| Goth Guru |
Example 11: Magic Soup. A cauldron of soup is prepared, cooked for 8 hours at blood temperature, every step has a blessing chanted over it. The one essential ingredient is a small amount of blood from someone who had the malady and recovered.
Modifiers: Knowledge Nature and any craft or profession dealing with food. Chicken soup gives a +5 bonus.
Cost: 1,000 gold worth of materials. The cauldron, ladle, bowls, and such are extra and reuseable.
Success: Everyone who has some soup becomes immune to that disease.
Failure: Everyone who has some soup, comes down with that disease.
Further notes: Like astrology led to astronomy, some rituals contain elements of science and magic.
| Goth Guru |
Example 12: Stone Soup. A cauldron is filled with water, a single stone is dropped in, and a fire is built under it. The chanting and gestures cause a suggestion spell that cause anyone who can see and hear to add ingredients. They make a will save vs the modifiers.
Modifiers: Any perform check and cooking profession. Plus 3 for every ingredient added.
Cost:1000 worth of materials. Put a price on the water and wood gathered, then add rare spices and incenses.
Success: if 20 is beat, the soup grants heros feast to all who eat of it.
Failure: everyone who eats/drinks any is sickened for an hour.
Example 11, craft Alchemy is also added. Success on 20.
| Goth Guru |
Ritual 13: The Invitation. All a deity's favorite things are gathered, and possibly sacrificed, to give the deity the right to use their full powers in a contested world. Almost all game worlds are contested, between good and evil, law and chaos, ect.
Modifiers: Knowledge Religion + History. +3 for favored thing present, +5 for a sacrifice.
Cost: 5,000 worth of favored consumables. Bards and performers hired, count.
Success: Deity can use alter reality or other such world changing powers.
DC 30 for a demigod, 40 for an average God, 50 for a major god.
Failure: A minion arrives and wants to punish someone. May turn all summoners into monsters.
| Goth Guru |
Ritual 14: The open grave. A grave is dug and things related to a destroyed person or thing is thrown in. If successful, the shreds of the thing are reunited and brought back into the world. Failure and the person leading the ritual is similarly destroyed.
Modifiers: Knowledge history + Perform + 3 for each related item. Find some more modifiers because the difficulty is 40.
Cost: 10,000 minimum. Things thrown into the grave count.
A human sacrifice can be transformed into a previously dead god.
| Goth Guru |
Ritual 15: Coming of Age. The experts sit in a wide circle with one tool of their trade in front of them. If successful, the young adult in the middle of the circle will be drawn to the tool that matches their aptitude. There is usually a warrior/weapon, a cook/pot, a teacher/book, a cleric/holy symbol, possibly an adept/a beginner spellbook, and maybe a rogue/set of picks(usually a halfling). The youngster must beat a 10 dc with perception to sense where he/she is drawn by their aptitude. Often something that is not represented will happen, such as an oracle's vision or a black cat jumping into a fated witch's arms.
Failure: Zero level humans are not uncommon. Some will reattempt every year. There may be an old laborer who keeps showing up.
Modifiers: Knowledge religion(for destiny) +1 for each 3 experts.
Cost: 500 minimum to represent materials and the feast afterwards.
| Goth Guru |
| 1 person marked this as a favorite. |
Ritual 16: Ritual of Empowerment. A magic item is sacrificed to give it's bonus to the recipient. Only Weapons, Armor, and Miscellaneous items can be sacrificed. It must be an item that gives a bonus while worn, held, or otherwise possessed.
If successful, the recipient gets a plus to hit and damage with any weapon or a bonus to one stat. This frees up an item slot. The sacrificed item need not be usable by the recipient.
Failure: They are cursed for a like amount. Thus they could be -1 to hit and damage.
Modifiers: Knowledge Arcana + Spellcraft + craft. DC 10 + 5 per Bonus.
