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Post your Homebrewed Rituals!

the Jester

Legend
Hey guys, who has brewed up their own rituals? Post them here!

I'm interested in weird rituals that exist just for flavor as much as I am ones that are actually useful; there are several like that in my list here. Enjoy!

Genderbend
As you complete the ritual, your body undergoes a sudden transformation as you switch genders.
Level: 4; Component Cost: 35 gp
Category: Deception; Market Price: 175 gp
Time: 10 minutes; Key Skill: Arcana (no check)
Duration: 1 day

You switch gender for the duration.

Paint Memory
Slowly you bring forth a perfect image of something you have seen.
Level: 1; Component Cost: 10 gp
Category: Creation ; Market Price: 50 gp
Time: 10 minutes; Key Skill: Arcana
Duration: Concentration, up to 1 hour

This spell creates a silent image of something that you have seen. The image is in perfect detail as you saw it, even if you have not noticed all the details. Thus, you might be able to read a page you only caught a glimpse of, see the face of someone that you only glimpsed, etc.

Plague of Serpents

Snakes in the area will reproduce like mad.
Level: 10; Component Cost: 400 gp
Category: Creation; Market Price: 1000 gp
Time: 1 week ; Key Skill: Nature or Religion
Duration: 1 year
Location/Conditions: See text

This ritual makes all serpents in an area with a diameter in miles equal to skill check reproduce with amazing speed. Every two weeks each snake in the area will grow a head at its tail and then split in two, effectively doubling the snake population each time. As the affected area quickly has so many snakes that it cannot support the population, they spread outward until the population dwindles to a supportable level... and then it booms again two weeks later. Thus, the plague of serpents gradually diffuses into the surrounding areas.

This ritual can only be performed at a snake pit filled with at least 10,000 xp worth of serpents in one of Zehir's unholy ziggurats.

Proleptic Visions
You attune yourself to threats to the people and places that you love.
Level: 22; Component Cost: 600 gp
Category: Divination; Market Price: 3600 gp
Time: 10 minutes; Key Skill: Arcana
Duration: 24 hours

This spell gives you visions of impending attack concerning up to five individuals, five locations and five objects you choose. An “attack” must be instigated by a creature or creatures aiming it at the individual, location or object you choose, even if perpetrated through other means (such as poisoning a creature’s food, setting a building on fire, etc.) Mechanical or magical traps usually will not qualify (as they are not generally instigated by creatures aiming it at the individual, location or object).

The five individuals you select to monitor may include you. They need not be on the same plane as you, and may in fact be on five separate planes.

The five locations you select to monitor may be as large or as small as you desire, but to trigger the proleptic vision the attack in question must endanger a majority of the location. Thus, if you monitor the city of Threeton, a fire engulfing a district of the city will trigger your prolepsis but a fire engulfing a single building generally won’t.

The five objects you select to monitor may be up to Gargantuan in size. An attack on the guardians or wards around the object will not trigger your prolepsis, only an attack on the object itself. However, you can choose to monitor magical wards as some or all of your five objects.

Protection from Pickpockets
You make a series of complicated magical gestures over the people to be affected. When you are done, their drawstrings are extra tight and their pockets become resistant to cutting.
Level: 4; Component Cost: 10 gp
Category: Warding; Market Price: 150 gp
Time: 10 minutes; Key Skill: Arcana
Duration: 24 hours

You ward people against attempts to pick their pockets. Any Thievery checks made against the subjects suffer a penalty determined by your Arcana check. The number of subjects that you can effect is also determined by your Arcana check, as described on the table below:

Arcana Check --- No. of Subjects --- Duration --- Thievery Penalty
9 or lower --- 1 --- 1 hour --- -2
10-15 --- Up to 2 --- 1 hour --- -3
16-20 --- Up to 3 --- 4 hours --- -5
21-25 --- Up to 5 --- 6 hours --- -7
26-30 --- Up to 6 --- 12 hours --- -9
31-35 --- Up to 8 --- 24 hours --- -12
36 or higher --- Up to 12 --- 24 hours --- -15

