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Cultural / Plot Hook rituals?
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<blockquote data-quote="Kzach" data-source="post: 4387800" data-attributes="member: 56189"><p>Yeup. Warlocks are despised even more than sorcerers (long story about the origin of sorcerers that I won't go into). They generally hide their nature and even in the orc empire, are hunted and killed with little mercy. There are places where they can openly practice, but they come with dangers in and of themselves.</p><p></p><p>Of course, that doesn't stop them from adventuring, just stops them from bragging <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It also doesn't make them evil as Fallen can be good as well as bad. Paladins dedicate themselves to Fallen who represent certain righteous ideals. They do a similar thing with anyone they mark with Divine Challenge, but paladins have a good reputation and are considered 'banishing evil' when they do it. Templars are a neutral variant of paladins and aren't very well received but generally tolerated.</p><p></p><p>Anyway, this is all beside the point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><span style="font-size: 15px">Ritual of Blessing</span></p><p></p><p><strong>Level:</strong> 1</p><p><strong>Category:</strong> Binding</p><p><strong>Time:</strong> 1 hour</p><p><strong>Duration:</strong> Permanent</p><p><strong>Component Cost:</strong> 1gp</p><p><strong>Market Price:</strong> 5gp</p><p><strong>Key Skill:</strong> Religion (no check)</p><p></p><p>This ritual is usually performed on a newborn baby in order to protect it from various nefarious powers. Most civilised cultures have their own religious traditions for this ceremony.</p><p></p><p>Any attempt to attack the soul of the individual receives a +5 power bonus against the attack, as well as a +5 powers bonus to any save made to end an effect that attacks the person's soul.</p><p></p><p>This protects against Rituals of Sacrifice, Summoning and Undeath. The soul, barring interference, is also assured of joining with the being who's blessing is upon it, on the death of the individual.</p><p></p><p><span style="font-size: 15px">Ritual of Dedication</span></p><p></p><p><strong>Level:</strong> 4</p><p><strong>Category:</strong> Binding</p><p><strong>Time:</strong> 24 hours</p><p><strong>Duration:</strong> Permanent</p><p><strong>Component Cost:</strong> 25gp</p><p><strong>Market Price:</strong> 150gp</p><p><strong>Key Skill:</strong> Religion (no check)</p><p></p><p>This ritual is usually performed on a person in a coming of age ceremony in order to protect it from various nefarious powers. Most civilised cultures have their own religious traditions for this ceremony.</p><p></p><p>All paladins, warlocks and clerics undergo this ritual as a part of their training. The ritual cost is ignored unless the character is multi-classing into one of these three classes.</p><p></p><p>The bonus this dedication grants is total immunity to any effect that would attack their soul. The person also receives a true name, either as a spiritual answer or as a choice made at the time of the ritual.</p><p></p><p>This protects against Rituals of Sacrifice, Summoning and Undeath. The soul, barring interference, is also assured of joining with the being who's blessing is upon it, on the death of the individual. If the person is deemed to have an unfulfilled destiny, they can also be resurrected.</p><p></p><p>One drawback of this dedication is that if someone were to somehow obtain the true name of the individual, it conveys vast power over them. Knowing the true name of a person grants a +5 power bonus to all attacks against that person's soul, including Rituals of Sacrifice, Summoning and Undeath.</p><p></p><p><span style="font-size: 15px">Ritual of Sacrifice</span></p><p></p><p><strong>Level:</strong> 11</p><p><strong>Category:</strong> Binding</p><p><strong>Time:</strong> 1 hour</p><p><strong>Duration:</strong> Permanent</p><p><strong>Component Cost:</strong> 600gp</p><p><strong>Market Price:</strong> 1,800gp</p><p><strong>Key Skill:</strong> Religion</p><p></p><p>This is a vile and despicable ritual that literally tears the soul of a person from their body. The soul is either dedicated to an evil power or is used in various other ways to empower the sacrificer. The practice is considered beyond evil in most civilised cultures.