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Rituals

Grydan

First Post
I like the idea of ritual magic in fantasy settings.

What I do not like, I find, is the implementations of it used in 4E and Next. Neither manage to capture the concept in a way that satisfies me.

In 4E, ritual magic is locked behind the wall of the Ritual Caster feat. You need to invest character resources (or pick a class that grants the feat for free) in order to be able to perform a ritual. That, or find a single-shot scroll that is both unable to be copied and which crumbles to dust after use.

In Next, last I looked (and feel free to correct me here if I've gotten it wrong), rituals were just a category of spells available to spellcasting classes. The only universal thing that sets them apart from other spells is that they take more time than a single action to cast (making them generally inappropriate for combat, unless you've got a particularly lengthy combat and don't mind someone sitting out ten rounds or more). Some have effects with longer durations than can be achieved with non-ritual spells, but it's certainly not a blanket trait that applies to all rituals.

My conception of ritual magic is somewhat different. To me, a ritual is a set of actions that you do not need to understand to perform. The idea of needing special training (a feat, or being a spellcaster) to perform them gets in the way. Certainly, it may be unwise to perform an unfamiliar ritual without the training to understand what it will actually do … but that's half the fun of it.

Cultists (none of them magic-users) performing an elaborate ritual that they believe will bring about their greatest desires, but not understanding that it will actually unleash something they have no hope of controlling.
The impatient student of wizardry who decides that studying takes far too long, and—using a ritual he found in a book he didn't have permission to read—forms a pact with a greater power to become a warlock.
The clever scoundrel who, despite never having studied magic, has picked up a few useful tricks over the years.
The warrior who, despite her distaste for magic and people who use it, finds herself in a bind where the most effective solution is a ritual she once saw performed.
The superstitious tribesman who performs ritualistic behaviour to appease the spirits, despite the scorn of his more 'civilized' companions.

… those are the sorts of things I want to be using ritual magic for when I play.

I don't want to have to have a specific feat, or class. I don't want to have single-shot scrolls. What I want is for a ritual to be a set of instructions. Some requiring material components that are destroyed in the process (sacrifices), some possibly requiring skill or ability checks to determine success or failure (or degree thereof). More complex ones might require those instructions to be written down, and they might be found in books of magic alongside spells … but they may also be found in religious texts, or in any other sort of book (or inscribed on a tablet, etc.). Others might be simple enough to pick up just by watching (and the grey area between those and the ones where there's some aspect that an untrained observer might not spot is rife with potential for things to go wrong in interesting ways). Some might be never written down at all (those from non-literate cultures, or ones that are too secret to write down).

Next time I get around to DMing 4E, I might experiment with removing some of the barriers to access rituals there, just to see what happens.

So that this isn't just me blathering on about myself, I'll ask: has anyone else tried different approaches to ritual magic in their campaigns? Anyone have stories to share of success (or interesting failures)?

What do you want from ritual magic, and are either of the WotC approaches satisfactory to you?
 

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I'm a big fan of 4e rituals, except the material component costs. (Some, such as Make Whole, really need them though.)

I actually appreciate the barrier. I don't like to give magic to non-casters. 4e balanced casters to the point that non-casters aren't around to carry their stuff.

Another reason I don't like giving ritual magic to casters is to keep casters relevant. I like the thought of a barbarian chieftain who has become dependent on his shaman to perform the Hand of Fate ritual before his every action, and insists on being "in" on the ceremony. He really likes Mr. Blue Hand.

The shaman is annoyed, but s/he makes the chief pay for the components (and then some; the chief doesn't have the Arcana or Religion skill so doesn't know how much it should cost) and anything that makes the chief come crawling to the shaman empowers him or her.

If the chieftain could just perform the ritual himself...

It even supports low magic settings like Lord of the Rings. I don't like the thought of Aragorn "casting spells", but performing rituals such as Delay Affliction to keep Frodo alive until he can get him to a "real" healer such as Elrond appeals to me. But Aragorn is special; we don't see Gimli, Legolas, Boromir or Faramir (the latter a scholar) performing them. Obviously they (except maybe Faramir) spent their feats on kicking butt rather than magic :) And then there's Denethor and Wormtongue, both of whom might have been able to perform rituals but we never saw any of them dish out any spellcasting.
 

Cultists (none of them magic-users) performing an elaborate ritual that they believe will bring about their greatest desires, but not understanding that it will actually unleash something they have no hope of controlling.
The impatient student of wizardry who decides that studying takes far too long, and—using a ritual he found in a book he didn't have permission to read—forms a pact with a greater power to become a warlock.
The clever scoundrel who, despite never having studied magic, has picked up a few useful tricks over the years.
The warrior who, despite her distaste for magic and people who use it, finds herself in a bind where the most effective solution is a ritual she once saw performed.
The superstitious tribesman who performs ritualistic behaviour to appease the spirits, despite the scorn of his more 'civilized' companions.
I find these ideas intriguing, but I'm not really sure what wotc would publish to help you implement these rituals in your game. Are you talking about something like this?

