RITUAL SPELL LIST FOR DARK FANTASY
WORK IN PROGRESS
Notes:
candles, chalk, charcoal markers, certain material to make dyes, small stones tools that can make small cuts and etches into wood and stone, some threads pins and thorn needles for stitching a few things together here and there. I see some rituals needing to set up like a "staging area" of markers of various sort, some physical and some drawn. It's not a must that I would want to beat a poor player over the head about, making it really tough for him to do his job, but would be a cool look and just a general swag type requirement that he pretty much has, not like spelling out the number of candles, types of dye for each, what kind of charcoal for the sigils, etc. Just generalities.
Ritualist's Pack will have all the typical tools required by your typical ritualist. These items include:
Candles
Chalk
Charcoal
Stone etching tools
Dagger
Incense
some green herb like sage for burning/warding (some other name-- sweetleaf? redgrass? bane stem? etc-- just quick ideas)
Tinderbox
Hand-size bronze brazier (with chains can double as a censer)
Hand size stone mortar and pestle
MORTAR AND PESTLE IMAGES BELOW
THE RITUALS
Alarm
Base DC to perform ritual: 10 (check made in secret by DM, as caster shouldn't know if they succeeded)
1st: Mark points of the area to be protected (at least 3 points to form closed shape) with etchings of protective runes by:
---laying down flat runes stones with protection symbols eteched in (rune stones may be gathered after ritual and re-used) OR
---simply etch the runes into the surface OR
---if necessary, any objects with runes etched in will do
2nd: Walking boundaries of the area to be protected, burn incense/sage in censer while speaking ritual words, blowing smoke outward over the invisible lines formed by rune points.
---Substitution for sage/plant: base DC 20 check against Nature to find another substitute plant that will work; check is harder in environments with less plant-life.
---No sage/plant to burn: perform step 2 as above, except ritual caster must pass an Arcane check of DC 20 for ritual to succeed.
3rd When sage is completely burned down, scatter ashes at each rune stone point, sprinkling any excess ash between points.
Completion: Runes stones/objects may be collected & re-used; ritual complete.
Comprehend Languages
Base DC to perform ritual: 10
1st: Mix a pinch of salt and soot (substitute: any fresh blood) with saliva (mixing can be done in hand), speaking ritual words while doing so.
2nd: Smear mixture on eyelids (reading) or behind ears (understanding languages), or both as desired.
Note: Stinging eyes and sore ears are a sign that the ritual worked.
Detect Magic
Based DC 10 (made in secret by DM, as player shouldn't know if it's working)
1st: Place the eye of a crow and a rat into a mortar and pestle, grinding them together into a powder or paste .
---Note: Any eyes from any two creatures can be used, ground to a powder (dried) or paste (fresh!). Small animals' eyes are typically used for carrying convenience.
---Two eyes are required. If they are both from the same kind of creature, ritualist must pass an Arcane check of DC 20; failing causes blindness for a number of hours equal to how much the ritualist missed the roll by (e.g., rolled a 17 altogether = blind for 3 hours).
---One human eye will always work, in addition to doubling the duration of the spell.
2nd: Place mixture underneath eyelids, above the pupil.
3rd: Keep eyes closed and speak ritual words until complete. If the ritualist opens their eyes before completion, the ritual fails.
Find familiar
Base DC to perform ritual: 10
Casting time: 30 minutes
Range of telepathic/sensory link: Arcane skill x 10 in feet.
Note: Familiar can't just be dismissed into a pocket dimension, as it is a natural animal possessed by a fey, fiend, or celestial (DM's choice).
1st: Etch runes on to candles (at least 3, depending; see below).
2nd: Set up a triangle/square/circle of lit rune candles (any shape desired by ritualist, triangle uses least materials with 3 points).
3rd: Draw boundary lines with chalk to connect the candles, with runes written along the lines (can be drawn with charcoal or etched if needed,
as long as lines are visible).
4th: Place brazier in center of outlined area and add charcoal, burn.
5th: Begin speaking ritual words and continue throughout the rest of the ritual.
6th: Add incense and bloodroot when fire subsides and coals are still blazing hot. If changing familiars, place living familiar directly on burning coals (it won't like the pain, but it will stay and burn to death, given that it follows the ritualist's commands). At the GM's discretion, Bloodroot substitutions can be found locally with a DC 20 or higher Nature check.
7th: Continue speaking the ritual words until your familiar shows up within the ritual boundary. Feed or douse the potential familiar in (20 hp minus Arcane skill) ritualist's own blood, forming the bond between ritualist and familiar.
Completion: If the familiar stays within the ritual boundary after bloodletting, the ritual was a success, and the familiar is ready and eager to serve. If it leaves before or after bloodletting, or the coals burn out before the familiar shows, the ritual has failed.
Note: the summoned familiar must be one that is native to the area, as it will be an actual animal that shows up, recently possessed by a fey, fiend, or celestial (DM's choice).
---Add 5 to DC for each of these optional material components missing: runed candles, boundary lines, incense, bloodroot. All other materials and steps are absolutely necessary.