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List of Rituals

De Runarcana Wiki
Esta página é uma versão traduzida da página Lista de Rituais. Sua tradução está 100% completa.

This article complies with version 0.95 of Runarcana RPG

Below are some rituals along with the information to be able to conjure them.

List of Rituals by level

Level 1

Holy Water

Level 1 - Religion (prerequisite: Spiritual Rite)

Rebound: 3 - The salt is dissolved in the water and both need to be prepared again
Lanfuage: -
Duration: 1 hour
Components: Container with water from a natural spring and salt, which are consumed during the ritual, and a sacred symbol linked to the Ritualist's faith

Through this Ritual, it is possible for an Acolyte to use faith to bless a portion of water and make it a danger to the infernals and undead.

This ritual is performed through prayer and meditation, with incense or candles burning around the ritualist and a sacred symbol in their hands. If successful, the mixture of water and salt becomes Holy Water. For each hour of the ritual it is possible to produce four vials of Holy Water.

Quicksilver Amulet

Level 1 - Religion (prerequisite: Rite of the Stars)

Rebound: 3 - Quicksilver dissolves the crystal, causing both materials to be lost.
Language: Celestial
Components: A crystal worth at least 10 GP and mercury, both of which are consumed by the ritual, and a sacred symbol tied to the Ritualist's faith

The Quicksilver Amulet ritual constructs a small crystal pendant with liquid mercury inside, capable of protecting its wearer from debilitating conditions.

This ritual is performed under the light of the stars at night. The crystal and mercury are placed on an altar and, through prayers and burning incense, are unified, forming a small pendant that breaks when the user is subjected to a debilitating condition, instantly nullifying it. After the crystal breaks, the user cannot use another such amulet for a week.

Aqua Regia

Level 1 - Religion (prerequisite: Rite of the Tides)

Rebound: 3 - The sea water is evaporated along with the moonstone powder
Language: -
Components: Container with seawater, which is consumed by the ritual, a pulverized moonstone, and a sacred symbol linked to the Ritualist's faith

Through this Ritual, it is possible for an Acolyte to use faith to alter the properties of a portion of water, turning it into an acid that is dangerous only to vastinatas.

This ritual is performed through prayer and meditation under the light of the moon, with incense or candles burning around the ritualist and a sacred symbol in their hands. If successful, the mixture of water, salt and moonstone becomes Aqua Regia. For each hour of the ritual, it is possible to produce four vials of Aqua Regia.

As an action, you can splash the contents of this vial on a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against the targeted creature, treating the Aqua Regia as an improvised weapon. If the target is a vastinata, it takes 2d4 acid damage, ignoring any resistance the target has if it has one.

===Mystical Contact===

Level 1 - Arcana, Nature, Religion

Rebound: 3 - An unfavorable entity manifests itself, which can cause harm to the ritualist
Language: -
Components: Ritual, component resonant with the entity, both are consumed by the ritual

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 Mana

Level 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.
Language: Ancient Ionian
Components: Ritual and Crystal, both consumed by the ritual

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.

Golden Fruit

Level 1 - Religion (prerequisite: Rite of Nature)

Rebound: 4 - Fruits rot instantly
Language: Sylvan
Components: A brand new wicker basket that the ritual consumes, up to 5 fresh and ripe fruits, 10 GP in gold dust per fruit that the ritual consumes

Through this ritual, it is possible to enchant up to 5 fruits with magical healing properties capable of feeding practically any hungry creature, restoring their strength and warding off hunger.

The Golden Fruit Ritual is performed on a bed of fruit tree leaves, through prayers, while each fruit is brushed with gold dust, which is absorbed by the fruit. At the end of the ritual, the fruits become golden like gold and last for up to 1 week. If they are not consumed during this time, they turn into gold dust totaling 5 GP.

Each fruit, when eaten, restores 1d4 hit points, removes all points of exhaustion caused by lack of food, and provides sustenance for one day. After eating a fruit, a creature cannot be targeted by the fruit's effects again for 1 week.

Manifest Living Forge

Level 1 - Religion (prerequisite: Rite of the Forge)

Rebound: 3 - The metal rusts and falls apart, being lost in the process
Language: Old Freljordian
Components: Metal (can be coins) with collective value equal to the value of the item

Through this Ritual, an Acolyte of the Forge creates a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, 10 pieces of ammunition, a set of tools, or another metal object, and cannot have a base value greater than 100 GP.

