Table of Contents
Ritual Magic
Ritual magic allows you to cast spells that you do not have memorized or don’t even know, by sacrificing several spell slots.
Casting
To cast such ritual magic, use the ritual magic feat that all non-beginner spell casters get automatically. It is gained when you can cast level 2 spells in any class.
You will be asked for the ritual code.
The code is the first letter of your spell casting class name followed by the ritual number from the ritual numbers table. For example a wizard casting any ritual magic should use w#. The entry screen has tabs that allow you to browse spells by spell level.
Then you should cast spells that you use to charge up the ritual. You will need to use a minimum of spell level*4-your spell casting level in that class spell levels. Thus a level 3 wizard (maximum level 2 spells) will require 2 less spells levels to cast any wizard spell.
After you have powered the ritual enough, use the ritual maic feat again after having targeted the target you wish to receive the effect.
To succeed in the ritual, you will need to make a successful spell craft roll against DC 10+spell levels needed.
Each extra spell level used above the needed will reduce the DC by 1.
After the ritual the spell is cast at the thing you targeted when you used the feat a second time.
Failed rituals often cause chaotic effect
Ritual numbers
Divided by spell level:
rituals level1
rituals level2
rituals level3
rituals level4
rituals level5
rituals level6
rituals level7
rituals level8
rituals level9
Special spells that are castable by ritual
These also appear on the list for that ritual level, but are explained here. Note that you can also cast the extra spells from list of spells
ritual code | Spell | Lvl | Target | Duration | Description |
---|---|---|---|---|---|
1722 | Breathe Underwater | 1 | One creature | 1 hr/lvl | Allows target to breathe underwater as on dry ground. |
1723 | Create very small ward | 1 | 1 m radius | 1 hr/lvl (max 2) | Dispell DC: spellcraft + 1/level, max DC 10 Creates small ward that can be used to block door or corridor. |
1724 | Create small ward | 2 | 2 m radius | 1 hr/lvl (max 4) | Dispell DC: spellcraft + 1/level, max DC 20 Creates small ward that can be used to block door or corridor. |
1725 | Create ward | 3 | 3 m radius | Duration: 1 hr/lvl (max 6) | Dispell DC: spellcraft + 1/level, max DC 30 Creates ward that can be used to block door or corridor. |
1726 | Create large ward | 4 | 4 m radius | Duration: 1 hr/lvl (max 8) | Dispell DC: spellcraft + 1/level, max DC 40 Creates ward that can be used to block door or corridor. |
1727 | Create very large ward | 5 | 5 m radius | 1 hr/lvl (max 10) | Dispell DC: spellcraft + 1/level, max DC 50 Creates ward that can be used to block door or corridor. |
1728 | Create powerful ward | 6 | 3 m radius | 1 hr/lvl | Dispell DC: spellcraft + 1/level, no limit in DC Creates ward that can be used to block door or corridor. |
1729 | Create large powerful ward | 7 | 5 m radius | 1 hr/lvl | Dispell DC: spellcraft + 1/level, no limit in DC Creates ward that can be used to block door or corridor. |
1730 | Create huge powerful ward | 8 | 7 m radius | 1 hr/lvl | Dispell DC: spellcraft + 1/level, no limit in DC Creates ward that can be used to block door or corridor. |
1731 | Create permanent ward | 9 | 3 m radius | until dispelled | Dispell DC: spellcraft + 1/level, no limit in DC Creates ward that can be used to block door or corridor. |