Turn Your Character Into a Warlock
Four-step transmutation ritual conducted in the midst of a pentagram drawn in caster's blood
Number of Casters: 1

Step 1: Prance about in your underwear while chanting
Duration: 1 hour
Requirements: DC 15 Cha check
Failure: 2d8 necrotic damage; ritual aborted

Step 2: Speak the True Name of your new patron three times
Duration: 1 minute
Requirements: knowledge of the true name, DC 8 Cha check
Failure: 2d8 necrotic damage; ritual aborted

Step 3: Offer your old casting abilities to the service of your new patron
Duration: 10 minutes
Requirements: ability to cast level 1 arcane spells, DC 14 Con Check
Failure: permanent loss of one constitution point

Step 4: Forge a deal with the new patron
Duration: 10 - 30 minutes
Requirements: parchment, DC 16 Int check
Failure: geas to accomplish a task of the patron's choosing

At the conclusion of this ritual, the arcane caster's levels are converted to warlock levels.

I suppose that a well-designed ritual along these lines would be an exercise in stakes raising, where every step has the PCs pausing to ask themselves "Do I really want to go through with this? It's not to late to back out, is it?"
 

Interesting idea. It would be cool to see this alongside normal (spell-based) D&D magic. The only potential danger I see is that once a character learns a ritual, every player knows that ritual from then on.

In Next, last I looked (and feel free to correct me here if I've gotten it wrong), rituals were just a category of spells available to spellcasting classes. The only universal thing that sets them apart from other spells is that they take more time than a single action to cast (making them generally inappropriate for combat, unless you've got a particularly lengthy combat and don't mind someone sitting out ten rounds or more). Some have effects with longer durations than can be achieved with non-ritual spells, but it's certainly not a blanket trait that applies to all rituals.
Currently, "ritual" is a tag that some spells can have. You can cast them normally, or you can cast them as a ritual. Casting a spell as a ritual adds 10 minutes to the casting time, but doesn't use up a spell slot (and, if you're a mage, you don't even need to have it prepared as long as it's in your spellbook).
 

Cultists (none of them magic-users) performing an elaborate ritual that they believe will bring about their greatest desires, but not understanding that it will actually unleash something they have no hope of controlling.

In 4e rules, you can perform a ritual with a scroll even if you know nothing about magic. You can know magic and just not have enough skill to understand what the ritual does. All you need is a "custom ritual".

Note that most game material is written for players, not NPCs like the cultists, and players rarely use dangerous rituals. (Honestly, who has ever seen the Planar Binding spell cast in a campaign?)

There are some dangerous rituals in 4e, with Adjure being the top of the list. (If you mess up the skill challenge to enslave the outsider, you become the slave.) Much like Planar Binding, you don't see it often, because players do not like taking those kinds of risk.

The impatient student of wizardry who decides that studying takes far too long, and—using a ritual he found in a book he didn't have permission to read—forms a pact with a greater power to become a warlock.

That doesn't make sense within the rules though. In 3rd Edition, multiclassing from wizard to warlock just makes you weaker. In 4e, you have described the process of taking a multiclassing feat (or the backstory of hybridizing, a part of the rules I do not support) and it doesn't need extra rules. The "forbidden ritual" is just flavor text. (It won't happen often either, as now the wizard has two key stats.)

The clever scoundrel who, despite never having studied magic, has picked up a few useful tricks over the years.

He took Skill Training (Arcana) and then Ritual Caster. Many clever scoundrels who have been at their jobs a long time do not pick up magic.

The warrior who, despite her distaste for magic and people who use it, finds herself in a bind where the most effective solution is a ritual she once saw performed.

Is the warrior by herself? D&D is a team game. If she doesn't have Ritual Casting (or even Arcana or Religion), then how does she recall enough about the ritual to perform it? That's power for free. Maybe it's great in a novel, but not in a game.

The superstitious tribesman who performs ritualistic behaviour to appease the spirits, despite the scorn of his more 'civilized' companions.

Either these rituals don't do anything (and his companions are right to laugh at him) or he's actually performing rituals but not in a way that lets his more civilized companions know that they're working. (If he keeps performing the Hand of Fate or Augury ritual in private, this makes a lot of sense. Or maybe right in front of the sneering cleric, who realizes that there's something going on after all... with a successful Religion check.)
 

I like the idea of ritual magic in fantasy settings.
So that this isn't just me blathering on about myself, I'll ask: has anyone else tried different approaches to ritual magic in their campaigns? Anyone have stories to share of success (or interesting failures)?

What do you want from ritual magic, and are either of the WotC approaches satisfactory to you?

I run low-magic campaigns, which generally limits wizardry (or sorcery?) to interested PCs, and about 0.03% of the remaining population. So those who don't have the skills (or intelligence) have to resort to ritual magic.

Ritual magic, then, is the slow, specific-ingredient method of casting spells, which almost always requires more than one caster.

So yeah, useless in combat, and great for plots - because magic rituals involve secretive cabals of magicians who first gather obscure or illegal components and then perform loud and dangerous rituals to make their dreams (hopefully) come true.

Are the WotC approaches satisfactory for this? Erm, no. Not really. Ritual magic is just a plot device for me. You don't need rules for that.
 

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