Author Topic: Revised Rituals 'R' Us  (Read 8570 times)

Offline Garryl

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Revised Rituals 'R' Us
« on: July 29, 2013, 03:43:17 PM »
This thread for notes and discussions on the proposed major revisions to the ritual system and its classes.

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #1 on: July 29, 2013, 03:43:29 PM »
Ritual tracing as a subsystem and related rules

- Ritual: Similar to spells, rituals are magical effects that can be created by tracing and releasing them. Released rituals are spell-like abilities (spell level equal the ritual's enumerated grade, universal school), but traced ones are supernatural.
- Trace: Similar to preparing a spell, you trace a ritual to prepare its power, letting it be released later on. Tracing one or more rituals takes up to 1 hour, proportional to the number of ritual slots you are filling out of the total number of slots available to you, but never less than 15 minutes no matter how few rituals you attempt to trace at once. A ritual remains traced indefinitely or until released.
- Release: Similar to casting a spell, you release a traced ritual to provide a benefit.
- Grade: Similar to spell level, each ritual can be traced at one or more grades (as indicated in the ritual's descriptions), which affects the ritual's effects, its save DC, and how many rituals can be traced at once. A ritual's enumerated grade is a number based on the grade (0 for Rote, 1 for Minor, 2 for Least, 3 for Lesser, 4 for Greater, 5 for Advanced, 6 for Epic). Whenever something calls for a ritual's grade in the context of a number, use its enumerated grade.
- Ritual Slot: Similar to spell slots, a character can only have a limited number of rituals of each grade traced at once. This limit is based on the character's class level and feats. The same ritual can be traced multiple times, at the same or different grades, allowing it to be released once for each slot used at that grade. Unlike spellcasting, you do not gain bonus ritual slots based on your key ability modifier. Ritual slots granted by a class cannot be used to trace rituals known only through other classes.
- Tracer Level: Similar to caster level, level-based effects of a ritual are based on the tracer's tracer level. Your tracer level is equal to your total level among all tracing classes plus 1/2 your levels in other classes, including racial hit dice. Prestige Classes and Paragon Classes that improve your existing ritual tracing at some but not all levels count as tracing classes for this purpose even on the levels at which they do not improve your tracing.
- Rituals themselves do not come in different grades. Rather, each ritual is a ritual in and of itself that can be traced at different grades. You do not learn Minor, Least, Lesser, etc. versions of, say, Ritual of Blood Summoning, you simply know Ritual of Blood Summoning and can trace it at any such grade, granting it power appropriate to that grade (assuming that a ritual slot of that grade is available).
- Releasing a ritual is a swift action. No AoO, may still require a Concentration check if damaged or distracted. Some rituals can also be released as part of releasing other rituals and do not count against this limit.
- Durations are standard stuff, with fixed durations (eg: Instantaneous, 1 round, 24 hours, etc.) or level-based durations (1 round/level, 1 minute/level, etc.). Special duration of "Traced" indicates that the ritual provides its benefit as long as it remains traced, rather than having a benefit when released.
- Save DC is 10 + the ritual's enumerated grade + your key ability modifier, based on the class that granted the ritual slot, or Intelligence if the ritual slot was gained through other means that do not specify. Many ritual classes also grant bonuses to ritual save DCs (usually level/5 so as to keep up with spell DCs).





Most classes get Rotes (equivalent to cantrips) + Minor rituals (comparable to 1st-level spells) at level 1.

Ritualists and Witchbloods get the ability, early on, to retrace rituals that were released within the past 15 minutes in only 1 minute. Bloodfire Seekers and Glyphwalkers are expected to rely more on Trace-duration rituals and their class features (Bloodfused Rituals and Animated Glyphs) than on released rituals.
« Last Edit: July 29, 2013, 03:48:15 PM by Garryl »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #2 on: July 29, 2013, 03:43:39 PM »
Bloodfire Seeker


Alignment: Any.
Races: Any.  Hemopyrrhic dwarves in particular are drawn to Bloodfire Seeker, though no one knows why...
Abilities: Constitution makes your world go round, and any other ability score can be useful to a bloodfire seeker depending on what role you are trying to play.


