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<blockquote data-quote="LostSoul" data-source="post: 5482107" data-attributes="member: 386"><p>Here are some of mine. Blood Sacrifice plays a big role in my game.</p><p></p><p>[sblock=Blood Sacrifice]</p><p><strong><span style="color: DarkRed">Blood Sacrifice</span></strong></p><p><em>You sacrifice a creature, using the power released at the moment of death.</em></p><p></p><p>Level: 1</p><p>Component Cost: Varies</p><p>Category: Creation</p><p>Market Price: 50 gp</p><p>Time: 1 hour</p><p>Key Skill: Arcana, Nature, or Religion</p><p>Duration: Varies</p><p></p><p>You prepare a creature for sacrifice. Select one of the following:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Enhance Ritual <em>(Arcana, Nature, Religion)</em>:</strong> 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. <br /> <br /> 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.<br /> <br /> <em>Component cost: 10 gp. </em><br /> </li> <li data-xf-list-type="ul"><strong>Render Components <em>(Arcana or Religion)</em>:</strong> 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. <br /> <br /> 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). <br /> <br /> <em>Component cost: none. Focus cost: 100 gp.</em><br /> </li> <li data-xf-list-type="ul"><strong>Release Necrotic Energy <em>(Religion)</em>:</strong> 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.<br /> <br /> 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.<br /> <br /> <em>Component cost: 10 gp. Focus cost: 100 gp.</em><br /> </li> <li data-xf-list-type="ul"><strong>Steal Life <em>(Arcana or Religion)</em>:</strong> 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.<br /> <br /> 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.<br /> <br /> <em>Component cost: 100 gp. Focus cost: 100 gp.</em></li> </ul><p>[/sblock]</p><p></p><p>[sblock=Blood Oath]</p><p><strong><span style="color: DarkRed">Blood Oath</span></strong></p><p><em>You swear an oath in blood.</em></p><p></p><p>Level: 1</p><p>Component Cost: None</p><p>Category: Binding</p><p>Market Price: 50 gp</p><p>Time: 1 minute</p><p>Key Skill: Arcana or Religion</p><p>Duration: Permanent</p><p></p><p>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.</p><p>[/sblock]</p><p></p><p>[sblock=Refine Ritual Components]</p><p><strong>Refine Ritual Components</strong></p><p><em>You refine components to be used in rituals.</em></p><p></p><p>Level: 1</p><p>Component Cost: up to 100 gp</p><p>Category: Creation</p><p>Market Price: 50 gp</p><p>Time: 1 hour</p><p>Key Skill: Arcana, Heal, Nature, or Religion</p><p>Duration: Permanent</p><p></p><p>You refine components to be used in rituals. Select one of the following:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Refine Arcane Reagents <em>(Arcana)</em>:</strong> 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.<br /> </li> <li data-xf-list-type="ul"><strong>Refine Mystic Salves <em>(Heal)</em>:</strong> You make blessed oils and unguents from rare spices, which may be used in healing rituals.<br /> </li> <li data-xf-list-type="ul"><strong>Refine Rare Herbs <em>(Nature)</em>:</strong> You prepare rare herbs collected during certain times of year, such as when the moon is full, which may be used in primal rituals.<br /> </li> <li data-xf-list-type="ul"><strong>Refine Sanctified Incense <em>(Religion)</em>:</strong> You prepare psychoactive incense during a religious rite which makes the drug usable in divine rituals.</li> </ul><p></p><p>The value of ritual components created is equal to the component cost.[/sblock]</p><p></p><p>[sblock=Act of Contrition]<strong>Act of Contrition</strong></p><p><em>You abase yourself before the tenets of your faith, begging for forgiveness for all transgressions.</em></p><p></p><p>Level: 1</p><p>Component Cost: Varies</p><p>Category: Restoration</p><p>Market Price: 50 gp</p><p>Time: 1 day</p><p>Key Skill: Religion</p><p>Duration: Permanent</p><p></p><p>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.</p><p></p><p>At the end of the ritual, you make a check against a DC of your level. Consult the following table to determine the results:</p><p></p><p>[code]Roll Result </p><p>Failure No change; the penalty persists</p><p>Easy The penalty persists until you complete a Quest of your level; the DM will determine the specifics of the quest</p><p>Moderate The penalty persists for another day, during which time you meditate solemnly, taking no other actions</p><p>Hard The penalty is gone[/code]</p><p></p><p>The component cost of the ritual is equal to 1/5th a random monetary parcel of your level.[/sblock]</p><p></p><p>[sblock=The Yellow Sign]</p><p><strong><span style="color: LemonChiffon">The Yellow Sign</span></strong></p><p><em>Who has seen the Yellow Sign?</em></p><p></p><p>Level: 1</p><p>Component Cost: 10 gp</p><p>Category: Binding</p><p>Market Price: 50 gp</p><p>Time: 6 hours</p><p>Key Skill: Arcana or Religion</p><p>Duration: Permanent</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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]</p><p></p><p>[sblock=Raise Undead]</p><p><strong><span style="color: DimGray">Raise Undead</span></strong></p><p><em>You spurn the name of the Raven Queen as you make a mockery of life.