One of the things that “keeps the Mages in line” is that anyone, even nulls, can be part of casting a spell; of using magic. Clerics can move out into the world and proselytize because Priests can still perform Rites. Kings can have a Mage whose power is checked by a full ritual team of common trollops. Creative Corsairs may have a ritual team.

While magic is common, most of it is in the form of practical cantrips or benedictions performed by ritual or using an imbued or ingrained device or object. Ritual magic takes much longer on Wyrlde – it does not directly employ the sentience of magic, rather it draws it together through sympathetic practices or related efforts and tries to appease its appetite for use.

One notable aspect to ritual magic is that it often requires some form of material component specific to the spell. For this, use the standard material components from the regular 5e rules..

Imps are often said to be the first ones to learn the intricacies of ritual spellcraft to imbue their traps and snares and protect their Warrens and the rest of Agartha. Lyonese has entire families that are dedicated entirely to this act.

Rituals on Wyrlde are a complex, involved processes that often involve multiple steps, take place over a length of time that can vary, and require some form of sacrifice in the process – highly valued materials, life force, focus, blood, tears, and similar things. The defining aspect of a Rite is not merely the act of a ritual itself – it is the nature of the spell. Just as not all spells can be cast via Sigilcraft, not all spells can be formed by ritual.

An example of this is the Fireball. Technically, it can be done by ritual, but doing it without the act of embedding the spell into an object means a rather gruesome result for those participating in the Rite, and rituals are always faced inwards among the Cabal. That is, the only possible areas for a Ritual to Target are either a specific True Named target outside the ritual Circle, or the Ritual Circle itself. Since only sapient and sentient beings can have a True Name, this can create issues and problems if certain elemental spells are used and not put into something within the Ritual circle.

These common rituals can be used by anyone, and indeed has led to folks who are otherwise not considered spellcrafters to be capable of performing magic that can have a durable and specific impact. Ritual Magic on Wyrlde is potent, dangerous, and devastating. Ritual Magic has its own Spell List.

Ritual Mages are subject to the same limitations on them as most other spell casters. Rituals are often available at a price for the common person – a small wand that is imbued to start a fire a set number of times is considered a useful thing. Indeed, many a good amount of my research has been supported by the making of Candlelight wands. The common person seems to like being able to light candles with a flick and swish.

There are some exceptions to this, and while many have tried to learn why, the general answer appears to be because the Pale wishes it so. These exceptions are Ritual Summoning and Sacred Rites.

Rituals are called Rites, and they use Penumbra, and the manifestation is always based on the particular affinity of the Focal around the Cabal.

Someone who constructs the complex sigils and manages the material components for Rituals is called a Magewright. Rituals depend on them, and if there was anyone who knew the intricacies of this craft, it would be Magewrights.

Rites

A Ritual space is usually filled with the resonance of spells done previously. There will always be some form of access to the sky – though it may only be as large around as a finger. Even Agarthan Mages know they must have it, and so their ritual rooms are often near the surface – or they have a complex structure for it to happen. The perfect ritual space would allow for an unbroken sphere of a given size, most commonly 10 feet but larger and smaller are possible so long as the Cabal can gather.

Ritual magic is something that anyone can do, so long as there are conditions met:

  • There is a Cabal, the size of which depends on the complexity of the spell.
    • Simple Rites need only one person,
    • Rudimentary require three,
    • Intermediate require five,
    • Advanced Rites require seven, and,
    • Expert Rites require nine.
  • At least one of the members performing the ritual knows the Rite.
  • One of them can freely use magic (the Focal).
  • One person can use the Affinity the spell comes from (The Anchor).
  • The Focal and The Anchor share the same Axiom.
  • The combined Cabal has the Mana to cast the spell.
  • The combined level of all assembled provides the expertise to master the complexity of the spell.

Nothing can interrupt the Rite. It is said that early in the history of learning the Rites, flies and other insects would destroy a Rite simply by flying through it. It is not something that is easy to do and can exhaust those doing it.

