By Brad Mix, Staff Reviewer d20 Magazine Rack
Sizing Up the Target
This review is for Spellbound: A Codex of Ritual Magic. This is published by Living Imagination Inc. and retails for $19.95. It is 128 pages long.
First Blood
Rituals are a way of accessing powerful magic but tend to be trickier to cast than spells. Chapter 1 starts off with the differences between rituals and spells. Rituals are not level dependant but do have some high DC’s to overcome. Casting a ritual is a skill and has to be learned. Both arcane and divine rituals are included.
To determine if the ritual is successful, all the modifiers are added and compared to the DC. Several things can affect the casting. Additional ritualists can add a +1 to the roll for each additional one up to 6. Casting in your deities temple adds +2 and taking damage can result in a –2 if a concentration check is failed. Each ritual also has something called flaw. Even if the roll is high enough it still may have a flaw or imperfection. For example the ritual has a flaw of 3. The caster makes the DC check by only 2. The ritual succeeds but is flawed. Flaws include losing XP to being stunned for 1 hour.
Critical failures are also possible. The effects range from, caster loses all spell casting permanently, to caster only takes 1 point of damage per DC of the spell. The chance of flaw never disappears.
Critical successes are also possible when casting a ritual. The ritual was done so well that an added benefit is granted. These boons range from Gaining XP to being granted a Wish.
Each ritual uses something called Korba. Korba can be a gift from the gods or a rare mineral. It is up to the GM to decide what Korba is. It should be around 1000 gold per ounce though. An alternate to Korba is material components. Just like spells, different rituals require special ingredients. I prefer the material components better as this can lead to some interesting adventures just to get the needed items. Eight tables detailing the various components are listed and are separated by the school of the ritual.
Magic circles can also be constructed to aid in the casting of the ritual. There are five different one and each adds a bonus to one aspect of the ritual. The different circles can add a bonus to the casting, reduce the chance of flaw, reduces korba, reduces the risk of critical failure, and increases chance of critical success. These can be a great benefit to the caster but the result is not known until the ritual is completed.
Critical Hits
The best part of the book is the rituals themselves. Over 150 rituals are detailed. They are first listed on a table divided into name, type (Enchantment, Illusion), DC, Flaw number, and Korba. It then goes into a good description of the actual ritual. The description adds the components (verbal, somantic) casting time, range, target, duration and if saving throws or spell resistance applies.
A couple of my favorites include, Become Lich, which allows the caster to become a Lich and thereby gain all of the abilities of a lich. , Call Greater Familiar allows for stronger and more useful familiar. Change Season allows a natural change in the weather. So it could become harvest time in mid summer. This effect lasts for one month and affects a 10-mile radius. Elemental Immunity grants invulnerability to one elemental type of damage. A critical success on this one allows for healing from that form of damage. Modify Enchanted Item would allow the removal of a Curse but allow the +3 enchantment to remain. Natures Wrath devastates an area with the type of disaster the caster chooses. It could be a tidal wave swarms of tornadoes, sink holes or blizzards.
The highest DC listed is 50 for Natures Wrath and the highest flaw is listed
at 8 for Elemental immunity. A few are listed as special and could be higher depending on the exact casting of the ritual.
Critical Misses
Chapter 2 introduces two new prestige classes, the Arcane ritualist and the Divine ritualist. The two classes mirror each other when it comes to the powers gained for taking the prestige class
I would have liked to see some differences between the two prestige classes. The same requirements are listed for both and the gained powers are identical. A few changes to each could really separate and distinguish each class.
On the table that lists the rituals, including a corresponding page number would have been very helpful. There is plenty of room to have added this little feature. The individual rituals are not listed in the index or appendix for easy reference.
Coup de Grace
If you are looking to add a new system of magic into your game or want to give an NPC villain strange and unusual powers then this book is for you. It is well laid out and the art work is pretty good throughout. A few new magic items and ritual creatures are also added. Ritual magic can even be added to magic items and the rules are discussed on how to do that.
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