</em></p><p></p><p>Level: Varies</p><p>Component Cost: Varies</p><p>Category: Creation</p><p>Market Price: Varies</p><p>Time: 1 hour per ritual level</p><p>Key Skill: Arcana or Religion</p><p>Duration: Permanent</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>No rest is allowed during the casting of the ritual.</p><p></p><p>Requirements: This ritual requires a source of necrotic energy of a level at least equal to the raised undead.</p><p></p><p>Component Cost: Equal to 1/5th a random monetary treasure parcel of the undead creature's level.[/sblock]</p><p></p><p>[sblock=The Binding Call]</p><p><strong><span style="color: DarkRed">The Binding Call</span></strong></p><p><em>You call a creature to this world from another plane.</em></p><p></p><p>Level: Varies</p><p>Component Cost: Varies</p><p>Category: Binding</p><p>Market Price: Varies</p><p>Time: 1 hour per ritual level</p><p>Key Skill: Arcana</p><p>Duration: Permanent</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>No rest is allowed during the casting of the ritual.</p><p></p><p>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.</p><p></p><p>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.).</p><p></p><p>Component Cost: Equal to 1/5th a random monetary treasure parcel of the bound creature's level.[/sblock]</p><p></p><p>[sblock=Craft Construct]</p><p><strong>Craft Construct</strong></p><p><em>You infuse the inanimate shell of a being with arcane energy and your own blood, giving it life.</em></p><p></p><p>Level: Varies</p><p>Component Cost: Varies plus 1 healing surge per level</p><p>Category: Creation</p><p>Market Price: Varies</p><p>Time: 1 day per level</p><p>Key Skill: Arcana</p><p>Duration: Permanent</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Component Cost: Equal to 1/5th a random monetary treasure parcel of the construct's level.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5482107, member: 386"] Here are some of mine. Blood Sacrifice plays a big role in my game. [sblock=Blood Sacrifice] [b][COLOR="DarkRed"]Blood Sacrifice[/color][/b] [i]You sacrifice a creature, using the power released at the moment of death.[/i] 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: [list][*][b]Enhance Ritual [i](Arcana, Nature, Religion)[/i]:[/b] 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. [i]Component cost: 10 gp. [/i] [*][b]Render Components [i](Arcana or Religion)[/i]:[/b] 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). [i]Component cost: none. Focus cost: 100 gp.[/i] [*][b]Release Necrotic Energy [i](Religion)[/i]:[/b] 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. [i]Component cost: 10 gp. Focus cost: 100 gp.[/i] [*][b]Steal Life [i](Arcana or Religion)[/i]:[/b] 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. [i]Component cost: 100 gp. Focus cost: 100 gp.[/i][/list][/sblock] [sblock=Blood Oath] [b][color="DarkRed"]Blood Oath[/color][/b] [i]You swear an oath in blood.[/i] 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] [b]Refine Ritual Components[/b] [i]You refine components to be used in rituals.[/i] 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: [list][*][b]Refine Arcane Reagents [i](Arcana)[/i]:[/b] 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. [*][b]Refine Mystic Salves [i](Heal)[/i]:[/b] You make blessed oils and unguents from rare spices, which may be used in healing rituals. [*][b]Refine Rare Herbs [i](Nature)[/i]:[/b] You prepare rare herbs collected during certain times of year, such as when the moon is full, which may be used in primal rituals. [*][b]Refine Sanctified Incense [i](Religion)[/i]:[/b] You prepare psychoactive incense during a religious rite which makes the drug usable in divine rituals.[/list] The value of ritual components created is equal to the component cost.[/sblock] [sblock=Act of Contrition][b]Act of Contrition[/b] [i]You abase yourself before the tenets of your faith, begging for forgiveness for all transgressions.[/i] 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[/code] The component cost of the ritual is equal to 1/5th a random monetary parcel of your level.[/sblock] [sblock=The Yellow Sign] [b][COLOR="LemonChiffon"]The Yellow Sign[/COLOR][/b] [i]Who has seen the Yellow Sign?[/i] 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] [b][COLOR="DimGray"]Raise Undead[/COLOR][/b] [i]You spurn the name of the Raven Queen as you make a mockery of life.[/i] 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] [b][COLOR="DarkRed"]The Binding Call[/COLOR][/b] [i]You call a creature to this world from another plane.[/i] 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] [b]Craft Construct[/b] [i]You infuse the inanimate shell of a being with arcane energy and your own blood, giving it life.[/i] 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] [/QUOTE]
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