![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Lazlo.Arcadia |
![Forgotten Pharaoh Cultist](http://cdn.paizo.com/image/avatar/PZO9080-Cultist.jpg)
So I run a low magic game setting, and have for years. The setting is somewhere between Game of Thrones and the Witcher video games. I'm looking for a system of ritual magic that would slow down the casting of higher level magics such as Teleportation, Resurrection, etc.
I know there have quite a bit written on Ritual Magic systems and I'm curious as to which ones others have used or would recommend.
I'm looking for something more involved than "the spell now takes several hours to preform and costs a base 1000 gp x spell level in arcane components". Granted that WOULD work, and is simple to implement, but I love seeing how others have developed these ideas.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
VoodistMonk |
![Gorum](http://cdn.paizo.com/image/avatar/Gorum_color.jpg)
I was literally just reading the Soul Trap ritual... already had it open in another tab for another thread...
Soul Trap
Source Book of the Damned pg. 192
School necromancy [evil]; Level 9
Casting Time 90 minutes
Components V, S, F (a crystal lens worth at least half the value of the soul to be trapped), SC (up to 12)
Skill Checks Knowledge (planes) DC 31, 3 successes; Knowledge (religion) DC 31, 3 successes; Spellcraft DC 31, 3 successes
Range close
Target one living or recently dead creature
Duration instantaneous
Saving Throw Will negates; SR no
Backlash The primary and secondary casters each gain 1 temporary negative level.
Failure The primary and secondary casters become staggered for 10 minutes. Unless the ritual was performed in an area that bars dimensional travel, this feedback draws the attention of a psychopomp or psychopomps of a total CR equal to the CR of the creature whose soul the casters were attempting to trap, and the magical feedback allows the psychopomps to manifest at the location of the ritual to punish the casters for meddling with souls.EffectThe body of the creature whose soul is to be trapped must be within the ritual’s range for the duration. If the body is removed from this area before the ritual is completed, the ritual immediately fails (triggering the failure result detailed above). If the target creature is alive, it must be killed at some point during the ritual’s casting time; traditionally this occurs at the end of the ritual, so that if the victim resists having its soul trapped with a successful saving throw, the casters could potentially try to capture the soul a second time by immediately starting a second ritual. If the target creature was already dead, it must have been dead no longer than 1 minute before the soul trap ritual begins, and in this case, the creature’s soul can still attempt a Will save to resist the effects as if it were still alive.
If the ritual is a success, the creature’s soul is transformed into a glittering soul gem. This gem is a fragile Fine object that has hardness 2 and 1 hit point. In this state, the soul cannot be returned to life by any means; the soul gem must first be destroyed, at which point methods of restoring life to the creature function normally.