Ritual of the Lotus
This ritual transports the subjects to new heights of mindless pleasure
Level: 3; Component Cost: 25 gp
Category: Deception; Market Price: 200 gp
Time: 10 minutes; Key Skill: Nature
Duration: See text

By performing this ritual, you instill a sense of bliss, joy and pleasure in a group of up to eight willing subjects, possibly including yourself. Each subject must remain within 2 squares of you for the entire casting time of the ritual. While in this state of bliss, the subjects are dazed. If a subject takes damage, it may choose to end this effect. The duration of the effect depends on your Nature check:

Nature Check --- Duration

9 or lower --- 10 minutes
10-19 --- 20 minutes
20-29 --- 30 minutes
30-39 --- 1 hour
40 or higher --- 2 hours

Seal against Water
You call out the ritual's words of power and pass your hands above the area you are enchanting, sealing it against the weather.
Level: 1; Component Cost: 2 gp per square
Category: Creation ; Market Price: 50 gp
Time: 10 minutes per square; Key Skill: Nature (no check)
Duration: 1 month

This ritual is usually used on roofs or boats, but can also affect walls, floors, wagons and other nonliving vehicles. It seals the affected area against leaks and rain. However, if the object (or square of surface) suffers any damage, the ritual's effects end.

Skeletal Minions
You slowly chant the mystic words over the pile of bones you have assembled. They begin to tremble and draw together, finally forming into your new minions.
Level: 13; Component Cost: 600 gp
Category: Creation; Market Price: 3600 gp
Time: 1 hour; Key Skill: Arcana or Religion (no check)
Duration: Permanent

You raise three skeletal haulers to do your bidding (OG 182). They obey your commands, but when left to their own devices, tend towards mindless destructiveness. Skeletal haulers are not able to remember commands in the long term and must be re-instructed periodically.

There is no limit to how many skeletal haulers you can create via repeated use of this ritual.

Veil of Privacy
You draw a magical veil around you, making it harder to eavesdrop or scry on you.
Level: 6; Component Cost: 60 gp
Category: Deception; Market Price: 360 gp
Time: 10 minutes; Key Skill: Arcana (see text)
Duration: 1 hour

You draw a magical veil around an area of up to 25 contiguous squares. Perception checks to hear inside the veil that are made by creatures outside the veil suffer a penalty based on your skill check. Additionally, the veil of privacy interferes with scrying spells and rituals, preventing them from transmitting sound (but not images). The maximum level ritual it will interfere with is also based on your Arcana check.

If you are trained in Stealth, you gain a +2 bonus to your Arcana check. The penalty you inflict on Perception checks is based on your skill check:

Arcana Check --- Penalty --- Highest Level Ritual Interfered With

9 or lower --- -2 --- 6
10-19 --- -5 --- 11
20-29 --- -10 --- 16
30-29 --- -20 --- 21
40+ --- -30 --- 26

Your turn!
 

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My home-brew rituals have been of the type Summon/Create/Raise Elemental/Construct/Undead.

They have worked as follows.
  • Each ritual has 4 creatures that it can summon/create/raise. For example, Summon Lesser Elemental can get you a Lesser Water Elemental, Inferno Stalker, Dust Devil or Mud Lasher.
  • The level of the ritual is the level of the monster which you summon/create/raise.
  • You can control up to twice your level in monsters. For example, a level 6 character can control up to 12 levels worth of monsters.
  • You can control no monster whose level is greater than your own. For example, a level 6 character could control two level 5s and a level 2, but not a level 7.
  • The cost to summon/create/raise a creature is equal to a magic item of that creatures level.
  • A single casting of the ritual will summon 5 minions for the cost of 1 normal monster of that level. 5 minions count as one monster for purposes of the maximum number of monsters you can summon/create/raise.
  • A single casting will summon 1 elite monster, but the cost is doubled. The elite monster counts as 2 normal monsters for purposes of the maximum number of monsters you can summon/create/raise.

