Info on ritualistic Magic

KnowTheToe

First Post
I am putting together some home brew notes and am looking to make a lower magic world than standard D&D. I was wondering what if any products might be out with a more ritual based casting system? (or for that matter alternate magic systems)

I was thinking of limiting magic users to around 6 levels and then allowing them to cast higher level spells thru labor and component intensive means.
 

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By 'lower magic', do you mean magic is not as common, magic is not as useful, or magic is not as powerful?

I think if you wanted to just keep magic from being the 'instant cast' type that it is now, just up the casting time requirements for everything above 3rd level spells. That automatically keeps the higher level nagics from being very useful in combat, but allows mages to 'buff up' other members of the party. And some of those higher level combat spells can be 'held', can't they, so you can spend ten minutes preparing it, then just hold it until needed?

Most of the common 'battle' spells are 3rd level and below, so they still get to contribute to a fight this way.

To go the component route, just require that spells above n level require a special gem or something to cast them. The gem can be expensive (ballpark figure, 100-200 gp per spell level), or rare, or require extensive preparation. Spells remain easy to cast, but mages are more loathe to use them.

Divine magic can be handled the same way, with additional flavor restrictions. Can only be cast on certain days. Can only be cast in a temple. Can only be cast in a certain temple. The Book of Hallowed Might has a few ideas like that. Maybe healing only works at full strength on those who share your faith? Maybe it only works at all on those who share your faith? :) (Probably getting too restrictive, there...)

Just some ideas.
 

If we're going to mention GURPS books, look at GURPS Voodoo and GURPS Spirits. They'll do until someone writes a Gurps: Ritual Magic book.
 


Not as common and not as powerful. I wanted to create ritualistic magic to violate my own not as powerful rule. That way there is a reason for sacraficing the virgin, or bloodletting something innocent etc.

It would not always be dark. You may need to catch the light from a sunset into a certain gem as you pour sand and ground nightshade onto the gem. This way the PCs and NPCs can do many of the higher level spells but just not instantly.

I have not decided what to do with divine magic. I really want to use this idea about the creator having gone crazy and most clerics and paladins have to constantly fight the chaos inside their head until they go mad. If I do this I will take healing spells and put them with arcane magic. I will also make the possibility of the players discovering the reason behind the madness and purging it. There are aspects I like and dislike and have not made a commitment to it.
 

Twin Crowns from Living Imagination has a ritual magic system, but I don't own it.

Shadowforce Archer (spycraft) also has a magic system that revolves around rituals and the number of followers one has at the time.

Good luck
SD
 

Since I have some of the same interests, here are products I would suggest checking out:

Slaine campaign setting: The slain "earth power" system is very different from standard DnD magic, and while most of it isn't exactly "ritualistic", it's there are rituals (Ritual sacrifices for harvesting power, etc). Plus, the book just kicks butt in other ways... Great flavor, some nice new classes, rules on flint and iron weapons, a mass combat system, naming and blooding weapons, etc.

Mongoose Publishing's following books: Demonology, Shamans, and Fey Magic. All might need some tinkering... Demonology and Fey Magic are both designed to be used in conjunction with other spellcasters, but they can be tweeked to work in other ways... Want some REALLY gritty, hardcore, scary, risky, soul-devouring magic? Use demonology pretty much as-is, maybe make it a *little* easier, but make it they only way to use magic at all. Fey Magic can be used as a sort of "nicer" version of the above. Shamans is fairly high magic, but you can tweek the flavor to suit different approaches to magic... I've successfuly used the same basic core class (minor tweeks only) to emulate runecasters, demon-mages (IE, all magic involves making pacts with demons), and regular shamen.

Call of Cthullu D20: Painfull magic to cast (Ability damage, sometimes permanent, for casting spells, not to mention madness), but works well for a low-magic type approach. The magic system is generic enough to pluck from Cthullu-verse and drop into a homebrew fantasy setting.
 

Thanks for all the tips. A few weeks ago I saw a PDF on an alternate magic system. I think it was by the same paople who did the tournament/jousting/picnic book. Anyone remember the name of either product?
 


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