alongside the normal rules for powers, however in certain settings rituals may be the only means of creating supernatural effects.

Rituals vs powers Rituals differ from powers as follows:

Further rituals can be learned by transcribing rituals from other characters' ritual books, or from scrolls or tomes which might be discovered during adventures. It is also possible for characters to research new rituals, given time and money.

Ritual components All rituals require material components of some kind, in addition to the caster's ritual book. The exact details of the components required are left deliberately vague – they are simply given a monetary cost. Two general methods of dealing with ritual components are: •

Each ritual has specific components which must be purchased for it. The Narrator may detail exactly what these components are, and their procurement in itself may entail adventuring.



All rituals use generic components which can be purchased in certain locations (as defined by the Narrator). In this case ritual casters only need to keep track of the quantity of ritual components they have with them (in terms of their value). Usually the components used by each ritual tradition are incompatible.



They are slower to use, taking anywhere from 10 minutes up to 24 hours. (Whereas most powers require only a standard action to use.)



They require expensive or hard to come by material components. Each ritual has a Wealth cost which must be paid each time it is used.

New feats



Rituals are based on complex written instructions, which must be studied and mastered.

Ritual caster (General)



New rituals can be learned from books or scrolls which a hero may discover during his or her adventures. No feat slots need be spent to learn new rituals.

You have been trained to understand and perform the rituals of one supernatural tradition, using the Ritual skill of that tradition (see below). You gain a ritual book which initially contains two rituals (your or Narrator's choice).



Non-Adepts can learn the feats and skills needed to perform rituals.

One version of this feat exists for each ritual tradition defined in the setting, each granting access to a different set of rituals. Typically each supernatural tradition in a setting has knowledge of a distinct set of powers and rituals, as determined by the Narrator. When you learn to perform rituals you must choose which supernatural tradition you have been trained in. This choice determines which rituals you have access to.

About rituals Some rituals replicate the effects of existing powers, while others create entirely new effects. A list of rituals is given at the end of this document, but many more are possible. It is assumed that the knowledge required to perform rituals is closely guarded by certain supernatural traditions in each campaign setting. Examples include wizards' guilds, priesthoods of certain deities, or secretive cults. The Narrator should determine which such organisation teach ritual use, and decide whether their ritual styles are compatible – it is generally advised that at least priestly vs wizardly rituals (in a fantasy setting) are separate and incompatible.

Learning rituals Rituals can be learned and used via the Ritual caster feat and the Ritual skill (see below). All rituals a character knows are written in a ritual book, which is required for reference during the performance of every ritual.

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Initially, on taking the Ritual caster feat, a character has two rituals in his or her ritual book.

In some settings this feat may be in the Adept group, at the Narrator's option.

Ritual fortitude (General) You have a great deal of resilience to the supernatural energies which are channelled during rituals, and gain a +5 bonus to Fortitude saves due to fatigue during ritual casting. Additionally you gain +2 Toughness against damage caused by ritual backlash.

Ritual skill A new skill, Ritual, is used to determine your ability at with supernatural rituals. The skill requires specialisation (per supernatural tradition), and cannot be used untrained. The skill's

True20 arcane rituals

key ability is the same as the key ability of the supernatural tradition you are specialised in. The various actions which which can be preformed using the Ritual skill are described below. All the actions listed, apart from Recognising a ritual, require the Ritual caster feat (see above).

you a +2 bonus to the Ritual check. You cannot take this challenge for an Advanced ritual. Efficient ritual: By making very careful use of your material components you can decrease a ritual's cost. Increase the Ritual check Difficulty by 5, and reduce its cost by 2 (to a minimum of 1).



Performing a ritual

Ritual synergies (Optional)

You can attempt to perform any ritual which you have inscribed in your ritual book. Generally to perform a ritual you must be able to speak freely and require the use of both hands and access to your ritual book and the ritual's components. The Difficulty and cost of performing a ritual depends on its complexity, as follows:

When performing a ritual it is possible to take advantage of certain natural synergies - associations with a particular time, place or type of object which help to shape the magical energies, lowering either the ritual's Difficulty or cost.