HD: d8

        Base                                                                                         ---Rituals Known---   -----------------Ritual Tracing----------------
        Attack           Fort Ref  Will                                                              General   Expanded
Level   Bonus            Save Save Save   Special                                                    Rituals   Knowledge   Rote      Minor     Least     Lesser    Greater
1       +1               +2   +0   +2     Bloodfused Ritual (rote, minor)                            3         0           1         --        --        --        --
2       +2               +3   +0   +3     Bloodfused Resilience                                      4         0           2         --        --        --        --
3       +3               +3   +1   +3     Bonus Feat                                                 4         1           2         --        --        --        --
4       +4               +4   +1   +4     Bloodfire 1d6                                              5         1           2         1         --        --        --
5       +5               +4   +1   +4     Bloodfused Ritual (least)                                  6         1           3         1         --        --        --
6       +6/+1            +5   +2   +5     Bonus Feat                                                 7         1           3         2         --        --        --
7       +7/+2            +5   +2   +5     Bloodfire 2d6                                              7         2           3         2         --        --        --
8       +8/+3            +6   +2   +6     Bloodifre Weapon                                           8         2           3         2         1         --        --
9       +9/+4            +6   +3   +6     Bloodfused Ritual (lesser), Bonus Feat                     9         2           3         3         1         --        --
10      +10/+5           +7   +3   +7     Bloodfire 3d6                                              10        2           3         3         2         --        --
11      +11/+6/+1        +7   +3   +7     Bloodfire Defense                                          10        3           3         3         2         --        --
12      +12/+7/+2        +8   +4   +8     Bonus Feat                                                 11        3           3         3         2         1         --
13      +13/+8/+3        +8   +4   +8     Bloodfire 4d6, Bloodfused Ritual (greater)                 12        3           3         3         3         1         --
14      +14/+9/+4        +9   +4   +9     Improved Bloodfire Weapon                                  13        3           3         3         3         2         --
15      +15/+10/+5       +9   +5   +9     Bonus Feat                                                 13        4           3         3         3         2         --
16      +16/+11/+6/+1    +10  +5   +10    Bloodfire 5d6                                              14        4           3         3         3         2         1
17      +17/+12/+7/+2    +10  +5   +10    Bloodfused Ritual (advanced), Improved Bloodfire Defense   15        4           3         3         3         3         1
18      +18/+13/+8/+3    +11  +6   +11    Bonus Feat                                                 16        4           3         3         3         3         2
19      +19/+14/+9/+4    +11  +6   +11    Bloodfire 6d6, Greater Bloodfire Weapon                    16        5           3         3         3         3         2
20      +20/+15/+10/+5   +12  +6   +12    Bloodfire Immolation                                       17        5           3         3         3         3         3


- Save DCs are Con-based.
- Knows a limited number of general rituals, plus a limited number from the Ritualist and Witchblood lists (Expanded Knowledge).
- Bloodfused Ritual: 1st, 1st, 5th, 9th, 13th, 17th. Gain special Bloodfused ritual slots. Can only trace non-dischargeable rituals with range Personal, target You, duration of 1 round or greater, and non-permanent, non-Trace duration. Tracing a ritual in a Bloodfused ritual slot changes its duration to Trace. As a result, it also exerts its released effects as a supernatural ability rather than a spell-like (as it is not yet released). You cannot release a Bloodfused ritual, although you can remove it as part of tracing a new ritual in the slot. You have one slot of each indicated grade. Tracing one or more Bloodfused rituals requires a special ceremony that takes 8 hours and deals 1 Con damage to you per ritual traced (the time is independent of the number of rituals traced).
- Bloodfused Resilience: 2nd, Gain DR/- equal to the highest enumerated grade of ritual you have traced as a Bloodfused Ritual.
- Bonus Feat: 3rd, 6th, 9th, 12th, 15th, 18th. Fighter or Ritual, as normal.
- Bloodfire: 4th, 7th, 10th, 13th, 16th, 19th. Deal indicated damage to melee attackers (with natural or non-reach weapons). Fort DC 10 + 1/2 level + Con for half. Damage is pure arcane energy.
- Bloodfire Weapon: 8th. Take your own Bloodfire damage as a swift action, add your Bloodfire damage to melee weapon rolls for 1 round (no save).
- Bloodfire Defense: 11th. Take your own Bloodfire damage as a swift action to add +1 circumstance to AC per die of Bloodfire damage for 1 round.
- Improved Bloodfire Weapon: 14th. Targets that take Bloodfire Weapon damage must make a Fort save or be sickened for 1 minute.
- Improved Bloodfire Defense: 17th. Bloodfire Defense also grants a bonus to saving throws.
- Bloodfire Immolation: 20th. Take your own Bloodfire damage as a standard action to deal triple your Bloodfire damage to all other creatures within 60 feet (Fort half).
« Last Edit: July 29, 2013, 03:46:55 PM by Garryl »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #3 on: July 29, 2013, 03:44:19 PM »
Glyphwalker


