Rituals

Rituals can be described as a very specific set of actions that, when performed correctly, replicate the effects of a spell. Rituals can be learned by anyone who has the skills required and can be taught by anyone who knows the ritual. Rituals can be improved or streamlined as well with sufficient study, so it is not uncommon for several slightly different versions of a ritual to exist. Some rituals are considered closely guarded secrets.

To learn a ritual the student must have the skills required (shown by making a skill check to learn the ritual, see descriptions for details), must practice (shown by successfully completing the ritual once), and must have a willing teacher. It is possible to learn a ritual from another source, this increases the learn DC by +5 and quadruples the amount of time it takes to learn the ritual by practicing due to trial and error. If a student should fail to learn a ritual they may attempt to learn it again, subsequent attempts within the same month increase the learn DC by +1 per attempt.

Using a ritual requires the user to be able to focus their attention. Any damage taken by the user interrupts the ritual and causes it to fail unless the can make a Concentration check DC = 10 + (amount of damage x 2), damage taken multiple rounds in a row (even from different sources) automatically causes the ritual to fail. Rituals are generally very slow processes, taking many rounds of effort to complete.

Sense Corruption

Abjuration
Level: Any
Components: V, S, M
Casting time: 10 rounds per point of DC
Range: Touch
Target: Creature/Object/Area touched, not to exceed 1 HD or 5 cubic feet per user’s ECL
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: No
Check Info: To use on a living creature: Knowledge: Religion DC = 10 + the number of subjects
To use on an inanimate object or area: Knowledge: Religion DC = 10 + 1 per 5 cubic feet
To learn the ritual: Knowledge: Religion DC 15 + 1 hour of training and practice
Effect: Detect the presence and severity of Corruption within 1 HD worth of subjects or 5 cubic feet per ECL
Material Components / Focus: 1 Vial of Holy Water, 1 White Candle
Special: Multiple people who know this ritual can perform it together, this increases the check DC by 1 for each participant. Treat the ritual as if it were used by one user with an ECL of all of the participants combined for the purposes of determining the number of HD or cubic feet affected. If any of the participants fails their Knowledge: Religion check the ritual fails and the components are lost.

Purge Corruption

Abjuration
Level: Any
Components: V, S, M, F
Casting time: 10 rounds per point of DC
Range: Touch
Target: Creature/Object/Area touched, not to exceed 1 HD or 5 cubic feet per user’s ECL
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Check Info: To use the ritual: Knowledge: Religion DC = 10 + HD of subject or the number of cubic feet affected
To learn the ritual: Knowledge: Religion DC 17 + one hour of training and practice
Effect: Subject receives 1d6 Slashing damage per HD + 1 fire damage, Inanimate objects receives 5 points of damage (ignores hardness), reduces Corruption/Depravity by 1 point
Material Components / Focus: 1 Vial of Holy Water per subject or 5 cubic feet affected, Branding Iron or other suitable iron rod, Collection bowl, Red hot coals or fire source, A knife or small blade
Special: Multiple people who know this ritual can perform it together, this increases the check DC by 1 for each participant. Treat the ritual as if it were used by one user with an ECL of all of the participants combined for the purposes of determining the number of HD or cubic feet affected. If any of the participants fails their Knowledge: Religion check the ritual fails and the components are lost. The subject still takes the damage if more than ten rounds have gone by since the ritual was started.

Purge Corruption (Improved Technique)

Abjuration
Level: ECL 3+
Components: V, S, M, F
Casting time: 10 rounds + 10 rounds per point of DC
Range: Touch
Target: Creature/Object/Area touched, not to exceed 1 HD or 5 cubic feet per user’s ECL
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Check Info: To use the ritual: Knowledge Religion DC = 9 + HD of subject or the number of cubic feet affected. To learn the ritual: Automatic with one hour of training and practice if the student already knows the basic form of Purge Corruption, otherwise it’s a Knowledge Religion DC 19 check with two hours of training and practice.
Effect: Subject receives 1d6-1 slashing damage per HD (minimum of 1 per HD) + 1 fire damage, inanimate objects receive 5 points of damage (ignores hardness), reduces Corruption by 1 point
Material Components / Focus: 1 Vial of Holy Water per subject or 5 cubic feet affected, Branding Iron or other suitable iron rod, Collection bowl, Red hot coals or fire source, A knife or small blade, Candles, and Incense worth at least 5 gs
Special: Multiple people who know this ritual can perform it together, this increases the check DC by 1 for each participant. Treat the ritual as if it were used by one user with an ECL of all of the participants combined for the purposes of determining the number of HD or cubic feet affected. If any of the participants fails their Knowledge: Religion check the ritual fails and the components are lost. The subject still takes the damage if more than ten rounds have gone by since the ritual was started.

Shadow Gate

Conjuration (Teleportation)
Level: Must attain the rank of Novus Lux in The Chapter of the Argent Archon
Components: V, S, F
Casting time: 3 standard actions
Range: 0 Feet
Duration: 5 rounds
Saving Throw: No
Spell Resistance: No
Check Info: To use the ritual: Concentration DC = 10, must maintain each round for the gate to stay open. To learn the ritual: Automatic with one week of training and practice if the student is a Novus Lux in The Chapter of the Argent Archon
Effect: Using sheer force of will the user forces open a gateway connecting the Prime Material Plane and the Plane of Shadow, ten feet in diameter, and with concentration the performer can keep the gateway open for up to five rounds. Any number of tiny creatures or up to sixteen small creatures can pass through each round. A maximum number of six medium creatures may pass through the gateway each round. Large creatures may pass through as well, but only once each round in lieu of any creatures larger than tiny.
Material Components / Focus: Holy Symbol of Othanops and a reflective surface, generally a mirror.

Rituals

Rise of the Durnskald Abersade Abersade