</p><p></p><p>The practitioner of this ritual must have the person bound upon a sacrificial altar. They must use the person's own blood to empower the ritual. This weakens the victim over the course of an hour as their blood slowly fills the mystical engravings.</p><p></p><p>The practitioner then makes an attack against the person's Will defence using half their Religion skill level plus 1d20 as the attack. If successful, the person then receives an unmodified saving throw. If they fail this, the person's soul is torn from their body and the practitioner can do with it as he pleases (see: Soul Feats).</p><p></p><p>Certain components or other influences can modify the saving throw or attack rolls such as powerful religious sites, rare and potent herbs, blood or other components of powerfully evil creatures, etc.</p><p></p><p>One of the most powerful influences is knowing someone's true name. This confers a +5 bonus on the attack roll, and a -5 penalty on the person's saving throw to resist.</p><p></p><p><span style="font-size: 15px">Ritual of Summoning</span></p><p></p><p><strong>Level:</strong> 15</p><p><strong>Category:</strong> Travel</p><p><strong>Time:</strong> 10 minutes</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Component Cost:</strong> 2200gp</p><p><strong>Market Price:</strong> 6,200gp</p><p><strong>Key Skill:</strong> Arcana</p><p></p><p>This ritual requires very careful and precise preparation as well as several difficult to require items. Some part of the person to be summoned must also be acquired, a piece of hair, a flake of skin or blood, usually.</p><p></p><p>This last component alone makes it a very difficult ritual to succeed at, and makes summoning powerful beings nigh impossible.</p><p></p><p>Should a person succeed in acquiring all the components, however, they can then attempt to summon a being from almost anywhere in existence. At this time, the summoner makes an attack against the person's Will defence using half their Arcana skill level plus 1d20 as the attack. If successful, the person then gets a saving throw to avoid being hurled through the layers of reality and into the clutches of someone eager to meet them.</p><p></p><p>Certain components or other influences can modify the saving throw or attack rolls such as powerful magical sites, rare and potent herbs, blood or other components of powerfully magical creatures, etc.</p><p></p><p>One of the most powerful influences is knowing someone's true name. This confers a +5 bonus on the attack roll, and a -5 penalty on the person's saving throw to resist.</p><p></p><p>Often this summoning is combined with a Magic Circle ritual which is a separate ritual with its own requirements and components.</p><p></p><p></p><p><span style="font-size: 15px">Ritual of Undeath</span></p><p></p><p><strong>Level:</strong> 15</p><p><strong>Category:</strong> Creation</p><p><strong>Time:</strong> 1 hour</p><p><strong>Duration:</strong> Permanent</p><p><strong>Component Cost:</strong> 2200gp</p><p><strong>Market Price:</strong> 6,200gp</p><p><strong>Key Skill:</strong> Religion</p><p></p><p>Next to the Ritual of Sacrifice, this is perhaps the most evil ritual to exist. Instead of tearing the soul from the body, it instead binds the soul to its corpse, making it a living dead creature under the control of its creator.</p><p></p><p>The victim must be alive and bound upon an altar in a similar fashion to the Ritual of Sacrifice where they are also exsanguinated and then killed outright before they bleed out. At this time, the necromancer makes an attack against the person's Will defence using half their Religion skill level plus 1d20 as the attack.</p><p></p><p>If successful, the person then receives an unmodified saving throw. If they fail this, the person's soul is bound to their corpse, and they are under the tenuous control of the necromancer.</p><p></p><p>Certain components or other influences can modify the saving throw or attack rolls such as powerful religious sites, rare and potent herbs, blood or other components of powerfully evil creatures, etc.</p><p></p><p>One of the most powerful influences is knowing someone's true name. This confers a +5 bonus on the attack roll, and a -5 penalty on the person's saving throw to resist.</p><p></p><p>The necromancer's base Religion skill level determines what type of undead creatures they can create with this ritual.