Alignment: Any.
HD: d6
Races: Any.
Abilities: Wisdom determines how difficult your rituals are to resist, as well as how well you can guide your glyphs; a high Constitution is helpful for everyone.



        Base                                                                                               ----------------------Ritual Tracing----------------------
        Attack       Fort Ref  Will                                                              Rituals
Level   Bonus        Save Save Save   Special                                                    Known     Rote      Minor     Least     Lesser    Greater   Advanced
1       +0           +0   +2   +2     Bonded Glyph, Glyphic Empathy                              4         3         1         --        --        --        --
2       +1           +0   +3   +3     Runic Senses                                               5         3         2         --        --        --        --
3       +2           +1   +3   +3     Crawling Glyph (minor)                                     6         4         2         --        --        --        --
4       +3           +1   +4   +4     Rapid Retracing                                            7         4         3         --        --        --        --
5       +3           +1   +4   +4     --                                                         8         4         3         1         --        --        --
6       +4           +2   +5   +5     --                                                         9         4         3         2         --        --        --
7       +5           +2   +5   +5     Crawling Glyph (least)                                     10        4         4         2         --        --        --
8       +6/+1        +2   +6   +6     Runic Affinity                                             11        4         4         3         --        --        --
9       +6/+1        +3   +6   +6     --                                                         12        4         4         3         1         --        --
10      +7/+2        +3   +7   +7     --                                                         13        4         4         3         2         --        --
11      +8/+3        +3   +7   +7     Crawling Glyph (lesser)                                    14        4         4         4         2         --        --
12      +9/+4        +4   +8   +8     --                                                         15        4         4         4         3         --        --
13      +9/+4        +4   +8   +8     --                                                         16        4         4         4         3         1         --
14      +10/+5       +4   +9   +9     Symbolic Affinity                                          17        4         4         4         3         2         --
15      +11/+6/+1    +5   +9   +9     Crawling Glyph (greater)                                   18        4         4         4         4         2         --
16      +12/+7/+2    +5   +10  +10    --                                                         19        4         4         4         4         3         --
17      +12/+7/+2    +5   +10  +10    --                                                         20        4         4         4         4         3         1
18      +13/+8/+3    +6   +11  +11    --                                                         21        4         4         4         4         3         2
19      +14/+9/+4    +6   +11  +11    Crawling Glyph (advanced)                                  22        4         4         4         4         4         3
20      +15/+10/+5   +6   +12  +12    Glyphwalking                                               23        4         4         4         4         4         4