Cost: 1000 minimum to build a fire that turns blue when the item can be sacrificed.
| Arkady Zelenka |
I like this idea, I was telling my players about it and one of them asked me if he could research a ritual that made him like Brass Body from Man with the Iron Fist or Colossus from the X-Men. Any suggestions to how I can do this? He even said instead of magic items he would rather "suit up and kick ass".
| Goth Guru |
Ritual 17: Golem Heart. A piece of a golem ripped(or picked out of the pieces) from the construct's heart is merged with a living recipient's heart. Their chest then looks like the golem over their heart.
If successful, the recipient can touch their chest to transform. They change into the golem for 10 minutes per level(or hit die) with an equal cool down time. While they still have all their skills and mental stats, they can rage as the golem, ending when they change back.
Failure: They are changed completely into that type of golem, berserk, and are dead. Any clones activate. Only a wish can change them back from that body and the golem heart is lost.
Modifiers: Knowledge Arcana + Spellcraft + craft. DC 10 + 3 per Golem hit dice.
Cost: One fourth again the golem's build cost and the piece of the golem.
| Goth Guru |
Ritual 18+: Sweat Lodge visions. The precipitants sit around a fire with a pot of water and rare herbs. If successful, all precipitants will have a vision, dream, or similar experience. It will answer a question that is troubling them and often will include their spirit animal.
Failure: The precipitants wake up an hour later, miles away, and remember nothing.
Modifiers: The person leading the ritual must beat 30 with their knowledge religion, knowledge the planes, and any performance. +5 if led by a tribal shaman. +5 if a soma mushroom is added to the herbs..
Cost: 500 minimum to build he lodge(reusable) and 1000 for the rare herbs.
| Goth Guru |
Ritual 19: Hunting Ritual. The hunters dress in animal costumes, move as the animals in a dance, and sing in the animal voices. Many adventurers will do this for monsters before an adventure.
If successful, all participants gain bonuses for the hunt or 24 hours, whatever ends first. The bonuses are +1 to hit and damage, they can track the prey they dressed as +5, and one true strike from predicting their foe's actions in combat.
Failure: What they are hunting hears them coming and mounts an ambush.
Modifiers: The best perform dance, perform singing, and the best disguise check, are all added together. Add them to the die roll to beat 30 to check for success. Each 5 members of the audience gives +1.
Cost: At least 100 to make each costume. 500 in raw materials such as the fire to dance around, fermented berry juice, ect.
| Goth Guru |
Ritual 20: Star Stone. Usually used to turn away meteors, the reverse is guarded by a cult that wants it never to be used again.
A true starstone strike will take out a castle wall, a dex. save means they jumped and rode the blast wave. They suffer stunning and sickening for 1D6 rounds. The target for control, either way, is 30.
Failure: May destroy an entire civilization, depending on the nearest space rock or comet.
Modifiers: Knowledge nature and arcana. Meteoric iron armor or a weapon adds 6 each.
Cost: 500gp Robe covered with gold and silver astrological symbols can be worn over armor.
| Goth Guru |
Ritual 21: Power Circle. At least 5 freshly severed heads are arranged on a carved in stone magic circle to turn negative energy into negative electric current.
Success: The heads rise and face inward. A powerful electric current hits copper rods thrust into the circle. A city, spaceship, or other power grid can be run off this. Increased load can cause brown outs. The remedy is adding a head or another circle. DC 30.
Failure: The heads turn into undead with 20 foot 6th level shocking grasp power. They attack everyone.
Modifiers: Knowledge nature and arcana. A priest of a death god adds +10.
Cost: 1000gp
| Goth Guru |
Ritual 22: The Summoning. A creature from beyond is enticed to make a deal. It can be outerplaner, inner planer, or even an abberation from somewhere you only barely comprehend.
Success: The magic circle holds it till a deal can be struck. They will persist till their end is completed. DC 35.
Failure: The thing comes, gets loose, and can rampage as appropriate. They will stay till otherwise banished.
Modifiers: Knowledge The planes, arcana, Religion, and craft. The craft is for painting, carving, and or inlaying the magic circle. +10 for a permanently installed magic circle.