Ritual complexity

Difficulty

Cost of components

Simple

15

5

Moderate

20

10

Complex

25

15

Advanced

30

20

Three types of synergies may be used: •



Fatigue Performing rituals is very tiring and requires intense concentration. You must make a Fortitude save, with the same Difficulty as the ritual you are performing. If you fail the save you suffer a level of fatigue. At the Narrator's option ritual casters may suffer an extra level of fatigue for each additional 5 points by which their Fortitude save failed.

Distractions If you are attacked or disturbed while performing a ritual, you must make a Concentration check against the Difficulty of the ritual. Failure means that the ritual has been disrupted, and you suffer +5 lethal damage from the backlash of supernatural energy. Backlash damage ignores any Toughness bonus due to armour.

Winding down a ritual If you have begun performing a ritual, but don't have time to finish it, you can attempt to wind it down safely by making a Concentration check, with a +4 bonus, against the Difficulty of the ritual. If you fail the check you suffer +5 backlash damage (which ignores any Toughness bonus due to armour).

Challenges The following challenges can be taken when performing a ritual: •

Fast ritual: By increasing the Difficulty of a Ritual check by 10, you can reduce the time required by one level of complexity. Simple rituals can be completed in 2 minutes with this challenge.



Masterwork components: By making use of the highest quality components, you can more easily perform difficult rituals. Increase the components' cost by 5, and decrease the Ritual check Difficulty by 5.



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Careful ritual: You may choose to perform a ritual slowly and carefully, increasing the time required by one level of complexity. This increase in time grants



Ritual focus: An object which is not consumed during the performance of the ritual. Ritual foci are valuable objects, costing at least 5 more than the components of the ritual, which must usually be specially crafted or obtained through adventuring. Temporal synergy: Temporal synergies are occurrences which have an association with the effects of the ritual, enabling it to be performed more easily while the condition lasts. This may include cyclical conditions such as midnight, dawn, full & new moons, solstices, seasons, and the like; as well as uncommon occurrences such as the appearance of a comet, or the crowning of a king. Situational synergy: The energies in a certain type of physical location can be used to synergise a ritual, enabling it to be performed more easily in that location.

The synergies involved must be in accordance with the effects of the ritual, as approved by the Narrator. Some examples of rituals which may gain synergy bonuses are: a ritual to summon undead which is performed with the aid of a vampire's skull, a fire based ritual which is performed on the day of the summer solstice, or a ritual to speak with the spirit of a long dead king which is performed at the site of his death. The Narrator may grant you a bonus ranging from +1 to +4, depending on the appropriateness of the synergy. You may either add this bonus to your ritual check or use it to lower the ritual's cost.

Recognising a ritual You can attempt to recognise a ritual from your supernatural tradition which you can observe being performed. Make a ritual check against the Difficulty of the ritual. If the check succeeds you recognise the ritual, including any challenges which are being used. The Difficulty of the check is reduced by 5 for rituals which you have inscribed in your ritual book. Characters with the Eidetic memory feat gain a +5 bonus to attempts to recognise rituals.

Transcribing a ritual You can copy a ritual from the ritual book of another member of your supernatural tradition. You may also discover scrolls or tomes containing ritual instructions during the course of adventuring. During the transcription you master the processes described in the written instructions, and copy them into your own ritual book. The Difficulty of the ritual check is 5 lower

True20 arcane rituals

than the Difficulty of performing the ritual. If your check succeeds you have copied the ritual into your ritual book, and henceforth can perform it normally.

ritual may co-operate in the effort, increasing their chance of success. Use the normal rules for Aid, with up to 4 characters being able to work together.

Transcribing rituals also has a cost requirement equal to 5 less than the cost of performing it. This cost pays for the special inks required, as well as a sample of the components the ritual uses, which are consumed during the process.