Each summon/create/raise creature type has special advantages/disadvantages.
Raise undead: The cost to use this ritual is halved, but you need dead bodies.
Create construct: This is the only summon/create/raise ritual that can get you elite monsters, but the cost is doubled.
Summon Elemental: You can bind an elemental to a location which it must protect rather than bringing it with you. If you do so it only counts as 1/2 level for purposes of the maximum number of monsters you can summon/create/raise.
 

i allow in my worlds necromancers to have a stronger raise dead or create undead spell than others. i all so don't make the undead crumble or disappear after a few rounds or turns like in books say. i figure the same rules should apply to the players that occure with the evil wizerds thay fight. if an undead skeleton crumbled or disappeared at the end of each hour or day then a evil wizerd would never beable to have an undead army in is control.

requirements
remains of a creature.
weaker than the caster
to exceed a number of undead servents allowed per level of caster an item or artifact to bind them too. (item lost or destroyed undead will behavior in who knowns type of maner might even attack the creater or just wonder off.)

down sides
players end up haveing there own skeleton horde and might decide to kill off a few small villages to increase wealth and undead servents. (had it happened was a great game though)

extra fun things to do in the game after the players enlist undead to assist them.
have them shunned or attacked in villages if they wonder in with a bunch of none disgusted undead.
if they forget to burn the bodies and remove the flesh the party is fallowed by a horrible gaging stench and marked as evil wizerds when wondering in towns.
entering new lands with a squad or legion of undead has them assulted by local soldiers as tectically is seem they are invading.
Force the party to aquire enough cloaks, gloves, weapons and other goods nesssaury to disguss the undead or enable them all to fight.
Many priest can and will detect the undead and turn them to ash.
lawful players will no longer travel with party.
other adventures in the world will seek them out to distroy the party.
 

Here are some of mine. Blood Sacrifice plays a big role in my game.

[sblock=Blood Sacrifice]
Blood Sacrifice
You sacrifice a creature, using the power released at the moment of death.

Level: 1
Component Cost: Varies
Category: Creation
Market Price: 50 gp
Time: 1 hour
Key Skill: Arcana, Nature, or Religion
Duration: Varies

You prepare a creature for sacrifice. Select one of the following:

  • Enhance Ritual (Arcana, Nature, Religion): You slowly drain the blood of your victim into a pattern of Supernal runes. As the blood fills the runes and the victim’s life leaves them, you gain energy from the victim’s animus.

    For the next hour, you may add the level of the victim to your own to determine what rituals you may cast. In addition, you may add the level of the victim as a bonus to any checks made while performing rituals.

    Component cost: 10 gp.
  • Render Components (Arcana or Religion): You anoint the victim in a bath of oil rendered from the fat of a devil and carve Supernal runes into the victim's flesh. You then chant a dirge in Abyssal that strikes terror into the heart of your victim. At the climax of your chanting, you plunge a dagger into the victim's heart, causing instant death. You then allow the blood to flow into a Supernal-rune-carved iron pot and mix the blood with the victim's fat.

    You may use this vile mixture as an amount of Alchemical Reagents, Mystic Salves, or Sanctified Incense. The GP value of the components is equal to 1/5th of a random monetary treasure parcel of the victim's level (x2 for elites, x5 for solos).

    Component cost: none. Focus cost: 100 gp.
  • Release Necrotic Energy (Religion): You place a rune-carved cold iron rod on the victim’s chest. You then anoint the victim with in a specially prepared ointment of powdered bone and vampire blood. When this is complete, you kill the victim, the victim’s animus trapped in its body by the cold iron rod.

    The ritual creates a zone of necrotic energy around the cold iron rod. The level of this zone is equal to the victim’s level.

    Component cost: 10 gp. Focus cost: 100 gp.
  • Steal Life (Arcana or Religion): You cast two ounces of powdered wight remains onto a low-burning flame. As you breathe in the fumes, you slowly drain the blood of your victim into a large, Supernal-rune-carved iron pot.

    Anyone drinking the blood of your victim may recover one spent healing surge. The blood must be ingested within ten minutes of completion of the ritual.

    Component cost: 100 gp. Focus cost: 100 gp.
[/sblock]

[sblock=Blood Oath]
Blood Oath
You swear an oath in blood.

Level: 1
Component Cost: None
Category: Binding
Market Price: 50 gp
Time: 1 minute
Key Skill: Arcana or Religion
Duration: Permanent

You swear an oath with another. You draw your blood and let it mingle with the others who are taking the oath. Afterwards, all those who have sworn the oath will instantly know, across any distance, if any other has broken their word.
[/sblock]

[sblock=Refine Ritual Components]
Refine Ritual Components
You refine components to be used in rituals.