Cost: 5000gp + 1000 permanent magic circle
Special: A celestial might slay everyone they meet that radiates evil if they get loose. Collateral damage probably gets to the upper planes anyway.
| Goth Guru |
Blood Ritual Feat: By bloodletting, the ritual can be made cheaper and easier.
Prerequisite: Cultist or cult membership.
Benefits: By doing slashing or piercing damage to a sacrifice, the chance of success is raised by 1 per point of damage, and the cost is lowered by 500, per point of damage. The sacrifice must have blood and can bleed. The sacrifice can lead the ritual, but if they pass out the ritual fails. It's evil if the sacrifice is unwilling.
| Goth Guru |
Ritual 23: Wake The Dead. A form of raise dead that involves getting outsiders to give someone back, along with things you don't want.
Success: The remains become the living being, with consequences.
1) The now living person is minus 1-4 temporarily lost levels, which can afflict a volunteer at the ritual. The levels return one a day.
2) Undead of at least equal CR are created somewhere in the same plane. 3) The deity or monster can pick one living person to die, apparently by the same means the now living person died. Someone may suffer spontaneous combustion or drown in an otherwise dry room.
4) The person is depressed because they spent time in heaven. Treat as distracted till they can unload emotionally to someone. This can be the one who brought them back, a bartender, or someone.
You can roll randomly or have all take place because this ritual is done frivolously.
Failure: The remains become an undead, carrying whatever disease or poison killed them. Thus if mummy rot they become a mummy.
Modifiers: Knowledge religion and the planes. +3 for every wound a participant takes during the ritual. Difficulty is 10 plus 3 for every level or hit dice the creature being raised had.
Cost: 1000 GP for every level or hit dice the creature being raised had. Livestock sacrificed counts.
| Goth Guru |
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Ritual 24: Gemini Purge. The two parts of a subject are split apart to fight for control.
Success: The two parts fight within the magic ring, defeat means death of that part. This is a radical cure for Werewolves and vampires. participants can cast spells or use bardic songs to help a friend or hurt the affliction. It's been used to cure madness, possession, and even some diseases. Note that a werebeast will be purblooded, a vampire will be noble, and a disease will be the undead form of the patient if they died. The victor can then escape the circle.
Failure: The circle does not hold and the creature escapes, possibly harming anyone in it's way.
Modifiers: Knowledge Religion, Nature, and arcana. +10 for a permanently installed magic circle. Difficulty is 10 plus 2 per hit dice, doubled of course.
Cost: 5000gp + 1000 permanent magic circle or 500 GP if the circle is drawn in powdered electrium. A livestock animal (goat, sheep, calf, pig, or something) is destroyed by the magic, forming the monstrous double.
Special: The ritual can be intentionally botched by opening the circle. With a permanent circle that can be done by spilling blood across it forming a bridge.
LazarX
|
Tiny Coffee Golem wrote:Valhalla? It is Odin's Hall were the Valkyrie brought the souls of Fallen Warriors deemed worthy of resting in Valhalla til Ragnarok.There was one where you tell the story of a great hero inside of a sweat lodge. At the end of the story the sweat lodge burns down and everyone has been planeshifted to
"the norse plane of battle" whose name escapes me. It's the Nordic version of heaven.I always liked the flavor of that one.
Not all of them. Freya claimed her share as well.
| Goth Guru |
Ritual 21: Power Circle. At least 5 freshly severed heads are arranged on a carved in stone magic circle to turn negative energy into negative electric current.
Success: The heads rise and face inward. A powerful electric current hits copper rods thrust into the circle. A city, spaceship, or other power grid can be run off this. Increased load can cause brown outs. The remedy is adding a head or another circle. DC 30.
Failure: The heads turn into undead with 20 foot 6th level shocking grasp power. They attack everyone.
Modifiers: Knowledge nature and arcana. A priest of a death god adds +10.
Cost: 1000gp
For added flavor you can have them moan or scream constantly.
Cr500cricket
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Ritual 24: Gemini Purge. The two parts of a subject are split apart to fight for control.