Standard rituals

Researching a ritual With the Narrator's approval, you can attempt to add a new ritual to your ritual book through research. You can research an ritual which is based on the effects of an existing power, or can attempt to create an entirely new unique ritual. The cost of researching a ritual is 10 greater than the cost of performing it, and the Difficulty of the ritual check is 5 greater. Both the cost and Difficulty are further increased by 5 if you are researching a new unique ritual. If your check succeeds you have added the desired ritual to your ritual book, and can perform it normally. At the Narrator's discretion, it may be possible to gain a bonus to research checks (usually +1 to +4) if you have access to certain magical tomes or libraries.

Time

Standard rituals recreate the effects of specific supernatural powers, but subject to the cost and time requirements of a ritual. The range of rituals available varies for each ritual tradition. You must learn the ritual for each power separately. When performing a power ritual you can choose the intensity of the ritual's effect, which determines the complexity of the ritual and your effective power rank. The ritual's effect is the same as the effect of the power as used by an Adept of your effective power rank. For powers which require a power check, you should first make a Ritual check to determine the success of the ritual, then make a power check using your effective power rank. Effective power rank

Ritual complexity

0.25 × Ritual rank

Simple

0.5 × Ritual rank

Moderate

Ritual rank

Complex

1.5 × Ritual rank

Advanced

Recognising a ritual is a full round action.

If you also know the power which the ritual is based on you gain a +4 bonus to your effective power rank.

The time taken to perform, transcribe and research a ritual depends on its complexity:

For the purposes of research attempts, power rituals count as Moderate complexity.

Ritual complexity

Perform

Transcribe

Research

Simple

10 minutes

1 hour

1 day

Moderate

1 hour

4 hours

4 days

Complex

8 hours

8 hours

16 days

Advanced

24 hours

2 days

32 days

(Note that transcription and research times listed in days represent a full day's work – approximately 8 hours. Such work can be performed over a series of days, with breaks and rest being taken as normal.)

Try again You can attempt to perform, transcribe or research a ritual any number of times, subject to the normal cost and time requirements of each attempt. You cannot retry attempts to recognise a ritual.

Take 10 / 20 You can Take 10, but not 20 on checks to perform rituals. You can Take 10 or 20 on checks to recognise, transcribe or research rituals.

Challenges •

Lasting power: By increasing the ritual's Difficulty you can remove any Concentration or Maintenance requirement from the power. The ritual's effects instead have a duration of 1 hour (for a +5 Difficulty increase), 4 hours (for a +10 Difficulty increase), or 24 hours (for a +15 Difficulty increase).

Unique rituals Note: Some of these rituals replace the use of the Attune power focus feat (from the Adept's Handbook), and the Imbue item feat. If you use these rituals in your setting you should remove the equivalent feats. Unique rituals create magical effects which are not based on existing powers. A small selection of unique rituals is given below – many more are possible, and may be discovered by heroes during adventures, or may be researched using the Ritual skill.

Attune power focus Complexity: Moderate Duration: Permanent

Aid A group of ritual casters who are all able to perform the same

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You know how to create a power focus – an item into which you can imbue a significant portion of your own power. When attuning a power focus, you must choose one or more

True20 arcane rituals

supernatural powers you know to be stored in the item. Any number of powers can be stored in a power focus, and they can be added at any time by performing this ritual again. However powers can never be taken back out of a focus once they are imbued into it.

Locate creature

In addition to the normal component costs of this ritual, you must purchase or make a specially crafted object to use as the focus. This object must be of masterwork quality.

You sense the location of a specific person or creature. The ritual's Difficulty is modified by your familiarity with the creature you are attempting to locate.

The cost of the ritual is also increased by 2 for each power which is already stored in the focus.

Challenges

Each power stored in the power focus gains one of the following benefits, chosen when you perform the attunement ritual: • • • •

Supernatural focus (+2 to effective power rank) Conductive power (affect targets by touching them with the focus) Effortless power (+2 to fatigue saves) Irresistible power (+2 to the power's save Difficulty)

The downside to a power focus is that if you are not physically touching it, you cannot take advantage of its benefits, and you cannot access the powers that you have stored in the focus unless you spend a Conviction point to do so. This penalty lasts until you regain your power focus or attune a new focus with the same powers. The powers imbued in the focus are usable only by yourself.

