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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="Greenfield" data-source="post: 7349372" data-attributes="member: 6669384"><p>Here's what I've proposed to my group.</p><p></p><p>1) There is a Ritual Caster feat. It allows casters to use their full range of spells in rituals. Without the feat a caster is limited to spell levels of one half their highest (rounded down) or lower.</p><p>2) Clerics come with this feat as a class feature.</p><p>3) Rituals must be learned or researched, and all rituals require the approval of the DM.</p><p>4) Rituals may be done by a single caster or a group. More casters can speed the ritual. See below.</p><p></p><p>To begin a ritual, a caster provides the base spell being used as a framework, called the Primary spell. Additional spells, referred to as Secondary spells, are then cast to add or alter features of the Primary, or to add metamagic feat effects.</p><p></p><p>Secondary spells are chosen because of some feature or aspect, such as duration, area, energy type, range, trigger or selectivity that should be added to the Primary effect.</p><p></p><p> A ritual requires that all components and foci needed for the spells involved be present and consumed, and the spells cast are expended by the casters as if cast normally</p><p></p><p>A ritual requires a time of at least an hour. During that hour each contributing caster may cast one spell. If more spells are required than available casters, then the ritual requires more time.</p><p></p><p>For example, a caster wants to close or seal a natural portal to another plane. The Dm determines that to research such a ritual the caster(s) need to make certain skill checks (Spellcraft and probably Knowledge Planes, possibly Knowledge Religion depending on the planes involved). The Dm also determines that the ritual requires a Magic circle as the Primary spell. if the seal is to be permanent then a permanent spell needs to be added as a secondary. Continual flame might work, though there are others. If the seal is to be selective, allowing some to pass but not others, a spell with that quality needs to be added. Many Symbol spells allow specific individuals to be excluded from the effect. Glyph of Warding allows selection based on a pass phrase, as does Forbiddance. If the Circle isn't large enough to cover the portal then a Widen metamagic feat may need to be added, or another spell with a large enough area. Widen Spell normally requires a spell slot three levels higher than the spell's normal slot, so a third level spell needs to be added. Alternately, a spell with a wide area, such as Entangle or Fireball can be used.</p><p></p><p>The player decides on Magic Circle, Continual Flame, Glyph of Warding and Fireball as the required elements.</p><p></p><p>If the caster is attempting this alone, he/she has to be able to cast all of those spells. If he/she can then the ritual will take four hours. If there's a second caster who can contribute the Continual Flame and Glyph, then the ritual will require two hours. If four casters participate, one for each spell, then the ritual can be accomplished in one hour.</p><p></p><p>Any interruption of the ritual can ruin it. The casters can't stop to cast other spells, and must make Concentration checks against any damage taken, just as with any Concentration spell.</p><p></p><p>To dispel the Ritual's effects the Dispel has to overcome the caster level of the Primary caster, plus one half the caster level of each contributing caster.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7349372, member: 6669384"] Here's what I've proposed to my group. 1) There is a Ritual Caster feat. It allows casters to use their full range of spells in rituals. Without the feat a caster is limited to spell levels of one half their highest (rounded down) or lower. 2) Clerics come with this feat as a class feature. 3) Rituals must be learned or researched, and all rituals require the approval of the DM. 4) Rituals may be done by a single caster or a group. More casters can speed the ritual. See below. To begin a ritual, a caster provides the base spell being used as a framework, called the Primary spell. Additional spells, referred to as Secondary spells, are then cast to add or alter features of the Primary, or to add metamagic feat effects. Secondary spells are chosen because of some feature or aspect, such as duration, area, energy type, range, trigger or selectivity that should be added to the Primary effect. A ritual requires that all components and foci needed for the spells involved be present and consumed, and the spells cast are expended by the casters as if cast normally A ritual requires a time of at least an hour. During that hour each contributing caster may cast one spell. If more spells are required than available casters, then the ritual requires more time. For example, a caster wants to close or seal a natural portal to another plane. The Dm determines that to research such a ritual the caster(s) need to make certain skill checks (Spellcraft and probably Knowledge Planes, possibly Knowledge Religion depending on the planes involved). The Dm also determines that the ritual requires a Magic circle as the Primary spell. if the seal is to be permanent then a permanent spell needs to be added as a secondary. Continual flame might work, though there are others. If the seal is to be selective, allowing some to pass but not others, a spell with that quality needs to be added. Many Symbol spells allow specific individuals to be excluded from the effect. Glyph of Warding allows selection based on a pass phrase, as does Forbiddance. If the Circle isn't large enough to cover the portal then a Widen metamagic feat may need to be added, or another spell with a large enough area. Widen Spell normally requires a spell slot three levels higher than the spell's normal slot, so a third level spell needs to be added. Alternately, a spell with a wide area, such as Entangle or Fireball can be used. The player decides on Magic Circle, Continual Flame, Glyph of Warding and Fireball as the required elements. If the caster is attempting this alone, he/she has to be able to cast all of those spells. If he/she can then the ritual will take four hours. If there's a second caster who can contribute the Continual Flame and Glyph, then the ritual will require two hours. If four casters participate, one for each spell, then the ritual can be accomplished in one hour. Any interruption of the ritual can ruin it. The casters can't stop to cast other spells, and must make Concentration checks against any damage taken, just as with any Concentration spell. To dispel the Ritual's effects the Dispel has to overcome the caster level of the Primary caster, plus one half the caster level of each contributing caster. [/QUOTE]
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Is there a D&D 3.5 mechanic for ritual casting?
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