Success: The two parts fight within the magic ring, defeat means death of that part. This is a radical cure for Werewolves and vampires. participants can cast spells or use bardic songs to help a friend or hurt the affliction. It's been used to cure madness, possession, and even some diseases. Note that a werebeast will be purblooded, a vampire will be noble, and a disease will be the undead form of the patient if they died. The victor can then escape the circle.
Failure: The circle does not hold and the creature escapes, possibly harming anyone in it's way.
Modifiers: Knowledge Religion, Nature, and arcana. +10 for a permanently installed magic circle. Difficulty is 10 plus 2 per hit dice, doubled of course.
Cost: 5000gp + 1000 permanent magic circle or 500 GP if the circle is drawn in powdered electrium. A livestock animal (goat, sheep, calf, pig, or something) is destroyed by the magic, forming the monstrous double.
Special: The ritual can be intentionally botched by opening the circle. With a permanent circle that can be done by spilling blood across it forming a bridge.
How what would constitute the other half of a Vampire?
| Goth Guru |
25: Attune Obelisk or Stone Circle. This is powered by lay lines and bound elementals.
Success: An obelisk can radiate a breathable atmosphere in a one mile radius, healing energy of 3D8 in a one mile radius, harming energy in a one mile radius, it can be linked to other teleportation obelisks(You must say the name of both obelisks to teleport there), or a stone circle can awaken any creature standing in the center during the spring equinox.
Failure: The obelisk has an opposite effect. Note that a poisonous atmosphere will attract fiends and aberrations. Healing and harming energies are opposite each other, so disrupting an undead ritual may be viewed as hijacking their ritual. The opposite of awakening is turning a creature into a total beast. And a reversed obelisk of teleportation will send a person in a random direction and send them 1:high, 2:low, 3:into a solid object(They take damage and appear next to a large rock), or 4:Into the Cleaves or astral plane if you are not using The Cleaves.
Modifiers: Knowledge nature and arcana. Summoned elementals add their hit dice to the chance of success. Livestock or people who get killed by accident or on purpose count toward the success of the ritual. Difficulty is a flat 30.
Cost: 3000GP which includes the cost of stone carvers, diggers, and stone porters. Getting all the townsfolk drunk and having the mob carry the stone or stones to the location counts.
| Goth Guru |
[b]26: Blood Curse/Enchantment. A person or object is cursed and enchanted forever. During the ritual, a specially prepared bell must be rung, a book(or otherwise non magical scroll) detailing the curse/enchantment must be read, and a special candle must be lit. Then the being leading the ritual must cut their finger and touch all 3 objects(1D4 damage).
Success: A person who Cursed/Enchanted will hand the effect down to one offspring even if born previous to the ritual when they die or are cured. The passing on of the curse ends only if the person who led the ritual and all their descendants are dead. Remove curse only sends it to the next valid decedent.
1) They can be cursed with Lycanthropy of any kind. They must will save every night of the full moon DC of the ritual's success.
2) They can be turned into undead of any kind. When they die they turn immediately. Magic which prevents rising as undead is only temporary. If the magic is removed, and the body is not destroyed, they become the undead.
3) Death Prophecy. The target can only be killed one way. Any other way and they stabilize automatically, or make their save against any permanent death, ect. It can be ridiculously rare. A target might be vulnerable only to death by squirrel bites. It is up to the GM to put the death back on the table. Perhaps a swarm of rabid squirrels.
4) A magic item could be created with a horrible drawback. Perhaps a Staff of Life that is rechargeable only by striking a deathblow with the staff. One charge per death.
5) Story come true. The Daughter of the Evil Queen cursed the story book so each generation, one member of each protagonists family would relive the story. Pinocchio's daughter became a living puppet till she performed a completely selfless dead. Snow white's daughter found the 7 most incompetent Dwarves in history came back to help her. Both she and Sleeping Beauty's daughter fall into a deep sleep if exposed to poison. Only a kiss from royalty or true love will wake them.