- Save DCs are Wis-based.
- Knows a limited number of rituals from your class list. At 5th level and every 5 levels thereafter, you can learn a new ritual in place of one you already know.
- Bonded Glyph: 1st. Familiar-like crawling glyph.
- Glyphic Empathy: 1st. Wild Empathy for crawling glyphs and other runic creatures.
- Runic Senses (Su): Beginning at 2nd level, you gain the ability to find and disable magical traps, as per the trapfinding Rogue ability. When using this ability, you use Decipher Script to find them instead of Search and you use Spellcraft to disable them instead of Disable Device. This does not grant you the ability to find or disable non-magical traps, only magical ones.
- Crawling Glyph (Sp): Beginning at 3rd level, you can release the Crawling Glyph ritual at will. Initially, you can only release it at the minor grade. At 7th level, and every 4 levels thereafter, the maximum grade you can release it at increases by 1, to a maximum of the advanced grade at level 19. You can only have one instance of this ability ongoing at a time, although this does not interfere with your ability to use the Crawling Glyph ritual through other means, such as tracing and releasing it normally.
- Runic Affinity (Su): Beginning at 8th level, you can use spell trigger and spell completion items as though you were an arcane spellcaster and had a spell list with the following spells on it. Use your Glyphwalker tracer level as your effective caster level. Additionally, you do not trigger these spells by your presence or interaction with them or the objects they ward unless you desire to, although you may still be affected by them if you are caught within their areas when they are otherwise triggered. This ability applies to the arcane mark, elder glyph of warding, explosive runes, evacuation rune, ghoul glyph, glyph of warding, greater glyph of warding, illusionary script, instant summons, and sepia snake sigil spells. At the DM's discretion, other, similar spells can be added to this list.
- Symbolic Affinity (Su): Beginning at 14th level, add all symbol spells, such as symbol of death and symbol of pain, to the list of spells to which your Runic Versatility ability applies.
- Glyphwalking (Su): At 20th level, you develop a personal glyph. You and any others that you instruct can scribe it on any surface using mystical inks and tools in a process that costs 100 gp in materials and takes 1 minute. Any time thereafter as a standard action, by touching one copy of your glyph, you can teleport yourself, the possessions on your person, and any other willing travelers also touching that glyph to any other copy of your personal glyph. This transportation functions across any range and across planar boundaries, even in places where teleportation is normally barred, as per the transport travelers version of a wish spell (although unlike the spell, this does not cost you any experience). You can even use this ability to teleport into an area where magic does not function. However, as this is a supernatural ability, it will still be suppressed in such areas, preventing you from leaving such a place in the same way.
- As you can probably tell already, dead levels aplenty need to be dealt with.

Class Skills (4+Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Listen, Profession, Search, Spellcraft, Spot, and Use Magic Device.


---------------------------------------------------------------


Bonded Glyph
A glyphwalker's bonded glyph is a magical tattoo that has rudimentary sentience.  It grants the glyphwalker certain abilities based on the glyphwalker's class level, as shown in the table below.

Basics
A bonded glyph is a magical tattoo, although it does not count against the number of magical or psionic tattoos the glyphwalker can have. Even if the glyphwalker does not have flesh, the bonded glyph appears inscribed somewhere on her body. It functions as an intelligent magic item in most ways. If the bonded glyph would ever be transferred off of the glyphwalker, it immediately disappears, reappearing on the glyphwalker 1d4 rounds later.
  • Caster Level: As a magic item, the bonded glyph has a caster level equal to the glyphwalker's class level.
  • Hit Points: Should the bonded glyph somehow be attacked, it has hit points equal to one half of the glyphwalker's normal maximum and hardness 5.
  • Saving Throws: For each saving throw, use either the bonded glyph's base save bonus (2 + 1/2 its caster level) or the glyphwalker's (as calculated from all her classes), whichever is better, as normal for magic item saving throws. The glyph uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the glyphwalker might have on saves.
  • Ability Scores: A bonded glyph has Intelligence, Wisdom, and Charisma scores equal to its owner's.
Glyphwalker LevelSpecialSenses
1st-2ndAlertness, Communication (empathy), Ego, Glyph30 ft. vision and hearing
3rd-5th60 ft. vision and hearing
6th-8th120 ft. vision and hearing
9th-11th30 ft. darkvision
12th-14th60 ft. darkvision
15th-17th120 ft. darkvision
18th-20th60 ft. blindsense

Alertness (Ex): While the bonded glyph is on the glyphwalker's body, it grants her the benefits of the Alertness feat.

Communication: Initially, your awakened mind blade can only only communicate through basic empathy (as an intelligent magic item). At 10th level, it gains the ability to speak (but not read) any language the you can speak and can communicate telepathically with you, regardless of distance and even across planar boundaries. At 13th level, it can also read any language you can read. At 16th level, it gains telepathy out to 100 feet, allowing it to communicate telepathically with any intelligent creature with a language within 100 feet of you or of any instance of the mind blade itself. At 19th level, it can also read all magical and psionic texts, as per the read magic spell.