Space: Ritual magic requires inscribing the base cipher in silver into a smooth, cleared space and then preserving that space uninterrupted throughout the ritual.

Spell Caster: The coven are treated as a single caster for purposes of the Rite.

Casting Time: Rituals require at least one hour per Spell Level plus one hour per degree of Complexity, with some spells requiring longer depending on what they are trying to do. A Cantrip, then, can be done in an hour, whereas a 9th level spell would take 13 hours (9 hours plus four degrees of Complexity – Cantrip, Rud, Int, and Adv).

Components: Material Components are required in all rituals. All rituals require some sort of material components; the more potent and powerful the Rite, the greater the sacrifice. A Wish spell, for example, might require the lifespan of a dragon, the servitude of an elemental, and the blessing of a god. The same high-level spell may require different sacrifices for each time it is performed.

Memorization: The Focal must be able to memorize the spell for each instance. They also must be able to cast the Sealing spell.

Multiple Focals: The more persons capable of acting as a focal, the greater the power of the ritual, with a maximum of six possible Focals in a hexagram formation.

Mana: Rituals are possible because everyone has a little bit of mana in them. The Focal draws that mana out slowly, over time, from the Coven and uses it to perform the spell. Nulls can hinder a ritual; each null adds an additional point of mana to the cost of the ritual.

There are some spells that can only be performed by a ritual.

Conjure Celestial

Conjure Elemental

Conjure Fey

Conjure Minor Elemental

Dream of the Blue Veil

Infernal Calling

Summon Fey

Summon Fiend

Summon Greater Devil

Summon Lesser Devil

Summon Undead

 

Liturgies

There are several Ritual acts that are sacred and draw through the Divine forces. Sacred Rites vary more greatly in terms of time needed. Simple and Rudimentary Rites take an hour per spell level, Intermediate Rites take three hours per spell level, and Advanced Rites take five hours per spell level to perform.

Sacred Rites have the following additional special rules:

  • There is a Cabal, the size of which depends on the complexity of the spell.
    • Simple Rites need only one person,
    • Rudimentary require two,
    • Intermediate require three,
    • Advanced Rites require five, and,
    • Expert Rites require seven.
  • At least one of the clergy performing the ritual knows the spell/Rite.
  • One of them can freely use magic (the Focal)
  • One of the clergy performing the Rite has the Divine affinity (The Anchor)
  • All of them share the same Patron.
  • The combined Cabal has enough Mantra to cast the spell.
  • The combined level of all assembled equals the level necessary to cast the spell.

They are otherwise like the normal ritual magic, and only apply to the Divine Affinity spells.

Summoning

Ritual Summoning is a special form of Ritual Magic. It is Advanced in its complexity, Spell Level 7, and exists across all Affinities. It has a mana cost of 50 points, takes 11 hours to cast, followed by an hour to solidify, and has complex, specific material components and set up prior to the casting that must be exact and match the being that is summoned.

An open summoning can be performed, but the results are unpredictable, and so typically people will focus specifically on the summoning of known being, whose powers and abilities are in line with what is desired (summoning a human from another plane is just going to give you a human). Some Denizens (residents of the Dimensions across the Planes) will have a special name for Summoning that they give out.

On occasion, someone will decide that they have the power and privilege and place to summon another being from one of the planes. This typically goes poorly, which is why we have Spectres, Wraiths, Yuma, Wisps, Shades, Somnisongs, Angels, Malakim, Valkyries, Devils, Demons, Yogs, Hags, Khrysos, Lepras, Wrights, Ghouls, Ghasts, and assorted undead. To name a few.

Ritual Summonings are comparatively easy to perform, extremely difficult to prepare for, and usually have a bad result. The beings of the many different Planes are still sentient beings, and often deeply resent when someone yanks them out of their lives and hauls them into another world and then demands they act essentially as slaves for them.

Some Incarnates have suggested that a summoning should make the subject readily compelled to serve the summoner(s) – and often this does happen but recall that a spell must have a discrete effect – it requires a second spell to compel obedience.