Failure: The Curse/enchantment rebounds on the being who led the ritual. I should be in the worst way possible. In the story example, she would have turned into a hag and heros would all start coming to kill her. With the cursed staff of life it would keep reappearing in his hand till he died. In all such cases no save is allowed.
Modifiers: Craft(of the makers of the bell, book, and candle), Knowledge Arcana, and Spellcraft)
Costs: The 3 objects must cost a minimum of 5,000 each. Another 5,000 in miscellaneous costs.
Special: to remove the curse/enchantment completely, you must recreate the ritual, but you must ring the bell, close the book(or roll up the scroll), and blow out the candle. You may have to repour the wax from the original candle.
| Goth Guru |
This is already in here.
http://paizo.com/threads/rzs2l1yk&page=1?100-Special-Discoveries-CLEAVE S
The Book of Mourning
This is like a traveling spellbook in construction. It has the spells Mending, Make Whole, Repair 1,2,and 3, Greater Speak With Dead, and the sixth level spell Symbol of Soul Binding. The rest is a diary how the wizard Allestran Boyton created a body for his dead son Allan and bound his soul into it. It descends into his lament how his country began manufacturing soldiers they called War Forged and further perverted his dream by trying to create a bomb that would slay an entire country. His son who then called himself AstralBoy went to try to stop that evil project, but apparently the bomb went off before it was finished. Allestran fills several more pages bemoaning how he rigged his lab to plane shift if threatened, and now he must spend his twilight years wondering what became of his precious son.
Hook: This book will teach the reader how to put the symbol, and a spirit, into a golem as it's being built. Note that a golem with an elemental spirit in it will have morphic qualities and will have a much higher DC. Also, golems with a Soul Symbol will not go mad, but will develop free will when they break control. Greater Speak with Dead allows you to summon the spirit of a dead person. You can ask it questions, or trap it in a symbol. AstralBoy still exists and is still trying to find his father.
Using magic tattoo inks you can put the spirit into a person. Like Naroto, the demon inside will forever fight for control. I did not see the end of the series. Did Saskie ever get the full snake demon and use it to avenge his parents? Probably not that simple.
I'll probably work up a soul binding ritual based on this spell.
| Goth Guru |
| 1 person marked this as a favorite. |
3: Symbol of Soul Binding
School Necromancy
Level Sorcerer/Wizard 6
Components V,S,M (mercury and phosphorus plus gem dusts including jet and black diamond worth 10,000)
Saving Throw Will negates
This spell allows you to bind a soul or spirit into a symbol. If part of a golem or item it makes it an intelligent item or living golem. An elemental spirit gives it morphic qualities and other powers. An earth elemental spirit will give it extra hardness(+5, +1 hit dice). Fire gives it 1-6 fire damage on a hit and 2D6 flaming burst on a crit. A water elemental gives it normal operation underwater. An air elemental allows it to fly and form a whirlwind around it’s self.
An outsider or part of an outsider can be bound into a person creating a tattoo. The outsider can try for control as if possession. It’s body manifests as a translucent second skin when it’s powers are being manifested. If bound as a child it can become a split personality.
I'm going to be starting a topic for homebrew spells shortly. Watch for it.
| Goth Guru |
can you bind multiple souls into a single item?
For now. The Pathfinder Society will probably set limits if they create their own version. My suggestion would be based on caster level. 1 soul-first to 5th level, 2-6th to 10th level, 3-11th to 15th level, 4-16th to 20th level, ect. In Full Metal Alchemist, they cheated by binding one soul into a helm, and the other into the suit of armor.
| Goth Guru |
27: The Becoming
Success: Causes the drug induced delusions of the designated dreamer, to come true.
Modifiers: Craft(of art), Performance, Knowledge Arcana, and Religion)
Costs: The drugs(Can be alcohol or caffeine) must be at game effecting levels. +1 to chance of success for each 10,000GP used. Base cost for ritual is at least 20,000GPs as performers, art, and sacrifices are necessary.
Failure: Madness. Some cults have, locked away, a raving mad previous dreamer, who suffered from the ritual failing.
| Goth Guru |
27: The Becoming
Success: Causes the drug induced delusions of the designated dreamer, to come true.