Ego: Your mind blade has an ego score appropriate for an intelligent magic item. Its ego score is equal to the sum of its enhancement bonus, the equivalent enhancement bonus of special abilities granted by Blade of Power or other means, the highest level power it can manifest, and its total Intelligence, Wisdom, and Charisma modifiers. Additionally, its ego score increases by 1 for each of the ability to read languages, read magic, and communicate telepathically (other than with you) it possesses, and for every 10 total skill ranks (across all its skills) it possesses. Many Mind Blade feats also increase your mind blade's ego, in addition to other effects.

Glyph (Ex): When the glyphwalker acquires her bonded glyph, she chooses one of the following glyphs to acquire. Each glyph grants a specific, additional benefit to the glyphwalker. This benefit only applies while the bonded glyph is on the glyphwalker's body.
GlyphBenefit to Owner
Amn+3 bonus on Climb checks
Ber+3 bonus on Spot checks
Cham+3 bonus on Escape Artist checks
Dol+3 bonus on Intimidate checks
ElLow-light vision
Eld+3 bonus on Swim checks
Eth+2 bonus on Charisma checks
Fal+2 bonus on Strength checks and grapple checks
Gul+4 bonus on saves against acid
Hel+3 bonus on Use Magic Device checks
Ith+2 bonus on critical confirmation rolls
Io+2 bonus on Constitution checks and Wisdom checks
Ist+3 bonus on Decipher Script checks
Jah+3 hit points
Ko+2 bonus on Dexterity checks and initiative checks
Lem+3 bonus on Appraise checks
Lo+4 bonus on saves against cold
Lum+2 bonus on Intelligence checks
Mal+2 bonus on Will saves
Nef+2 bonus on Fortitude saves
Ohm+4 bonus on saves against electricity
OrtElectricity resistance 5
Pul+2 bonus on Reflex saves
RalFire resistance 5
Shael+3 bonus on Tumble checks
SolDR 1/-
Sur+3 bonus on Listen checks
Tal+4 bonus on saves agains disease and poison
ThulCold resistance 5
Tir+3 bonus on Spellcraft checks
Um+1 bonus on all saving throws
Vex+4 bonus on saves against fire
Zod+3 bonus on Survival checks

Senses: Initially, a bonded glyph can only see and hear out to 30 feet. This range improves to 60 feet when its owner reaches level 3 and to 120 feet at level 6. In addition, the bonded glyph gains darkvision out to 30 feet at level 9, improving to 60 feet at level 12 and to 120 feet at level 15. When its owner reaches level 18, the bonded glyph also gains blindsense out to 60 feet.
« Last Edit: August 05, 2013, 03:58:53 AM by Garryl »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #4 on: July 29, 2013, 03:44:30 PM »
Ritualist

Alignment: Any.
HD: d8
Races: Humans, half-elves, half-orcs, halflings, or any other race that values versatility.
Abilities: Intelligence governs how difficult a ritualist's rituals are to resist; Constitution is always useful (everyone needs more hit points), and any other ability score can be useful to a ritualist depending on what role she is trying to play.


        Base                                                                            ----------------------Ritual Tracing----------------------
        Attack       Fort Ref  Will                                                     
Level   Bonus        Save Save Save   Special                                           Rote      Minor     Least     Lesser    Greater   Advanced
1       +0           +0   +0   +2     Craft Ritual Incense, Share Ritual (rote)         3         2         --        --        --        --
2       +1           +0   +0   +3     --                                                4         2         --        --        --        --
3       +2           +1   +1   +3     Rapid Retracing                                   4         3         --        --        --        --
4       +3           +1   +1   +4     Share Ritual (minor)                              4         3         1         --        --        --
5       +3           +1   +1   +4     Ritual Focus +1                                   4         3         2         --        --        --
6       +4           +2   +2   +5     --                                                4         4         2         --        --        --
7       +5           +2   +2   +5     Bonus Feat                                        4         4         3         --        --        --
8       +6/+1        +2   +2   +6     Share Ritual (least)                              4         4         3         1         --        --
9       +6/+1        +3   +3   +6     --                                                4         4         3         2         --        --
10      +7/+2        +3   +3   +7     Ritual Focus +2                                   4         4         4         2         --        --
11      +8/+3        +3   +3   +7     Adaptive Ritual                                   4         4         4         3         --        --
12      +9/+4        +4   +4   +8     Share Ritual (lesser)                             4         4         4         3         1         --
13      +9/+4        +4   +4   +8     Bonus Feat                                        4         4         4         3         2         --
14      +10/+5       +4   +4   +9     --                                                4         4         4         4         2         --
15      +11/+6/+1    +5   +5   +9     Ritual Focus +3                                   5         4         4         4         3         --
16      +12/+7/+2    +5   +5   +10    Share Ritual (greater)                            5         5         4         4         3         1
17      +12/+7/+2    +5   +5   +10    Potent Ritual 1/day                               5         5         5         4         4         2
18      +13/+8/+3    +6   +6   +11    --                                                5         5         5         5         4         3
19      +14/+9/+4    +6   +6   +11    Bonus Feat                                        5         5         5         5         5         4
20      +15/+10/+5   +6   +6   +12    Ritual Focus +4, Share Ritual (advanced)          5         5         5         5         5         5