</p><p></p><p>[code][B][U]Religion[/U][/B] [B][U]Undead[/U][/B]</p><p>[B][U]Skill Level[/U][/B] [B][U]Type[/U][/B]</p><p></p><p>15 Skeletons</p><p>20 Zombies</p><p>25 Wights</p><p>30 Ghouls</p><p>[/code]</p><p>The level and type of the creature being sacrificed determines the type of creature they can become. Therefore a level 3 minion can be sacrificed by a necromancer with a religion skill of at least 20 and be turned into a Zombie Rotter.</p><p></p><p>If successful, the necromancer can issue any sort of command that the intelligence of the creature can comprehend. This is a compulsion, however the creature can interpret it however they like, depending on their capability to do so.</p><p></p><p>If the check fails, the creature simply ignores the commands and the necromancer cannot make another attempt until he's had an extended rest.</p></blockquote><p></p>
[QUOTE="Kzach, post: 4387800, member: 56189"] Yeup. Warlocks are despised even more than sorcerers (long story about the origin of sorcerers that I won't go into). They generally hide their nature and even in the orc empire, are hunted and killed with little mercy. There are places where they can openly practice, but they come with dangers in and of themselves. Of course, that doesn't stop them from adventuring, just stops them from bragging :) It also doesn't make them evil as Fallen can be good as well as bad. Paladins dedicate themselves to Fallen who represent certain righteous ideals. They do a similar thing with anyone they mark with Divine Challenge, but paladins have a good reputation and are considered 'banishing evil' when they do it. Templars are a neutral variant of paladins and aren't very well received but generally tolerated. Anyway, this is all beside the point :) [SIZE="4"]Ritual of Blessing[/SIZE] [b]Level:[/b] 1 [b]Category:[/b] Binding [b]Time:[/b] 1 hour [b]Duration:[/b] Permanent [b]Component Cost:[/b] 1gp [b]Market Price:[/b] 5gp [b]Key Skill:[/b] Religion (no check) This ritual is usually performed on a newborn baby in order to protect it from various nefarious powers. Most civilised cultures have their own religious traditions for this ceremony. Any attempt to attack the soul of the individual receives a +5 power bonus against the attack, as well as a +5 powers bonus to any save made to end an effect that attacks the person's soul. This protects against Rituals of Sacrifice, Summoning and Undeath. The soul, barring interference, is also assured of joining with the being who's blessing is upon it, on the death of the individual. [SIZE="4"]Ritual of Dedication[/SIZE] [b]Level:[/b] 4 [b]Category:[/b] Binding [b]Time:[/b] 24 hours [b]Duration:[/b] Permanent [b]Component Cost:[/b] 25gp [b]Market Price:[/b] 150gp [b]Key Skill:[/b] Religion (no check) This ritual is usually performed on a person in a coming of age ceremony in order to protect it from various nefarious powers. Most civilised cultures have their own religious traditions for this ceremony. All paladins, warlocks and clerics undergo this ritual as a part of their training. The ritual cost is ignored unless the character is multi-classing into one of these three classes. The bonus this dedication grants is total immunity to any effect that would attack their soul. The person also receives a true name, either as a spiritual answer or as a choice made at the time of the ritual. This protects against Rituals of Sacrifice, Summoning and Undeath. The soul, barring interference, is also assured of joining with the being who's blessing is upon it, on the death of the individual. If the person is deemed to have an unfulfilled destiny, they can also be resurrected. One drawback of this dedication is that if someone were to somehow obtain the true name of the individual, it conveys vast power over them. Knowing the true name of a person grants a +5 power bonus to all attacks against that person's soul, including Rituals of Sacrifice, Summoning and Undeath. [SIZE="4"]Ritual of Sacrifice[/SIZE] [b]Level:[/b] 11 [b]Category:[/b] Binding [b]Time:[/b] 1 hour [b]Duration:[/b] Permanent [b]Component Cost:[/b] 600gp [b]Market Price:[/b] 1,800gp [b]Key Skill:[/b] Religion This is a vile and despicable ritual that literally tears the soul of a person from their body. The soul is either dedicated to an evil power or is used in various other ways to empower the sacrificer. The practice is considered beyond evil in most civilised cultures. The practitioner of this ritual must have the person bound upon a sacrificial altar. They must use the person's own blood to empower the ritual. This weakens the victim over the course of an hour as their blood slowly