Modifiers: Craft(of art), Performance, Knowledge Arcana, and Religion)
Costs: The drugs(Can be alcohol or caffeine) must be at game effecting levels. +1 to chance of success for each 10,000GP used. Base cost for ritual is at least 20,000GPs as performers, art, and sacrifices are necessary.
Failure: Madness. Some cults have, locked away, a raving mad previous dreamer, who suffered from the ritual failing.
Difficulty 40 plus 1 for equivalent spell level. Thus if the effect is greater than any spell, it's 50.
| Goth Guru |
26: Blood Curse/Enchantment. A person or object is cursed and enchanted forever. During the ritual, a specially prepared bell must be rung, a book(or otherwise non magical scroll) detailing the curse/enchantment must be read, and a special candle must be lit. Then the being leading the ritual must cut their finger and touch all 3 objects(1D4 damage).
Success: A person who is Cursed/Enchanted will hand the effect down to one offspring even if born previous to the ritual when they die or are cured. The passing on of the curse ends only if the person who led the ritual and all their descendants are dead. Remove curse only sends it to the next valid decedent.
1) They can be cursed with Lycanthropy of any kind. They must will save every night of the full moon DC of the ritual's success.
2) They can be turned into undead of any kind. When they die they turn immediately. Magic which prevents rising as undead is only temporary. If the magic is removed, and the body is not destroyed, they become the undead.
3) Death Prophecy. The target can only be killed one way. Any other way and they stabilize automatically, or make their save against any permanent death, ect. It can be ridiculously rare. A target might be vulnerable only to death by squirrel bites. It is up to the GM to put the death back on the table. Perhaps a swarm of rabid squirrels.
4) A magic item could be created with a horrible drawback. Perhaps a Staff of Life that is rechargeable only by striking a deathblow with the staff. One charge per death.
5) Story come true. The Daughter of the Evil Queen cursed the story book so each generation, one member of each protagonists family would relive the story. Pinocchio's daughter became a living puppet till she performed a completely selfless dead. Snow white's daughter found the 7 most incompetent Dwarves in history came back to help her. Both she and Sleeping Beauty's daughter fall into a deep sleep if exposed to poison. Only a kiss from royalty or true love will wake them.
Failure: The[/b]...
Curse/enchantment rebounds on the being who led the ritual. I should be in the worst way possible. In the story example, she would have turned into a hag and heros would all start coming to kill her. With the cursed staff of life it would keep reappearing in his hand till he died. In all such cases no save is allowed.
Difficulty is 30 plus 1 per DC of any creature involved.
Modifiers: Craft(of the makers of the bell, book, and candle), Knowledge Arcana, and Spellcraft)
Costs: The 3 objects must cost a minimum of 5,000 each. Another 5,000 in miscellaneous costs.
Special: to remove the curse/enchantment completely, you must recreate the ritual, but you must ring the bell, close the book(or roll up the scroll), and blow out the candle. You may have to repour the wax from the original candle.
| Goth Guru |
28: The Enchanted Kingdom. By sacrificing living things you fill an area with mana. Thus you can fill in a dead magic area or bring magic to a no magic world.
Success: The area where the blood was spilled becomes a standard, normal magic, area. It either affects a standard one mile hex, fills in any dead magic areas, or disenchants one item that suppresses magic in the area. If most of the blood is collected in large bowls, it can be carried miles or even through a gate to another plane. It's where the blood is spilled that is affected.
Failure: Wild magic breaks out. Every time a spell is cast in the area, there is a chance of a random magic event. Chaotic Neutral clerics often mess it up on purpose.
Reversed: A dead magic area is created.
Difficulty: 30 + 5 per one mile hex.
Modifiers: Int+Cha+Wis+ Knowledge arcana.
Costs: 5,000 plus the sacrifice, knife to cut their throat, and bowls. The magi of Leng prefer human sacrifices, but the fatted calf is a common tradition. A huge stone alter with channels for the blood can be reused.