- Save DCs are Int-based.
- Knows all rituals on the class list.
- Craft Ritual Incense: 1st. Bonus feat.
- Share Ritual: 1st, 4th, 8th, 12th, 16th, 20th. Like the original Ritualist.
- Rapid Retracing: 3rd. Trace a ritual that you have released within the last 15 minutes in only 1 minute.
- Ritual Focus: 5th, 10th, 15th, 20th. Add level/5 to ritual DCs.
- Bonus Feat: 7th, 13th, 19th. Gain a bonus ritual or metaritual feat.
- Adaptive Ritual: 11th. Release 2 rituals of the same grade to produce the effect of releasing any Ritualist ritual you know of the same grade and a duration other than "Traced".
- Potent Ritual: 17th. 1/day, enhance a ritual as you release it. It can be released and function inside a dead magic zone, anti-magic field, or similar effect. The enhanced ritual cannot be dispelled.

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #5 on: July 29, 2013, 03:44:39 PM »
Witchblood


Alignment: Any nongood.
HD: d6
Races: Any.
Abilities: Charisma determines the potency of your rituals and other class features; Constitution is always useful (everyone needs more hit points, and witchbloods are somewhat squishy).



        Base                                                                           ----------------------Ritual Tracing----------------------
        Attack   Fort Ref  Will
Level   Bonus    Save Save Save   Special                                              Rote      Minor     Least     Lesser    Greater   Advanced
1       +0       +0   +0   +2     Cursed Glance -2, Curse of Stupor, Evil Eye          3         1         --        --        --        --
2       +1       +0   +0   +3     --                                                   3         2         --        --        --        --
3       +1       +1   +1   +3     Rapid Retracing                                      4         2         --        --        --        --
4       +2       +1   +1   +4     --                                                   4         3         --        --        --        --
5       +2       +1   +1   +4     Chaotic Commands, Ill Tidings, Ritual Focus +1       4         3         1         --        --        --
6       +3       +2   +2   +5     Black Cloud 20 ft.                                   4         3         2         --        --        --
7       +3       +2   +2   +5     Cursed Glance -4                                     4         4         2         --        --        --
8       +4       +2   +2   +6     Chains of Adversity                                  4         4         3         --        --        --
9       +4       +3   +3   +6     Black Cloud 30 ft.                                   4         4         3         1         --        --
10      +5       +3   +3   +7     Double Evil Eye, Ritual Focus +2                     4         4         3         2         --        --
11      +5       +3   +3   +7     Mystic Contrariness                                  4         4         4         2         --        --
12      +6/+1    +4   +4   +8     Black Cloud 40 ft.                                   4         4         4         3         --        --
13      +6/+1    +4   +4   +8     Cursed Glance -6                                     4         4         4         3         1         --
14      +7/+2    +4   +4   +9     Dark Companion                                       4         4         4         3         2         --
15      +7/+2    +5   +5   +9     Black Cloud 50 ft., Ritual Focus +3                  4         4         4         4         2         --
16      +8/+3    +5   +5   +10    --                                                   4         4         4         4         3         --
17      +8/+3    +5   +5   +10    The Same Doubled                                     4         4         4         4         3         1
18      +9/+4    +6   +6   +11    Black Cloud 60 ft.                                   4         4         4         4         3         2
19      +9/+4    +6   +6   +11    Cursed Glance -8                                     4         4         4         4         4         3
20      +10/+5   +6   +6   +12    Ritual Focus +4, The Bitter End, Triple Evil Eye     4         4         4         4         4         4