Level: 1
Component Cost: up to 100 gp
Category: Creation
Market Price: 50 gp
Time: 1 hour
Key Skill: Arcana, Heal, Nature, or Religion
Duration: Permanent

You refine components to be used in rituals. Select one of the following:

  • Refine Arcane Reagents (Arcana): Taking a small amount of powdered metals, rare earths, acids, salts, or extracts from creatures such as dragons or basilisks, you create arcane reagents which may be used in arcane rituals.
  • Refine Mystic Salves (Heal): You make blessed oils and unguents from rare spices, which may be used in healing rituals.
  • Refine Rare Herbs (Nature): You prepare rare herbs collected during certain times of year, such as when the moon is full, which may be used in primal rituals.
  • Refine Sanctified Incense (Religion): You prepare psychoactive incense during a religious rite which makes the drug usable in divine rituals.

The value of ritual components created is equal to the component cost.[/sblock]

[sblock=Act of Contrition]Act of Contrition
You abase yourself before the tenets of your faith, begging for forgiveness for all transgressions.

Level: 1
Component Cost: Varies
Category: Restoration
Market Price: 50 gp
Time: 1 day
Key Skill: Religion
Duration: Permanent

You spend a day in private meditation, away from any distractions, reconnecting with your faith and beliefs. In a state of deep trance you consider how you transgressed against your beliefs and what you must do to right the wrongs you have unleashed upon the world and how you may best avoid repeating your mistakes. During this time you are unconscious.

At the end of the ritual, you make a check against a DC of your level. Consult the following table to determine the results:

Code:
Roll		Result	
Failure		No change; the penalty persists
Easy		The penalty persists until you complete a Quest of your level; the DM will determine the specifics of the quest
Moderate	The penalty persists for another day, during which time you meditate solemnly, taking no other actions
Hard		The penalty is gone

The component cost of the ritual is equal to 1/5th a random monetary parcel of your level.[/sblock]

[sblock=The Yellow Sign]
The Yellow Sign
Who has seen the Yellow Sign?

Level: 1
Component Cost: 10 gp
Category: Binding
Market Price: 50 gp
Time: 6 hours
Key Skill: Arcana or Religion
Duration: Permanent

You place a pallid mask upon a willing victim and recite the play “The King in Yellow” to him. Upon completion, you tear away the mask and show the victim his own reflection.

At the end of the ritual, you make a check against the victim’s Will defence. If you succeed, the sight shocks the victim into a new state of consciousness. From this point on, the victim sees the world in a different light, ceaselessly seeking new truths and understanding, unknowingly carrying out the will of the ineffable beings of the Far Realm.

PCs who have this ritual performed on them gain a Quest, determined by the DM. This ritual does not proscribe any action; PCs are free to act as they wish. NPCs will feel the tug of the Yellow Sign and the DM should consider this an important part of their motivation when playing them.[/sblock]

[sblock=Raise Undead]
Raise Undead
You spurn the name of the Raven Queen as you make a mockery of life.

Level: Varies
Component Cost: Varies
Category: Creation
Market Price: Varies
Time: 1 hour per ritual level
Key Skill: Arcana or Religion
Duration: Permanent

You use this ritual to create an undead creature. Each specific type of undead requires a different ritual; each ritual has its own level. The level of the ritual is 4 levels higher than the undead created for a standard monster, the level of the undead created for a minion, 6 levels higher for elite, and 10 levels higher for solo undead. Market price is standard for that level.

At the end of the ritual, you make a check, the DC set by the ritual's level. If the check succeeds, the undead obeys your commands (though more intelligent undead will resent such control). If the check fails, the undead rises free-willed with its own agenda.

No rest is allowed during the casting of the ritual.

Requirements: This ritual requires a source of necrotic energy of a level at least equal to the raised undead.

Component Cost: Equal to 1/5th a random monetary treasure parcel of the undead creature's level.[/sblock]

[sblock=The Binding Call]
The Binding Call
You call a creature to this world from another plane.