Imbue feat Complexity: Advanced Duration: Permanent You can imbue magical energy into an item, granting the effects of a specific feat upon its user. One Enchant item with feat ritual exists per feat. You can learn and perform these rituals without knowing the feat bestowed. This ritual can be used to enchant any masterwork item which has an obvious mode of usage (for example, clothing, rings, armour, weapons, musical instruments). It is possible to enchant an item with multiple feats, performing this ritual once per feat. This ritual can also be used to enchant items which have been imbued with powers by the Imbue power ritual. Typically all the item's feats and powers are simultaneously active, although you can choose to give it a set of command words for activating and deactivating them individually.

Identify magic item

Complexity: Moderate Duration: Instant



Visualise location: By increasing the ritual's Difficulty by 5, you gain a clear image of the creature's location.

Locate object Complexity: Moderate Duration: Instant You sense the location of a specific object. The ritual's Difficulty is modified by your familiarity with the object you are attempting to locate.

Challenges •

Visualise location: By increasing the ritual's Difficulty by 5, you gain a clear image of the object's location.

Imbue rituals (optional) Note: These rituals replace and extend the capabilities of the Imbue item feat. If you choose to use these rituals in your setting, you should remove the Imbue item feat. Imbue rituals are based on the effects of specific supernatural powers, but instead of activating the power as normal, its effects are stored in an object or location and can be activated at a later time. As with power rituals, the range of imbue rituals available varies for each ritual tradition, and you must learn the imbue ritual for each power separately. When performing imbue rituals, you have an effective power rank equal to half your Ritual skill rank. If you know the power the ritual is based on you can create an effect up to your power rank, if it is higher.

Brew potion Complexity: Moderate

Complexity: Simple

Duration: Permanent (until used)

Duration: Instant

You can create potions which, when imbibed, bestow the effects of a specific power. The components used by this ritual may include specially prepared chemical compounds, rare oils and herbs, or components from unusual animals.

This ritual allows you to identify one property or command word of a magic item in your possession. The ritual does not allow you to identify artifacts.

Challenges •

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Additional properties: For each +5 by which you increase the ritual's Difficulty, you can learn of one additional property or command word the object has, if any.

In addition to the normal requirements of the ritual, the creation of potions requires a suitable laboratory and a Craft (Alchemy) or Craft (Herbalism) check against the ritual's Difficulty. A successfully brewed potion can be drunk as a move action. This ritual creates a potion sufficient for a single dose only.

True20 arcane rituals

Charge item

Magic circle

Complexity: Complex

You can inscribe a series of runes and geometric symbols onto the ground, creating a circle of power. Any suitable target entering the area contained within the circle is affected by the power chosen.

Duration: Permanent (until used) You can charge magical energy into an item, allowing it to be activated and released at a later time. This ritual is commonly used to charge charms, arrows, wands and rings – but you can use it to charge any specially crafted item of masterwork quality. It is possible to add multiple charges – up to half your Ritual skill rank – to an item by performing this ritual. The Difficulty and cost of the ritual are increased by 1 for every additional charge beyond the first. The power stored in a charged item can be released, one charge at a time, by one of several methods, which you can choose from when you perform this ritual: •







Use: An item which has an obvious mode of usage (putting on a ring, firing an arrow, etc) can be enchanted to activate its power when used by anyone who possesses it. Some items (for example musical instruments) may require a skill check (Difficulty 15) to be successfully activated. Destruction: The item's power is released when it is destroyed (as a standard action). This activation method is only suited to items with a single charge, as only a single charge is released when the item is destroyed. It is commonly used for items such as incenses, parchments, and ceramic or glass charms. Command word: You can specify a command word, in any tongue you know, which is required to activate the item's power. If the item's possessor speaks the command word (even unwittingly) while holding the item, the power of one charge is activated. Supernatural mastery: It is possible to create charged items which can only be used by Adepts of a specific supernatural tradition. Wands and rods are commonly given this activation method. A standard action is required.

