Rituals

Rituals are manners of channeling magic which go beyond the effects of a spell. They are easier to perform by creatures who practice Crystal Channeling magic, rather than Psionics or Technomagic(Represented through creatures who do not practice the Crystal Channeling method possessing disadvantage on Activation Rolls).

To perform a Ritual of a given level, a creature must possess hit dice equal to twice the Ritual's level, they must have all necessary materials to perform the ritual, and they must know the ritual. This last category is unnecessary if the creature has free access to the details of the ritual throughout the entire process.

Broadly, there are two types of rituals; Minor and Major. Minor Rituals do not require any Activation Rolls, are almost always Level 0, and are practiced all over Nexus, even without people completely realizing it. Major Rituals are almost always Level 1 or higher, and require specific, special efforts to be made in the form of Material Components and Activation Rolls.

A large number of rituals are classified as Battle Magic. These rituals require 1 minute to perform and minor preparation, making them perfect to use in Mass Combat(Whose rounds are measured in one-minute increments). These rituals have their own page.

Related to Rituals are Incantations, which are often thought as bridging the gap between Spells and Rituals, due to their short casting time and their (usually) less strenuous components. These are listed here, due to their similarity to Rituals.

Minor Ritual: Animate Servant
Ritual Level: 3

Performance Time: 1 Hour

Components: Chanting, Material(Grave Dirt/Ash)

This ritual raises the body of a creature as an animated servant. The creature's CR must be 1 or lower. Their body retains it's physical statistics, but it loses it's mental and magical capabilities. The undead remains under your control indefinitely, but can be killed or removed from your service as normal.

Minor Ritual: Blessing of the Gods
Ritual Level: 0

Performance Time: 1 Hour

Components: Chanting, Material(An offering, usually burned)

This ritual contacts a Masque or Idol to ask for their blessing. This is often practiced without realizing it is a ritual. For 24 hours after this ritual, you gain a d4 intuition die on saving throws. If you fail the saving throw despite the blessing, you may roll an additional 1d4 bonus, ending the blessing if you do so.

Minor Ritual: Living Earth
Ritual Level: 0

Performance Time: 1 Hour

Components: Chanting, Movement(Dancing)

This ritual calls a friendly Earth Elemental into your service. The Elemental's CR must be of your proficiency modifier or lower. As part of your ritual, you may expend a spell slot to increase the CR of the Elemental summoned. The Elemental remains contracted for 1 hour.

Minor Ritual: Living Fire
Ritual Level: 0

Performance Time: 1 Hour

Components: Chanting, Material(Burning Brazier)

This ritual calls a friendly Fire Elemental into your service. The Elemental's CR must be of your proficiency modifier or lower. As part of your ritual, you may expend a spell slot to increase the CR of the Elemental summoned. The Elemental remains contracted for 1 hour.

Minor Ritual: Living Water
Ritual Level: 0

Performance Time: 1 Hour

Components: Chanting, Material(Water Basin)

This ritual calls a friendly Water Elemental into your service. The Elemental's CR must be of your proficiency modifier or lower. As part of your ritual, you may expend a spell slot to increase the CR of the Elemental summoned. The Elemental remains contracted for 1 hour.

Minor Ritual: Living Wind
Ritual Level: 0

Performance Time: 1 Hour

Components: Chanting, Movement(Flying)

This ritual calls a friendly Air Elemental into your service. The Elemental's CR must be of your proficiency modifier or lower. As part of your ritual, you may expend a spell slot to increase the CR of the Elemental summoned. The Elemental remains contracted for 1 hour.

Minor Ritual: Preserving Bottle
Ritual Level: 0

Performance Time: 1 minute

Components: Chanting

This ritual places a magical seal on a bottle or vial. It may be broken by any creature, however it protects the vial's contents against decay, disease, and poison as long as it is unbroken.

Major Ritual: False Ordning
Ritual Level: 0(Giantspawn)

Performance Time: 1 Hour

Components: Chanting

Activation: Arcana(DC 15)

This ritual attempts to fool the Ordning. It succeeds partway. When you conduct this ritual, your type becomes "Giant", and you are treated as a type of giant of your choice for all magical purposes.

Major Ritual: Jotunsblut
Ritual Level: 5(Giantspawn)

Performance Time: 12 hours

Components: Chanting, Movement(Walking), Material(The Crystal of greater Giantkin, which is consumed)

Activation: Arcana(DC 17), Constitution(DC 17+), Charisma(DC 15+)

This ritual attempts to circumvent the Ordning, making the Giantspawn conducting the ritual as powerful as a giant of greater standing. The DC of the Constitution and Charisma skill checks increases by 3 for each step higher in the Ordning you are attempting to move from your Original standing(Thus the DC never decreases, no matter how many times you conduct this ritual). When this ritual succeeds, you gain the Strength Score of the giant whose Crystal you stole, in addition to all magical abilities born by the creature granted by their nature as a giant.

Incantation: Rest the Bloodthirsty
Incantation Level: 3

Performance Time: 1 Action

Components: Chanting, Material(Wild Roses)

Activation: Religion(DC 15), Deception(DC 13)

This Incantation places a Divine magical effect on the wild roses. This magic is dismissed if you release the roses without the magic activating. While the magic is in place, the roses may be wielded as a Dexterity-based improvised weapon. On a hit, the target Vampire falls asleep, waking when the roses are removed or it suffers damage. The roses may also be placed on the chest of an already-sleeping vampire. When used in this way, the vampire is unable to awaken unless they suffer damage or end their turn in sunlight, or the roses are removed.