Level: Varies
Component Cost: Varies
Category: Binding
Market Price: Varies
Time: 1 hour per ritual level
Key Skill: Arcana
Duration: Permanent

You call the true name of a creature known to you and tear a one-way rift between worlds. At the end of the ritual, the rift opens and you inexorably draw the creature through.

You use this ritual to call and bind a creature from another plane. Each specific type of creature requires a different ritual; each ritual has its own level. The level of the ritual is 4 levels higher than the creature called for a standard monster, the level of the creature for a minion, 6 levels higher for elite, and 10 levels higher for solos. Market price is standard for that level.

At the end of the ritual, you must make a check, the DC set by the ritual’s level. If the check succeeds, you open the rift and pull the creature through.

No rest is allowed during the casting of the ritual.

The creature is free to act upon its own will. Most sorcerers will prepare a Magic Circle to trap the creature before performing the call. This allows the sorcerer the time to attempt negotiations with the creature. The DM makes a Reaction Roll and runs a skill challenge in which the terms of the negotiation are set. If the skill challenge fails, the creature will not serve the sorcerer. The creature must obey the terms agreed upon, though most creatures resent the call.

Requirements: The true name of the creature and a source of energy related to the creature summoned (e.g. a volcano for fire elementals, a fey circle for fey creatures, an oubliette for devils, etc.).

Component Cost: Equal to 1/5th a random monetary treasure parcel of the bound creature's level.[/sblock]

[sblock=Craft Construct]
Craft Construct
You infuse the inanimate shell of a being with arcane energy and your own blood, giving it life.

Level: Varies
Component Cost: Varies plus 1 healing surge per level
Category: Creation
Market Price: Varies
Time: 1 day per level
Key Skill: Arcana
Duration: Permanent

You use this ritual to create a construct out of an inanimate object. Each specific type of construct requires a different ritual; each ritual has its own level. The level of the ritual is 4 levels higher than the construct created for a standard monster, the level of the creature for a minion, 6 levels higher for elite, and 10 levels higher for solo constructs. Market price is standard for that level.

At the end of the ritual, you make a check, the DC set by the ritual's level. If the check succeeds, the construct obeys your commands. If the check fails, the construct proceeds on a wild rampage.

Requirements: This ritual requires the caster to drain his own blood (another’s won’t do). The blood must be hot, either freshly spilt or preserved somehow.

Component Cost: Equal to 1/5th a random monetary treasure parcel of the construct's level.[/sblock]
 

Here is further information on some of my utility spells, ..looking for some constructive advice.