A poorly conducted ritual can summon some beast from the other planes that might be terrified or enraged, that will not have the natural capacity to support itself, may not even be able to eat anything here. Meanwhile some Lord or Power could be summoned but doing so then places the summoner in the position of having to ensure their own safety.

A Summoning Ritual involves an inscribed ritual cipher with a greater and specific managram, with the inner diameter about six feet across. It can be larger or smaller, and the size matters as the being will be contained within that inner area at first unless it is too small to do so, in which case it will break the circle and free the being.

Ritual spaces are set up with salt, silver, iron, and blood. There are always these four things involved – salt forms the glyphs and works with the silver which must be poured into the cipher channels uniformly and evenly. Blood must join and be used to set the magrams, and iron must be mixed with that blood for some parts of the sigil, whereas silver must be mixed for others.

All Ritual Summoning involves an Offering. Offerings are specific to the plane and needs of the summoned being. Summoning a human from some other world may only require something they desperately want, whereas summoning a demon may create a problem in how you provide the emotional power they desire.

Most commonly, the offering ends up being the death, pain, terror, and flesh of some living being, because people seem to always try to summon something infernal or necrotic. All offerings are consumed, in total, regardless, as a part of the spell. So even for something Radiant or Celestial, where the offering may be a newborn for innocence, the offering is destroyed. There is no Ritual Summoning that does not involve an offering, and so there are likely to be few Ritual Summoning events that are not foul and evil and cruel, even when the goal is something benign or beneficial.

Summoned Beings are confined to the inner circle. Breaking that inner circle can free them – disturbing the salt line, or marring a glyph or rune, or even the slightest imperfection in the silver channel can break the ring. Sometimes it is enough to stop it before anything is summoned, but other times it may work, and the being may not act immediately.

Summoned beings must be done so by name, or the ritual could bring across any denizen of that plane. Many Historically summoned beings have worked to ensure that their names are available, and they will often have designs on those who fail, including slavery and taking the summoner back to their plane with them as a slave. This can be exceedingly bad, as magic on the other planes is not the same as magic here, often meaning the only way they can return themselves is if they are summoned.

A summoning ritual can be performed by a single person. The Rites are often found, with the names of certain individuals whose summoning may have been successful and beneficial to the mage, in scrolls, tomes, and even carvings. The Mana cost of a ritual summoning is 50 points. Because of this, often large groups will form to share the mana among them to achieve the amount needed.

A summoning ritual must be performed without break, and once complete takes an hour to enable the being to appear during which the Ritualist cannot do anything but concentrate.

If everything else is done properly, a summoned being will be stuck within the circle, and not be able to be freed until the Ritualist releases them. Summoning is often done for a purpose, a goal, and summoners often invoke a geas of some sort, that enforces any agreements or bargains made. Without that, however, there is little holding the summoned being in thrall.

They are all essentially bound up here, into this form of spellcraft, and while not illegal under imperial edict, they are under Akadian Principles, and they apparently really anger Chicory and her friends.

Very few will perform a summoning ritual, and even fewer will perform one twice.

Common Rites

There are some Rites that are well known and fairly common that have peculiar requirements.

Rites of Binding

These Rites are focused on controlling and dominating the subject of the summon.

Magic Circle

3rd-level Ritual – Rudimentary

Duration

1 hour

Attack

School

abjuration

Range

Ritual Area

Save

Space

50’

Area

10’ radius Cylinder

Effect

Barrier

Time

3 hours

Targets

Special

Circle

30’

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered in the ritual space. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one of the Denizens of the Planar Dimensions.

Angels

Kauns

Shadows

Devils

Miasmas

Nightmares

Valkyries

Krysos

Yuma

Demons

Ghouls

Wraiths

Malakim

Lunos

Wisps

Hags

Ghasts

Wights

The circle affects a creature of the chosen type in the following ways:

The creature can’t willingly exit the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Mana saving throw.