fills the mystical engravings. The practitioner then makes an attack against the person's Will defence using half their Religion skill level plus 1d20 as the attack. If successful, the person then receives an unmodified saving throw. If they fail this, the person's soul is torn from their body and the practitioner can do with it as he pleases (see: Soul Feats). Certain components or other influences can modify the saving throw or attack rolls such as powerful religious sites, rare and potent herbs, blood or other components of powerfully evil creatures, etc. One of the most powerful influences is knowing someone's true name. This confers a +5 bonus on the attack roll, and a -5 penalty on the person's saving throw to resist. [SIZE="4"]Ritual of Summoning[/SIZE] [b]Level:[/b] 15 [b]Category:[/b] Travel [b]Time:[/b] 10 minutes [b]Duration:[/b] Instantaneous [b]Component Cost:[/b] 2200gp [b]Market Price:[/b] 6,200gp [b]Key Skill:[/b] Arcana This ritual requires very careful and precise preparation as well as several difficult to require items. Some part of the person to be summoned must also be acquired, a piece of hair, a flake of skin or blood, usually. This last component alone makes it a very difficult ritual to succeed at, and makes summoning powerful beings nigh impossible. Should a person succeed in acquiring all the components, however, they can then attempt to summon a being from almost anywhere in existence. At this time, the summoner makes an attack against the person's Will defence using half their Arcana skill level plus 1d20 as the attack. If successful, the person then gets a saving throw to avoid being hurled through the layers of reality and into the clutches of someone eager to meet them. Certain components or other influences can modify the saving throw or attack rolls such as powerful magical sites, rare and potent herbs, blood or other components of powerfully magical creatures, etc. One of the most powerful influences is knowing someone's true name. This confers a +5 bonus on the attack roll, and a -5 penalty on the person's saving throw to resist. Often this summoning is combined with a Magic Circle ritual which is a separate ritual with its own requirements and components. [SIZE="4"]Ritual of Undeath[/SIZE] [b]Level:[/b] 15 [b]Category:[/b] Creation [b]Time:[/b] 1 hour [b]Duration:[/b] Permanent [b]Component Cost:[/b] 2200gp [b]Market Price:[/b] 6,200gp [b]Key Skill:[/b] Religion Next to the Ritual of Sacrifice, this is perhaps the most evil ritual to exist. Instead of tearing the soul from the body, it instead binds the soul to its corpse, making it a living dead creature under the control of its creator. The victim must be alive and bound upon an altar in a similar fashion to the Ritual of Sacrifice where they are also exsanguinated and then killed outright before they bleed out. At this time, the necromancer makes an attack against the person's Will defence using half their Religion skill level plus 1d20 as the attack. If successful, the person then receives an unmodified saving throw. If they fail this, the person's soul is bound to their corpse, and they are under the tenuous control of the necromancer. Certain components or other influences can modify the saving throw or attack rolls such as powerful religious sites, rare and potent herbs, blood or other components of powerfully evil creatures, etc. One of the most powerful influences is knowing someone's true name. This confers a +5 bonus on the attack roll, and a -5 penalty on the person's saving throw to resist. The necromancer's base Religion skill level determines what type of undead creatures they can create with this ritual. [code][B][U]Religion[/U][/B] [B][U]Undead[/U][/B] [B][U]Skill Level[/U][/B] [B][U]Type[/U][/B] 15 Skeletons 20 Zombies 25 Wights 30 Ghouls [/code] The level and type of the creature being sacrificed determines the type of creature they can become. Therefore a level 3 minion can be sacrificed by a necromancer with a religion skill of at least 20 and be turned into a Zombie Rotter. If successful, the necromancer can issue any sort of command that the intelligence of the creature can comprehend. This is a compulsion, however the creature can interpret it however they like, depending on their capability to do so. If the check fails, the creature simply ignores the commands and the necromancer cannot make another attempt until he's had an extended rest. [/QUOTE]
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