Rituals

Rituals can be described as a very specific set of actions that, when performed correctly, replicate the effects of a spell. Rituals can be learned by anyone who has the skills required and can be taught by anyone who knows the ritual. Rituals can be improved or streamlined as well with sufficient study, so it is not uncommon for several slightly different versions of a ritual to exist. Some rituals are considered closely guarded secrets.

To learn a ritual the student must have the skills required (shown by making a skill check to learn the ritual, see descriptions for details), must practice (shown by successfully completing the ritual once), and must have a willing teacher. It is possible to learn a ritual from another source, this increases the learn DC by +5 and quadruples the amount of time it takes to learn the ritual by practicing due to trial and error. If a student should fail to learn a ritual they may attempt to learn it again, subsequent attempts within the same month increase the learn DC by +1 per attempt.

Using a ritual requires the user to be able to focus their attention. Any damage taken by the user interrupts the ritual and causes it to fail unless the can make a Concentration check DC = 10 + (amount of damage x 2), damage taken multiple rounds in a row (even from different sources) automatically causes the ritual to fail. Rituals are generally very slow processes, taking many rounds of effort to complete.

Sense Corruption

Abjuration
Level: Any
Components: V, S, M
Casting time: 10 rounds per point of DC
Range: Touch
Target: Creature/Object/Area touched, not to exceed 1 HD or 5 cubic feet per user’s ECL
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No
Check Info: To use on a living creature: Knowledge: Religion DC = 10 + the number of subjects
To use on an inanimate object or area: Knowledge: Religion DC = 10 + 1 per 5 cubic feet
To learn the ritual: Knowledge: Religion DC 15 + 1 hour of training and practice
Effect: Detect the presence and severity of Corruption within 1 HD worth of subjects or 5 cubic feet per ECL
Material Components / Focus: 1 Vial of Holy Water, 1 White Candle
Special: Multiple people who know this ritual can perform it together, this increases the check DC by 1 for each participant. Treat the ritual as if it were used by one user with an ECL of all of the participants combined for the purposes of determining the number of HD or cubic feet affected. If any of the participants fails their Knowledge: Religion check the ritual fails and the components are lost.

Purge Corruption

Abjuration
Level: Any
Components: V, S, M, F
Casting time: 10 rounds per point of DC
Range: Touch
Target: Creature/Object/Area touched, not to exceed 1 HD or 5 cubic feet per user’s ECL
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Check Info: To use the ritual: Knowledge: Religion DC = 10 + HD of subject or the number of cubic feet affected
To learn the ritual: Knowledge: Religion DC 17 + one hour of training and practice
Effect: Subject receives 1d6 Slashing damage per HD + 1 fire damage, Inanimate objects receives 5 points of damage (ignores hardness), reduces Corruption/Depravity by 1 point
Material Components / Focus: 1 Vial of Holy Water per subject or 5 cubic feet affected, Branding Iron or other suitable iron rod, Collection bowl, Red hot coals or fire source, A knife or small blade
Special: Multiple people who know this ritual can perform it together, this increases the check DC by 1 for each participant. Treat the ritual as if it were used by one user with an ECL of all of the participants combined for the purposes of determining the number of HD or cubic feet affected. If any of the participants fails their Knowledge: Religion check the ritual fails and the components are lost. The subject still takes the damage if more than ten rounds have gone by since the ritual was started.

Rituals

Core Abersade Abersade