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List of Rituals
Below are some rituals along with the information to be able to conjure them.
List of Rituals by level
Level 1 |
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Mystical ContactLevel 1 - Arcana, Nature, Religion Rebound: 3 - An unfavorable entity manifests itself, which can cause harm to the ritualist Through the Ritual of Mystical Contact, it is possible for a ritualist to come into contact with a spiritual, celestial, infernal or mystical entity, seeking a pact with this powerful entity to serve as an acting force in its favor in the physical world. This Ritual is performed in a magic circle, with incense burning in a triangle drawn just in front of the ritualist. If successful, the contacted entity manifests itself in the smoke of the incense. This success guarantees contact with the Entity, but does not guarantee the pact that must be made with the entity. *The Brood Mystic and Mystic of Pact Runessences can be obtained through this ritual. When this happens, a creature's Runic essence can be modified, with its first rune becoming the Pact Rune in question. If the Ritual is performed with creatures with access to more Runes, they can be modified at the discretion of the contacted entity (controlled by the GM). |
Crystallize ManaLevel 1 - Arcana Rebound: 3 - The crystal explodes, dealing 2d4 force damage to a creature within 20 feet. A Dexterity saving throw DC 15 halves the damage. The Crystallize Mana Ritual allows you to transform a simple crystal into a Mana Crystal by absorbing mana from the environment. The Ritual is performed on an altar with the crystal inside a magic circle with candles around it and incense being burned. If successful, at the end of the Ritual, a Common Crystal transforms into a Level 1 Common Mana Crystal, being able to store 2 Mana points in it for up to 2 days. |
Level 2 |
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Elemental Weapon DanceLevel 2 - Arcana, Nature, Religion Rebound: 5 - Weapons involved in the ritual disintegrate if they are not magical The Elemental Dance of Weapons Ritual imbues up to 10 weapons with a powerful elemental manifestation that lasts for 24 hours. The ritual is performed in a 10-foot-radius circle with the elemental stone at the center, while the casters stand around the ritual channeling magic through mantras and meditation. Each hour of the ritual, incense must be burned and the components sprinkled on the weapons. At the end of the ritual, if it was successful, the elemental stone emanates energy characteristic of the element, shattering into a light layer of dust that is directed at the ritual weapons, granting them the Elemental Fury trait for 24 hours. Once the ritual's effect ends, these weapons cannot be the target of rituals for 7 days. Elemental Fury: A weapon imbued with this property now deals an additional 3d8 elemental damage of the channeled elemental type on attacks. On a critical hit, they deal double the elemental damage. |
Level 3 |
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Align ManaLevel 3 - Arcana, Nature, Religion Rebound: 10 - Region drops one level for 12 hours This Ritual allows you to align mana in a certain region, causing it to increase by one category (except in a region with zero mana) through a realignment of mana in that location. A circle is drawn around a brazier that must be fed for the 8-hour duration of the ritual while chanting is done. The brazier burns herbs, incense, and even crystals, while it is possible to more harmoniously align the mana of the location. On a success, a 5 km circle around the central point has its Magic Zone increased by one category for up to 48 hours while the brazier burns 5 GP of herbs/hour. At the end of the ritual, the mana of the location returns to its original form. If the Ritual is performed 5 times in less than 15 days, the region's mana category is permanently increased by 1. |
Level 4 |
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Spiritual SunLevel 4 - Arcana, Nature, Religion Rebound: 20 - The crystal explodes, dealing 8d4 radiant damage to creatures within 150 feet. A Constitution saving throw DC 18 halves the damage. The Ritual of the Spiritual Sun creates a fragile and fleeting crystal that lasts for 24 hours before losing its power. This crystal can be crushed with the hands, releasing a sphere of blue spiritual energy that floats in the sky emitting a bright blue light emitting the Blue Sun effect. Using a magic circle, with a ritual that begins two hours before the sun is at its highest point, the chants are made while aromatic herbs are burned in a brazier for 6 hours. The ritual must be performed for 3 days in a row so that at the end it produces the Blue Sun crystal. Blue Sun: An immaterial sphere emanating blue light begins to form, rising towards the sky until it reaches 200 meters or stops at the ceiling, this takes two rounds to happen. When the sphere reaches the maximum height of 200 meters it begins to grow until it reaches 20m in diameter and enters into reaction, becoming as bright as the sun, but emanating blue light over an area of 1500 feet. Infernal or vastinate creatures that are in this light take 3d6 true damage per turn, only complete coverage of solid materials over 30cm prevents the damage. It is possible to redirect the light with mirrors to reach creatures that hide. The sun burns for 8 uninterrupted hours, and creatures that take a long rest in its light gain the benefit of a full rest. |
Level 5 |
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Rebirth Area“Level 5 - Arcana, Nature, Religion” Rebound: 100 - All components are consumed and the creature cannot perform this ritual for 1 year. Some creatures create an extremely strong bond with a place, either to protect it or for some special meaning. This powerful ritual causes a creature that has bonded with the place to return to life if it dies there, through the force exerted during the ritual. The Ritual is performed for 21 days, for 8 hours. For each hour of execution, 10 GP in herbs and incense are consumed, linking up to 4 participants of the Ritual to the Region. At the center of the ritual, the urn receives a vial containing the blood of each of the linked ones and on a success, the area is defined with a radius of 200 km centered on the urn. If something happens to the urn, the ritual can be broken and the linked ritualist feels this clearly. A linked creature that moves away from this area for more than 10 days loses the link. For the next year, a bonded ritualist who dies in this region will be resurrected within 7 days (based on the region's magic level) if any part of their body still exists in the region. The creature becomes a Half-Azakana or Half-Kanmei Resurrected at the GM's discretion, based on the ritualist's motivations. The first time the ritualist is resurrected, 1 Heritage is changed, representing what was lost in the resurrection. |
Level 6 |
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In Gloria Mori*Level 6 - Arcana Rebound: 60 - The creature comes back to life in a maddened state. In Gloria Mori is a ritual with necromantic and hemomantic foundations, performed to bring back to life a creature that has died long ago. The ritual requires that at least one part of the body of the creature that one wishes to bring back be present. Additionally, the creature's weight in blood is required if the creature has a complete body. If a corpse is only partial, more blood is required. Each day of the ritual, the components are consumed and a portion of the blood is absorbed by the body, which is placed on a stone altar with several necromantic circles around it. At the end of the ritual, the formula dissolves into a fine black dust and a violent magical wave collides with the body, breaking the altar in the process and bringing the creature back to life with two points of permanent madness. It possesses the same characteristics that it had in life. *This ritual was used by LeBlanc, Swain and Vladimir to bring back the colossus Sion. A catalyst known as the “Forge of Souls” was used which granted 20 successes to the Ritual and reduced the CR by 2. |