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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Is there a D&D 3.5 mechanic for ritual casting?
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<blockquote data-quote="Celebrim" data-source="post: 7345241" data-attributes="member: 4937"><p>Not an official one. I've been tossing around rules in my head for ritual magic sense the 1e era but never fully created them.</p><p></p><p>The closest 3.X ever came was the 'spell seeds' for epic magic in the epic level handbook, but those were poorly done, poorly balanced, and assumed that you couldn't do ritual magic until 20th - which creates a universe with demographics I have no desire to implement.</p><p></p><p>In my game, a spell is a very particular sort of standardized ritual, the first part of which is enacted during the 'memorization' step of the spell (memorization being a bit a misnomer for what a wizard actually does). Spells are left hanging unfinished, and the rituals are then completed with a short series of steps, sufficiently short to make them useful in a stressful situation. </p><p></p><p>Although the rules describing creating, learning, and casting rituals that are not spells have never been described, my game universe assumes such magic exists in game and is fairly common and is a large part of magic as it is normally practiced by beings other than adventurers (who are always in tight scraps). In fact, some existing spells with longer casting times might be presumed to be simple rituals of this sort, and all magic item creation is in fact rituals of this sort.</p><p></p><p>The simpliest way of describing how I plan to implement a ritual system is that rituals let you apply metamagic to spells in ways that does not (necessarily) increase the casting cost even if you don't necessarily know that metamagic feat. This application would create a cost that could be partially mitigated by expending multiple slots, over multiple days, by multiple casters, during certain rare events, at certain locations, sacrificing certain rare materials (including creatures). I'd also implement a number of standard rituals that work something like the epic spell seeds, but in hopefully a much more balanced manner, allowing those seed rituals to then act as spells that can be altered in scope. The result would never be useful in combat, but explains how wide scale long lasting subtle magic effects are created in the same way that item creation explains how items are created.</p><p></p><p>The scope of that is large and making it balanced and interest difficult, and it generally pertains to things not happening in a campaign, so its never been a high priority.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7345241, member: 4937"] Not an official one. I've been tossing around rules in my head for ritual magic sense the 1e era but never fully created them. The closest 3.X ever came was the 'spell seeds' for epic magic in the epic level handbook, but those were poorly done, poorly balanced, and assumed that you couldn't do ritual magic until 20th - which creates a universe with demographics I have no desire to implement. In my game, a spell is a very particular sort of standardized ritual, the first part of which is enacted during the 'memorization' step of the spell (memorization being a bit a misnomer for what a wizard actually does). Spells are left hanging unfinished, and the rituals are then completed with a short series of steps, sufficiently short to make them useful in a stressful situation. Although the rules describing creating, learning, and casting rituals that are not spells have never been described, my game universe assumes such magic exists in game and is fairly common and is a large part of magic as it is normally practiced by beings other than adventurers (who are always in tight scraps). In fact, some existing spells with longer casting times might be presumed to be simple rituals of this sort, and all magic item creation is in fact rituals of this sort. The simpliest way of describing how I plan to implement a ritual system is that rituals let you apply metamagic to spells in ways that does not (necessarily) increase the casting cost even if you don't necessarily know that metamagic feat. This application would create a cost that could be partially mitigated by expending multiple slots, over multiple days, by multiple casters, during certain rare events, at certain locations, sacrificing certain rare materials (including creatures). I'd also implement a number of standard rituals that work something like the epic spell seeds, but in hopefully a much more balanced manner, allowing those seed rituals to then act as spells that can be altered in scope. The result would never be useful in combat, but explains how wide scale long lasting subtle magic effects are created in the same way that item creation explains how items are created. The scope of that is large and making it balanced and interest difficult, and it generally pertains to things not happening in a campaign, so its never been a high priority. [/QUOTE]
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Is there a D&D 3.5 mechanic for ritual casting?
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