- Save DCs are Cha-based.
- Knows all rituals on the class list.
- Evil Eye: 1st. Sort of Anti-Bardic Music meets Hexblade's Curse. Look at people to cause penalties and stuff. 1/day/level. All uses of Evil Eye require eye contact (as per active gaze).
- Rapid Retracing: 3rd. Trace a ritual that you have released within the last 15 minutes in only 1 minute.
- Ritual Focus: 5th, 10th, 15th, 20th. Add level/5 to ritual DCs.

Evil Eye (Su): Witchbloods are known for their ability to curse their foes, stealing skill and fortune with a glance. You can attempt to curse any target within 60 feet. Unless otherwise stated, curses take a standard action to use and last 5 minutes unless removed earlier (you can dismiss any of your curses as a free action). If a curse allows a saving throw, the DC is equal to 10 + 1/2 your Witchblood level + your Charisma modifier. You can use your curses a total number of times per day equal to your Witchblood level plus your Charisma modifier (minimum 1/day). Some curses, particularly stronger ones, require multiple daily uses to effect.

Most curses normally only affect one or a few targets. However, beginning at 6th level, you gain the ability to bring your curses into effect as a black cloud of misfortune. Each curse that can be used this way indicates its effects when effected as a black cloud. Curses that do not indicate their black cloud effects cannot be used as a black cloud. The radius of your black cloud is 20 feet at 6th level, and increases by 10 feet every 3 levels thereafter, to a maximum of 60 feet at level 18. You can dismiss your curses from each subject of a black cloud individually, without affecting the other subjects or the cloud itself. A curse effected as a black cloud appears as a thin black mist that does not impede vision.

A given subject can only be affected by a single one of your Evil Eye curses at once. Any creature only has a finite amount of luck to steal away. To apply new curses, you must first dismiss your older ones (a free action). As you gain levels, you learn to steal even more dregs of fortune from your victims. Starting at 10th level, you can affect your subjects with 2 curses at once, Increasing to 3 curses at level 20. This limit applies only to your own Evil Eyes. Evil Eyes from other Witchbloods and curses from other sources and abilities (even your own) are not subject to this limit.

(click to show/hide)

« Last Edit: July 29, 2013, 03:46:29 PM by Garryl »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #6 on: July 29, 2013, 03:48:54 PM »
Rituals notes


To Be Ported (and include extra grades sometimes, some standard downscaling, and so forth, but otherwise pretty good as-is):
Hexed Circle
Null Zone
Odious Circle
Ritual Boost - Upscale to higher grades.
Ritual Dodge - Upscale to higher grades.
Ritual of Attraction
Ritual of Bitter Winter
Ritual of Blood Summoning - Don't forget to let higher grades summon lesser options, as was originally intended.
Ritual of Deflection
Ritual of Emptiness


Issues:
Circle of Good Hope: I want to separate the ritual-sharing from the morale bonuses. Should ritual-sharing be the sole purview of Ritualist class features and the Bloodstained Ritual/Blood Bond feat chain?
Spell Rituals (Expert's, Prophet's, Warrior, Witchblood's, and the generic Spell Ritual): What to do with these? They have caused problems since day 1.
Metamagic Ritual: Eek! Free metamagic.
Ritual of Celerity: Tie in to Ritual of Speed.
Ritual Focus: Tie in to Ritual of Prowess.
Ritual of Abjuration: Downscaling needed. Rename to Abjurer's Guard?
Ritual of Agility: Do the Dex bonus in Ritual Boost instead. Rework the rest. Tie in to Ritual Dodge?
Ritual of Awakened Senses: Fix the order of senses, downscale ranges slightly?
Ritual of Cognition: Junk it.
Ritual of Competence: Downscaling needed.
SLA Rituals (Ritual of Detection, Motion, Nondetection, Speech): The spells, not the ability to cast them, should be the effects of the rituals.
Ritual of Divination: Downscaling needed. Rename to Diviner's Foresight?
Ritual of Enchantment: Downscaling needed. Rename to Enchanter's Presence?
Ritual of Endurance: Do the Con bonus in Ritual Boost instead. Rework the rest. Tie in to Ritual of Protection?
Ritual of Evocation: Damage type change and bonus damage is fine (bonus damage might need a bit of downscaling, though). The Bigby's Interposing Hand bit needs to go. The issue, however, is that it's not like the other Ritual of [School] rituals. It boosts, rather than granting a boost after casting. Rename to Evoker's Might?
Ritual of Flight: Does it really need the feats? Try to focus on the fly speed, don't get too fancy.
... pausing here