You can also use this ritual to add additional charges to a previously charged item. However it is only possible to charge a single power into any one item.

Imbue power Complexity: Advanced Duration: Permanent You can imbue magical energy into an item, granting the effects of a power upon its user. This ritual can be used to enchant any masterwork item which has an obvious mode of usage (for example, clothing, rings, armour, weapons, musical instruments). It is possible to enchant an item with multiple powers, performing this ritual once per power. This ritual can also be used to enchant items which have been imbued with feats by the Imbue feat ritual. Typically all the item's feats and powers are simultaneously active, although you can choose to give it a set of command words for activating and deactivating them individually.

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The power of a magic circle is broken if the inscription is damaged or altered. The power of the circle can also be temporarily suppressed if the circle is broken by an object being placed across the inscription. Creatures within the circle who are affected by its power cannot tamper with the inscription in any way, but unaffected creatures may damage or temporarily break the circle as a standard action. Three types of magic circle can be created with this ritual, varying in complexity and duration: Circle power

Ritual complexity

Duration

Lesser

Moderate

4 hours (or until damaged)

Normal

Complex

24 hours (or until damaged)

Greater

Advanced

Permanent (or until damaged)

Challenges •





Subtle circle: By increasing the Difficulty of the ritual by 5 you can create a magic circle which is very hard to notice. Observers must succeed at a Difficulty 20 Notice or Search check to be aware of the circle. Invisible circle: By increasing the Difficulty of the ritual by 10, and the cost by 5, you can create a magic circle which is completely invisible to normal sight. It can however still be detected by magical means. Intangible circle: By increasing the Difficulty of the ritual by 10, and the cost by 5, you can create a magic circle which is traced in lines of pure magical energy. The circle is visible, but cannot be damaged or broken except by magical means.

Power word Complexity: Moderate Duration: Permanent (until used or erased) Using this ritual you can magically implant a word of power into your own mind, which allows you to release the effects of the ritual's power with a single word (as a free action). You can only have a single power word in your mind at any time, except by taking the challenges shown below. If you become unconscious or Dying, any power words in your mind are erased.

Challenges •



Second power word: By performing the ritual again, with the Difficulty increased by 5, you can attempt to implant a second power word in your mind. If you fail the ritual skill check the power word is not implanted, and the original power word is erased from your mind. Third power word: By performing the ritual a third time, with the Difficulty increased by 10, you can attempt to implant a third power word in your mind. If you fail the ritual skill check the power word is not implanted, and the original and second power words

True20 arcane rituals

are erased from your mind.



Scribe scroll Complexity: Moderate Duration: Permanent (until used)



You can create magical scrolls which, when read, bring about the effects of a specific power. The components used by this ritual may include specially prepared parchments and inks A successfully scribed scroll can be used, as a full round action, by any Adept in your supernatural tradition. Once a scroll is used its magic is spent and it crumbles into dust.



Symbol



Complexity: Complex Duration: Permanent (until triggered) This ritual allows you to scribe a potent rune of power upon a surface. You can choose one or more of the following conditions, which trigger the symbol's power:

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Sight: The symbol is triggered when a creature looks at the rune. The symbol is only activated if the creature is within 60' of it. Creatures who are aware that a symbol may be present and are specifically trying to avoid looking at it are allowed a Reflex save to avoid triggering the symbol. Reading: The symbol is triggered when a creature pronounces the symbol out loud. You can choose to create a symbol in any language you know, or using a magical script which can only be read by Adepts in your supernatural tradition or by those using powers enabling them to read or identify magical writing. Touch: The symbol is triggered when a creature touches the rune. Passing over: The symbol is triggered when a creature passes over the rune. Passing beneath: The symbol is triggered when a creature passes through a portal bearing the rune.

Until it is triggered, the symbol is inactive (though visible). To be effective, a symbol must be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol ineffective, unless a creature removes the covering, in which case the symbol works normally.

True20 arcane rituals