The creature has disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from entering the cylinder and protecting targets inside it.

Banishment

4th-level Ritual – Intermediate

Duration

up to 1 minute

Attack

School

abjuration

Range

60 feet

Save

Charisma

Space

50’

Area

Creature

Effect

Banishment

Time

4 Hours

Targets

1

Special

Circle

30’

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the dimension you are in, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

Contact Other Plane

5th-level Ritual – Intermediate

Duration

1 minute/LoM

Attack

School

divination

Range

Self

Save

Space

30’

Area

 

Effect

Diviniation

Time

5 hours

Targets

1 Being

Special

Circle

10’

You mentally contact a mysterious entity from another plane.

Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Sanity saving throw. On a failure, you take psychic damage and subject to madness until you finish a long rest. While under the effects of madness, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Planar Binding

5th-level ritual – Intermediate

Duration

2 hours / LoM

Attack

School

abjuration

Range

60 feet

Save

Charisma

Space

30’

Area

Effect

Compulsion

Time

5 hours

Targets

1

Special

Circle

10’

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.

Angels

Kauns

Shadows

Devils

Miasmas

Nightmares

Valkyries

Krysos

Yuma

Demons

Ghouls

Wraiths

Malakim

Lunos

Wisps

Hags

Ghasts

Wights

The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of a magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

Planar Ally

6th-level Ritual – Advanced

Duration

Instantaneous

Attack

School

conjuration

Range

60 feet

Save

Space

30’

Area

Effect

Summoning

Time

5 hours

Targets

1

Special

Circle

10’

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

Angels

Kauns

Shadows

Devils

Miasmas

Nightmares

Valkyries

Krysos

Yuma

Demons

Ghouls

Wraiths

Malakim

Lunos

Wisps

Hags

Ghasts

Wights

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Rites of Summoning

These rites are akin to the Conjuring spells one can encounter and learn, but are more forceful in their use.

Summon Lesser Animals

3rd-level Ritual – Rudimentary

Duration

up to 1 hour

Attack

School

conjuration

Range

60 feet

Save

Space

30’

Area

Effect

Summoning

Time

3 hours

Targets

see below

Special

Circle

10’

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 4 or lower

Two beasts of challenge rating 3 or lower

Four beasts of challenge rating 2 or lower

Eight beasts of challenge rating 1 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

Summon Greater Animals

4th level Ritual – Intermediate

Duration

up to 1 hour

Attack

School

conjuration

Range

60 feet

Save

Space

30’

Area

Effect

Summoning

Time

4 hours

Targets

see below

Special

Circle

10’

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 6 or lower

Two beasts of challenge rating 5 or lower

Four beasts of challenge rating 4 or lower

Eight beasts of challenge rating 3 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

Summon Minor Elementals

4th-level Ritual – Intermediate

Duration

up to 1 hour

Attack

School

conjuration

Range

90 feet

Save

Space

30’

Area

Effect

Summoning

Time

4 hours

Targets

see below

Special

Circle

10’

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

One elemental of challenge rating 4 or lower

Two elementals of challenge rating 3 or lower

Four elementals of challenge rating 2 or lower

Eight elementals of challenge rating 1 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

Summon Fauna

5th level Ritual – Intermediate

Duration

up to 1 hour

Attack

School

conjuration

Range

60 feet

Save

Space

30’

Area

Effect

Summoning

Time

5 hours

Targets

see below

Special

Circle

10’

You summon normal animal that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One Fauna creature of challenge rating 4 or lower

Two Fauna creatures of challenge rating 3 or lower

Four Fauna creatures of challenge rating 2 or lower

Eight Fauna creatures of challenge rating 1 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

Summon Common Elemental

5th-level Ritual – Intermediate

Duration

up to 1 hour

Attack

School

conjuration

Range

90 feet

Save

Space

30’

Area

Effect

Summoning

Time

5 hours

Targets

see below

Special

Circle

10’

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 8 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental’s statistics.

