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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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Holy WaterLevel 1 - Religion (prerequisite: Spiritual Rite) Rebound: 3 - The salt is dissolved in the water and both need to be prepared again 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 AmuletLevel 1 - Religion (prerequisite: Rite of the Stars) Rebound: 3 - Quicksilver dissolves the crystal, causing both materials to be lost. 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 RegiaLevel 1 - Religion (prerequisite: Rite of the Tides) Rebound: 3 - The sea water is evaporated along with the moonstone powder 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 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. |
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Golden FruitLevel 1 - Religion (prerequisite: Rite of Nature) Rebound: 4 - Fruits rot instantly 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 ForgeLevel 1 - Religion (prerequisite: Rite of the Forge) Rebound: 3 - The metal rusts and falls apart, being lost in the process 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 PurificationLevel 1 - Religion (Prerequisite: Rite of the Storm) Rebound: 3 - all participants take 2d4 poison damage 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 TerrainLevel 1 - Religion (prerequisite: Rite of Nature) Rebound: 4 - The soil becomes infertile unless some magical effect makes it healthy again 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 VisionLevel 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 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 |
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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. |
Mourning MistLevel 2 - Religion (prerequisite: Rite of Sepulcture) Rebote: 6 - O Ritualista e criatura a até 10 pés dele durante o ritual recebem 6d6 de dano necrótico Através deste Ritual, é possível que um Acólito crie um líquido capaz de liberar uma névoa que torna uma criatura vulnerável a ataques de mortos vivos. Esse Ritual é executado através da mistura do pó e restos com a água, acompanhado de orações no idioma dos mortos. Ao fim do Ritual, é gerado um glóbulo de névoa que pode ser colocado dentro de um frasco ou segurado e arremessado por um Acólito da Sepultura. Com uma ação, você pode arremessar um frasco ou glóbulo de névoa em um ponto que você possa ver a até 25 pés de você. Criaturas num cone de 15 pés iniciado no ponto escolhido devem realizar uma salvaguarda de Constituição. Em uma falha, uma criatura afetada sofre 6d6 + o modificador de Sabedoria do Ritualista com dano necrótico, tem seu deslocamento reduzido em 15 pés e ficam marcadas pelo próximo minuto. Além disso, a criatura atingida recebe a Marca da Sepultura. Marca da Sepultura. Durante 1 minuto você emana uma aura de 10 pés. Mortos Vivos que entrem nessa área são afetados pela condição Provocado por você. |
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. |
Rebote: 13 - Os componentes se desintegram mas o item permanece intacto
Língua: Freljordiano Antigo
Duração: 8 horas
Componentes: Metal, incensos, velas uma pedra preciosa de 150 PO ressonante com o item, que são consumidos pelo Ritual
Você pode despertar uma arma ou armadura mágicos, fazendo com que se torne uma versão aprimorada do que era anteriormente. Um item só pode possuir uma bênção e o máximo de itens que um Acólito pode manter abençoados é igual ao seu bônus de proficiência. Com uma ação bônus, o Acólito pode retirar a bênção de um item que tenha abençoado, mesmo que ele esteja distante, até mesmo em outro Reino de Existência.
Um item despertado recebe benefícios adicionais e proporcionais ao nível do Acólito, à escolha do mestre. Dessa forma, uma espada +1 pode se tornar desde uma espada +2, até mesmo uma espada +3 causando dano ígneo adicional com outras propriedades. Enquanto uma armadura +1 pode também se tornar desde uma armadura +2 até uma armadura +3 que conceda resistência a dano ígneo ou mesmo imunidade a dano ígneo.
Uma criatura deve sintonizar com o item para poder utilizar todas as suas propriedades e enquanto o item estiver sob o efeito da bênção, ele assume um aspecto diferente do original, algo mais refinado ou aparentemente mais poderoso.
Este Ritual é executado através de preces feitas pelo Ritualista em um círculo mágico com uma bigorna ao centro e o Acólito utilizando martelo e tenaz para infundir magia no item através de marteladas pela duração do ritual enquanto ervas, metais e pedras são lançadas, sendo consumidas no ritual e recebendo o poder mágico delas. |- |
Sementes de Poder
Nível 3 - Religião (pré-requisito: Rito da Natureza)
Rebote: 10 - a semente é sobrecarregada de energia, causando dano 8d10 de dano esmagador ao Ritualista e a criaturas a até 10 pés de distância que falhem em uma salvaguarda de Destreza
Língua: Silvestre
Duração: 1 hora durante 2 a até 8 dias
Componentes: Uma semente, 20 PO em materiais que são consumidos pelo ritual e um símbolo sagrado ligado à fé do Ritualista
Através deste Ritual, um Acólito utiliza sua conexão com as forças da Natureza para criar sementes encantadas capazes de realizar efeitos fantásticos. Um Acólito da Natureza pode manter um número máximo de sementes encantadas igual à metade do seu nível de Acólito e suas propriedades mágicas duram uma quantidade de dias igual à quantidade de dias gastos pelo Ritualista com o Ritual daquela semente.
Ao iniciar o Ritual, é preciso definir o efeito desejado para a semente:
- Cura. Ao consumir essa semente com uma ação bônus, a criatura recupera 8d10 + o modificador de Sabedoria do Ritualista em pontos de vida, os pontos de vida excedentes são convertidos em pontos de vida temporários.
- Explosão. Uma criatura pode utilizar sua ação bônus para lançar a semente aos pés de uma criatura a até 20 pés dela. A criatura atingida deve realizar uma salvaguarda de Força CD igual à CD de magias do Ritualista. Em uma falha, a criatura sofre 8d10 + o modificador de Sabedoria do Ritualista de dano esmagador.
- Fortalecimento. Ao consumir essa semente com uma ação bônus, o corpo da criatura é fortalecido. Seus valores de Força, Destreza e Constituição aumentam em um valor igual a metade do bônus de proficiência do Ritualista até o final de seu próximo turno.
- Raízes. Uma criatura pode utilizar uma ação bônus para lançar a semente aos pés de uma criatura que ela possa ver a até 60 pés dela. A criatura alvo deve realizar uma salvaguarda de Destreza CD igual a CD de magias do Ritualista. Em uma falha, raízes envolvem a criatura alvo, a deixando Contida. Essas raízes funcionam como algemas, porém, não podem ser abertas.
Ao término do Ritual, uma semente de poder é criada com o efeito selecionado.
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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. |