[FONT=&quot]Mage Hand[/FONT]
[FONT=&quot]utility spell;[/FONT]
[FONT=&quot]requires 1st level, Arcana Skill;[/FONT]
[FONT=&quot]standard at-will action;[/FONT]
[FONT=&quot]1 target;[/FONT]
[FONT=&quot]intelligence versus will;[/FONT]
[FONT=&quot]shift, sling, slam the target 4 squares and do 1d10 damage; +4 squares and +1d10 damage at 11th and 21st level;[/FONT]
[FONT=&quot]as a non-combat ritual, move up to 100 kilograms 4 squares for 1 round;[/FONT]
[FONT=&quot]move +100 kg, +4 squares, +1 round at 11th and 21st level;[/FONT]
[FONT=&quot]Secret Chest[/FONT]
[FONT=&quot]utility spell;[/FONT]
[FONT=&quot]requires 2nd level, Arcana Skill, Mage Hand;[/FONT]
[FONT=&quot]non-combat ritual daily utility;[/FONT]
[FONT=&quot]targets 1 treasure chest;[/FONT]
[FONT=&quot]permanent duration;[/FONT]
[FONT=&quot]store up to 100 kilograms; +100kg at 11th and 21st level in an invisible floating treasure chest near the caster;[/FONT]
[FONT=&quot]this spell can be combined with Protective Ward, Enlarge Shrink;[/FONT]
[FONT=&quot]Lock Unlock[/FONT]
[FONT=&quot]utility spell;[/FONT]
[FONT=&quot]requires 3rd level, Arcana Skill, Mage Hand, Secret Chest;[/FONT]
[FONT=&quot]non-combat ritual daily utility;[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Lock[/FONT]
[FONT=&quot]targets 1 lock;[/FONT]
[FONT=&quot]creates a lock with a Power Level equal to the caster’s level which determines the Difficulty Class of the lock;[/FONT][FONT=&quot][/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Unlock[/FONT]
[FONT=&quot]targets one arcane lock;[/FONT]
[FONT=&quot]the caster t[/FONT][FONT=&quot]aps into universal knowledge to mimic the Rouge’s Thievery Skill. Roll a 1d20 + the caster’s Intelligence modifier + 1/2 the class level +5 Trained to defeat the Difficulty Class of the lock; [/FONT][FONT=&quot][/FONT]
[FONT=&quot]Tiny Hut[/FONT]
[FONT=&quot]utility spell;[/FONT]
[FONT=&quot]requires 4th level, Arcana Skill, Mage Hand, Secret Chest, Lock Unlock;[/FONT]
[FONT=&quot]non-combat ritual daily utility;[/FONT]
[FONT=&quot]targets one safe area;[/FONT]
[FONT=&quot]1 day duration;[/FONT]
[FONT=&quot]shelter is created with a burst radius of 4 squares; +1 burst at 11th and 21st level;[/FONT]
[FONT=&quot]this spell can be [/FONT][FONT=&quot]combined with Protective Ward, Ghost Sound (Alarm); [/FONT]
[FONT=&quot]Enchant Item[/FONT]
[FONT=&quot]utility spell;[/FONT]
[FONT=&quot]requires 5th level, Arcana Skill, Mage Hand, Secret Chest, Lock Unlock, Tiny Hut;[/FONT]
[FONT=&quot]non-combat ritual daily utility;[/FONT]
[FONT=&quot]targets one item;[/FONT]
[FONT=&quot]permanent duration;[/FONT]
[FONT=&quot]the caster creates a potion, scroll or item that contains 1 spell the caster knows;[/FONT]
[FONT=&quot]the potion or scroll or charged item has a number of charges equal to the caster’s level;[/FONT]
[FONT=&quot]a permanent magic item has the power level of the caster;[/FONT]
[FONT=&quot]the cost is the value of a similar scroll, potion or magic item as listed in the core handbooks;[/FONT]
[FONT=&quot]the caster must either have these craft skills or work with an ally who does; blacksmithing, leather-working, herbalists, apothecary specialists, etc.; [/FONT]
[FONT=&quot]Clean Mend[/FONT]
[FONT=&quot]alteration spell;[/FONT]
[FONT=&quot]requires 6th level, Arcana Skill;[/FONT]
[FONT=&quot]non-combat ritual daily utility;[/FONT]
[FONT=&quot]Clean Mend x1 at 11th and 21st level;[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Clean[/FONT]
[FONT=&quot]targets a 4 square burst radius +1 burst at 11th and 21st level;[/FONT]
[FONT=&quot]restores an area to its ideal state and adds a stacked +5 to all Perception Skill checks and Thievery Skill Detect Door, Object or Trap checks +1 check bonus at 11th and 21st level;[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Mend[/FONT]
[FONT=&quot]targets one broken power object,[/FONT]
[FONT=&quot]or targets a 4 square burst radius +1 burst at 11th and 21st level of normal objects which are repaired immediately;[/FONT]
[FONT=&quot]permanent duration;[/FONT]
[FONT=&quot]the caster rolls an Arcana Skill check with a stackable +5 versus the power object level Difficulty Class of the object to be repaired;[/FONT]
[FONT=&quot]fail by 4 >= the power object remains broken, wait a day;[/FONT]
[FONT=&quot]fail by 5 >= the caster can’t repair the power object;[/FONT]
 


Deconstruct
It works as the opposite of the Make Whole ritual.
Takes 10 minutes to cast, costs 20% of the objects estimated value, must be within a 10 ft x 10 ft area.

I mainly use it to dig holes in the ground for traps.

Construct
10 minute cast time, costs 20% of the used material's estimated value, must be within a 10 ft by 10 ft area. Sculpts any shape out of the materials the ritual is used on.
 

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