Summon Major Elemental

6th-level Ritual – Advanced

Duration

up to 1 hour

Attack

School

conjuration

Range

90 feet

Save

Space

30’

Area

Effect

Summoning

Time

6 hours

Targets

see below

Special

Circle

10’

You call forth an elemental servant. An elemental of challenge rating 12 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental’s statistics.

Summon Fey

6th-level Ritual – Advanced

Duration

up to 1 hour

Attack

School

conjuration

Range

90 feet

Save

Space

30’

Area

Effect

Summoning

Time

6 hours

Targets

see below

Special

Circle

10’

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature may be friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature’s statistics.

Summon Denizen

7th-level Ritual – Advanced

Duration

up to 1 hour

Attack

School

conjuration

Range

90 feet

Save

Space

30’

Area

Effect

Summoning

Time

6 hours

Targets

see below

Special

Circle

10’

You summon a Denizen of a CR equal to your Level of Mastery or Lower, which appears in an unoccupied space that you can see within range. The Denizen disappears when it drops to 0 hit points or when the spell ends.

Angels

Kauns

Shadows

Devils

Miasmas

Nightmares

Valkyries

Krysos

Yuma

Demons

Ghouls

Wraiths

Malakim

Lunos

Wisps

Hags

Ghasts

Wights

The Denizen might be friendly to you and your companions for the duration, but it must obey a single command given it if that command is within its power to perform.

Roll initiative for the Denizen, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the Denizen, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the Denizen’s statistics.

Rites of Rifting

These rites seek to shift the nature of the veil, for mending or passage. They are known to have similar forms on most other dimensions; however, they do not always work the same.

Rift Patching

5th-level Ritual – Intermediate

Duration

1 Year

Attack

School

abjuration

Range

90’

Save

Space

30’

Area

30’

Effect

Patching Rift

Time

5 hours

Targets

1 Rift

Special

 

Circle

10’

Mystics, in particular, are drawn to the nature of Dimensional Rifts, and seek to close them. A rift patch is a temporary seal placed on a rift, that will last until it is either dispelled or one year has passed.

Rift Weaving

6th-level Ritual – Advanced

Duration

Instantaneous

Attack

School

abjuration

Range

90’

Save

Space

30’

Area

30’

Effect

Closing Rift

Time

6 hours

Targets

1 Rift

Special

 

Circle

10’

Rift Weaving is a more complex form of the Patching ritual and requires greater effort and knowledge. This rite enables the mage to reweave the threads of the Veil to seal a rift in between Dimensions.

Plane Shift

7th-level Ritual – Advanced

Duration

Instantaneous

Attack

School

Conjuration

Range

30’

Save

Space

50’

Area

30’

Effect

Transportation

Time

7 hours

Targets

up to 8

Special

Circle

30’

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, and you appear in or near that destination.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Plane Toss

7th-level Ritual – Advanced

Duration

Instantaneous

Attack

Melee

School

Conjuration

Range

Touch

Save

Charisma

Space

50’

Area

1 subject

Effect

Banishment

Time

7 hours

Targets

1

Special

Circle

30’

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Etherealness

7th-level Ritual – Advanced

Duration

Up to 8 hours

Attack

School

Transmutation

Range

Touch

Save

Mana

Space

30’

Area

1 subject

Effect

Ethereal

Time

8 hours

Targets

1

Special

Circle

10’

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Demiplane

8th-level Ritual – Expert

Duration

1 hour

Attack

School

Conjuration

Range

60 feet

Save

Space

30’

Area

30’ cube

Effect

Dimensional Plane

Time

8 hours

Targets

Special

Circle

10’

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

Maze

8th-level Ritual – Expert

Duration

Up to 10 minutes

Attack

School

Conjuration

Range

60 feet

Save

Int

Space

30’

Area

1 subject

Effect

Dimensional Sending

Time

8 hours

Targets

1

Special

Circle

10’