This ritual is performed by the ritualist praying over a forge or nearby furnace, with the light and heat of the forge shining on the base material during the process. The creation is completed at the end of the ritual, coalescing in an unoccupied space of the ritualist's choosing on a surface within 5 feet of him. The ritual can create a duplicate of a nonmagical item containing metal, such as a key, if the ritualist possesses the original item during the ritual.

Air Purification

Level 1 - Religion (Prerequisite: Rite of the Storm)

Rebound: 3 - all participants take 2d4 poison damage
Language: Ancient Shuriman
Components: Aromatic incense, which the ritual consumes, and sacred symbol linked to the Ritualist's faith

Through this Ritual, an Acolyte can use their connection to the air and climate to purify the oxygen in an area.

This ritual is performed by praying to the ritualist at a specific location while burning incense. At the end of the ritual, the air is purified in an area within a 100-foot radius of the censer, dispelling inhaled poisons in the area and granting advantage to saving throws to resist the effects of such poisons for creatures in the area for the next 24 hours. Additionally, up to 4 creatures within 30 feet of the ritualist during the duration of the ritual also gain this benefit even if they leave the area, and have resistance to poison damage for the duration. For each person affected in this way, the cost of the ritual increases by 15 GP.

If this Ritual is repeated daily for a month without fail in an enclosed area, the effect becomes permanent in that area.

Humiferous Terrain

Level 1 - Religion (prerequisite: Rite of Nature)

Rebound: 4 - The soil becomes infertile unless some magical effect makes it healthy again
Language: Sylvan
Duration: 1 hour for 4 days
Components: At least 1 kilo of leftover fruit and/or other vegetables that are consumed by the Ritual

Through this Ritual, an Acolyte can use his connection to nature to bless a plot of land and accelerate the growth of plants within a 600-foot radius.

This ritual is performed by praying while the ritualist scatters plant remains throughout the ritual, holding his sacred symbol. If successful, the soil in the area turns dark and, for the next month, plants have their growth rate doubled if planted in the area and fruit trees have a 50% chance of producing fruit each day.

Unveiled Vision

Level 1 - Religion (prerequisite: Rite of Sepulcture)

Rebound: 3 - The connection with the soul is blocked, and it will not be possible to attempt this Ritual with the same creature again for 1 year
Languge: Ochnum
Duration: 10 minutes
Components: Remains of a creature and a sacred symbol tied to the Ritualist's faith

Through this Ritual, an Acolyte can use his connection with the dead to contact the soul of a dead creature. This Ritual is performed through a 10-minute ritual with prayer made by the Ritualist, remaining close to the remains of the creature during the process. On a success, the soul of the creature appears floating above the remains used during the ritual. This soul remains present for up to 5 minutes and can communicate in the languages ​​that the creature had in life. The Ritualist can ask up to 2 questions of this creature, the answers are usually brief, cryptic or repetitive and the body is not under any compulsion that forces it to answer or even tell the truth. On a success or failure, the Ritualist cannot summon a soul in this manner for the next month.

Level 2

Elemental Weapon Dance

Level 2 - Arcana, Nature, Religion

Rebound: 5 - Weapons involved in the ritual disintegrate if they are not magical
Language: Ancient Ionian
Components: 20 GP/hour + elemental stone, both are consumed by the ritual

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.

Mourning Mist

Level 2 - Religion (prerequisite: Rite of Sepulcture)

Rebound: 6 - The Ritualist and a creature within 10 feet of him during the ritual take 6d6 necrotic damage. Language: Ochnun
Components: Clean water, dust from a cemetery, remains of a creature, and a sacred symbol linked to the Ritualist's faith

Through this Ritual, an Acolyte can create a liquid capable of releasing a mist that makes a creature vulnerable to attacks from the undead.

This ritual is performed by mixing the powder and remains with water, accompanied by prayers in the language of the dead. At the end of the ritual, a globule of mist is generated that can be placed inside a vial or held and thrown by an Acolyte of the Grave.

As an action, you can hurl a vial or globule of mist at a point you can see within 25 feet of you. Creatures within a 15-foot cone starting at the chosen point must make a Constitution saving throw. On a failed save, an affected creature takes 6d6 + the ritualist’s Wisdom modifier necrotic damage, has its speed reduced by 15 feet, and is marked for the next minute. In addition, the creature receives the Mark of the Grave.