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Astral Projection

9th-level Ritual – Expert

Duration

Special

Attack

School

Necromancy

Range

15 feet

Save

Space

50’

Area

30’

Effect

Astral Projection

Time

9 hours

Targets

8

Special

Circle

30’

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Gate

9th-level Ritual – Expert

Duration

Up to 1 minute

Attack

School

Conjuration

Range

60 feet

Save

Space

30’

Area

up to 20’

Effect

Dimensional Rift

Time

5 hours

Targets

Special

Circle

10’

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Rites of Variance

Gender variant peoples have a wide variety of herbal and mineral tools at their disposal, but the surgical arts are still quite limited due to a lack of facilities and knowledge. That said, there are some Mages who have access to a special form of the 2nd Level Alter Self spell that is cast as a ritual to imbue it.

Lesser Endowment

2nd Level Ritual – Rudimentary

Duration

3641 Days

Attack

School

Transmutation

Range

10’

Save

Space

30’

Area

1 Subject

Effect

Physical Change

Time

2 hours

Targets

1

Special

Circle

10’

This Rite of Variance can only be performed on another and requires absolute and uncoerced willingness to accept it. There are people who specialize in this ritual, primarily in Sibola, Qivira, and Akadia. The ritual is draining and is expensive – around 30 gp.

A good part of this is that only some folks can perform the ritual, and they tend to make it pricey.

That cost, however, does include three “follow ups,” as the ritual has a duration of ten years and one day, with an exception whether the recipient is pregnant or not – it will not end until after birth.

Greater Endowment

4th Level Ritual – Intermediate

Duration

Permanent

Attack

School

Transmutation

Range

10’

Save

Space

30’

Area

1 Subject

Effect

Physical Change

Time

Special

Targets

1

Special

Circle

10’

For a higher cost, it is possible to Ingrain a change into the fabric of the person. The Greater Endowment is performed during Dawn and Dusk and happens every day for a month. This will permanently ingrain the changes and works beyond just the uses for the Gender Variant. The cost of this Rite is 250 gp.

There are some who will do the ritual for a lot less – and note that alter self and polymorph are available as potions, so there are many options.

Most notable, however, is that those who follow Antelle, Melane, and Paria always have the choice of asking them to intercede. Kybele is known to do so on occasion, as is Ululani.

On Wyrlde, sometimes the Powers That Be do answer prayers – especially ones they possibly made themselves.

Rites of Empowerment

Imbue

4th Level Ritual – Intermediate

Duration

Until depleted

Attack

School

Enchantment

Range

20’

Save

Space

30’

Area

1 object

Effect

Magical Imbuing

Time

8 hours

Targets

1 object

Special

Circle

10’

This is the spell to imbue properties. This spell must be cast, then the spell to be imbued must be cast one time for each charge. Only items made by an Adept or greater level of skill can be imbued.

Ingrain

6th Level Ritual – Advanced

Duration

Permanent

Attack

School

Enchantment

Range

20’

Save

Space

30’

Area

1 object

Effect

Magical Ingraining

Time

8 hours

Targets

1 object

Special

Circle

10’

This is the spell to ingrain an object. This spell must be cast, then the spells to be ingrained must each be cast 25 times, and finally a permanency spell is cast. Items which are to be ingrained must be made of Master or greater level of skill.

Rite of Severance

5th Level Ritual – Intermediate

Duration

365 days

Attack

School

Abjuration

Range

10’

Save

Mana DC 30

Space

30’

Area

1 subject

Effect

No Mana

Time

5 hours

Targets

1

Special

Circle

10’

Breaking the Affinity of a Mage can be done, denying them access to their magic. The rite can only be effective for a year and a day – 365 days – and is used only in the most severe of circumstances. The rite requires knowledge of a Mage’s True Name and can only be performed during a full moon. No one will perform such a rite for coin – it is considered a horrific act.

While the spell is only an Intermediate spell, the combined level of mastery of those who perform the Rite must be at least twice that of the subject of the Rite.

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