Sepulcture Mark. For 1 minute you emanate a 10-foot aura. Undead that enter this area are affected by the Taunted condition towards you.

Level 3

Align Mana

Level 3 - Arcana, Nature, Religion

Rebound: 10 - Region drops one level for 12 hours
Language: Ionian or Shuriman or Icathian
Components: A 100 GP bronze brazier. Ritual, Herbs, Incense, Crystals totaling 100 GP

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.

Blessing of the Forge

Level 3 - Religion (prerequisite: Rite of the Forge)

Rebound: 13 - Components disintegrate but item remains intact
Language: Old Freljordian
Duration: 8 hours
Components: Metal, incense, candles, and a 150 gp gemstone resonant with the item, which are consumed by the Ritual

You can awaken a magical weapon or armor, causing it to become an enhanced version of its former self. An item can have only one blessing, and the maximum number of items an acolyte can hold blessed is equal to his proficiency bonus. As a bonus action, the acolyte can remove the blessing from an item he has blessed, even if the item is far away, even in another Realm of Existence.

An awakened item receives additional benefits proportional to the Acolyte's level, at the master's discretion. Thus, a +1 sword can become anything from a +2 sword to a +3 sword dealing additional fire damage with other properties. While a +1 armor can also become anything from a +2 armor to a +3 armor that grants resistance to fire damage or even immunity to fire damage.

A creature must attune to the item to utilize its full properties, and while the item is under the effect of the blessing, it takes on a different aspect than the original, something more refined or seemingly more powerful.

This Ritual is performed through prayers made by the Ritualist in a magic circle with an anvil in the center and the Acolyte using a hammer and tongs to infuse magic into the item through hammering for the duration of the ritual while herbs, metals and stones are thrown, being consumed in the ritual and receiving their magical power.

Seeds of Power

Level 3 - Religion (prerequisite: Rite of Nature)

Rebound: 10 - the seed is overloaded with energy, dealing 8d10 crushing damage to the Ritualist and to creatures up to 10 feet away that fail a Dexterity saving throw.
Language: Sylvan
Duration: 1 hour for 2 to 8 days
Components: A seed, 20 gp worth of materials that are consumed by the ritual, and a holy symbol tied to the ritualist's faith.

Through this ritual, an acolyte uses his connection to the forces of nature to create enchanted seeds capable of performing fantastic effects. A nature acolyte can hold a maximum number of enchanted seeds equal to half his acolyte level, and their magical properties last for a number of days equal to the number of days the ritualist has spent on that seed's ritual.

When starting the Ritual, you must define the desired effect for the seed:

  • Healing. By consuming this seed as a bonus action, the creature regains 8d10 + the ritualist's Wisdom modifier in hit points, any excess hit points being converted to temporary hit points.
  • Exploding. A creature can use its bonus action to throw the seed at the feet of a creature within 20 feet of it. The creature hit must make a Strength saving throw DC equal to the Ritualist’s spell save DC. On a failed save, the creature takes 8d10 + the Ritualist’s Wisdom modifier crushing damage.
  • Strengthening. By consuming this seed as a bonus action, the creature’s body is strengthened. Its Strength, Dexterity, and Constitution scores increase by an amount equal to half the ritualist’s proficiency bonus until the end of its next turn.
  • Rooting. A creature can use a bonus action to throw the seed at the feet of a creature it can see within 60 feet of it. The target creature must make a Dexterity saving throw equal to the ritualist’s spell saving throw DC. On a failed save, roots wrap around the target creature, restraining it. These roots function like manacles, but they can’t be opened.

At the end of the Ritual, a seed of power is created with the chosen effect.

Level 4

Spiritual Sun

Level 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.
Language: Shuriman
Duration: 6 hours for 4 days
Components: Ritual, 200 GP bluish crystal, aromatic herbs

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

Rebirth Area

“Level 5 - Arcana, Nature, Religion”

Rebound: 100 - All components are consumed and the creature cannot perform this ritual for 1 year.
Language: Ionian
Components: Ritual, 200 GP metal urn

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

In Gloria Mori*

Level 6 - Arcana

Rebound: 60 - The creature comes back to life in a maddened state.
Language: Ancient Noxian
Components: 10,000 GP/day, Body, Blood*

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.