In general, too damn many rituals try to do too damn many things at once at higher grades, all while scaling up the things that they do already to crazy heights.

« Last Edit: July 29, 2013, 10:36:32 PM by FireInTheSky »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #7 on: July 29, 2013, 03:49:10 PM »
Rituals
Each ritual indicates the grade or grades at which it can be traced. A ritual can be traced in a higher grade ritual slot than the grade of effects it produces, but this provides no additional benefits to the ritual's effects. Grade-dependent effects, such as the ritual's save DC and effective spell level when released, will be increased by the higher grade, even if the ritual itself does not provide any increased effects. A ritual cannot be traced at a lower grade than its minimum for which it has a listed effect, however.


Abjurer's Guard
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Allied Covenant
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Annihilation Zone
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Blood Summoning
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Call of the Undying Warrior
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Circle of Agony
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Circle of Bitter Winter
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Circle of Blood
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Circle of Chaos
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Circle of Despair
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Circle of Pain
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Circle of Peace
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Circle of Shards
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Circle of Torment
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Crawling Ritual
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Diviner's Foresight
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Enchanter's Presence
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Evoker's Might
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Hexed Circle
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Illusionist's Guile
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Necromancer's Vigor
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Null Zone
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Odious Circle
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Ritual Boost
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Ritual Deflection
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Ritual Dodge
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Ritual Protection
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Ritual Initiative
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Ritual Insight
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Ritual Prowess
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Ritual Resistance
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Ritual of Attraction
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Ritual of Awakened Senses
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Ritual of Earthen Fortification
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Ritual of Emptiness
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Ritual of Flight
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Ritual of Healing
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Ritual of Independence
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Ritual of Intuition
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« Last Edit: August 14, 2013, 11:36:37 PM by Garryl »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #8 on: July 29, 2013, 03:49:22 PM »

Ritual of Mastery
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Ritual of Misdirection
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Ritual of Motion
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Ritual of Nondetection
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Ritual of Parity
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Ritual of Piercing Magic
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Ritual of Plague
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Ritual of Size
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Ritual of Speech
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Ritual of Spell Power
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Ritual of the Blessed Soul
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« Last Edit: August 14, 2013, 11:36:49 PM by Garryl »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #9 on: July 29, 2013, 03:49:34 PM »
Rituals 3/4
« Last Edit: July 29, 2013, 10:36:01 PM by FireInTheSky »

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #10 on: July 29, 2013, 03:49:44 PM »
Rituals 4/4

Offline FireInTheSky

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Re: Revised Rituals 'R' Us
« Reply #11 on: July 29, 2013, 09:42:50 PM »
Ok, so seeing how Bloodfused Ritual works now, here's a thought for a Ritualist CF:
 Lower level: Slotless Duration:Traced Ritual (different from Bloodfused Ritual in that it must be duration = Traced)
 Higher level: Slotless Duration:Traced ritual (from above) affects all allies within a radius (i.e. permaffected by CoGH for free)

EDIT:
For Spell Rituals (of various flavors), I think the underlying issue was that there were benefits to the duplicated spells that weren't available through Ritual. Easy answer - write more Rituals! :D

EDIT2: Tried my hand at an update. What do you think of Ritual of Awakened Senses?

EDIT3: What will the progression of non-ritual PrCs (Expert/Mage/Warrior) look like? Will they have Rote rituals, or still just Minor/Least/Lesser/Greater?
« Last Edit: July 30, 2013, 07:13:48 AM by FireInTheSky »

Offline FireInTheSky

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Re: Revised Rituals 'R' Us
« Reply #12 on: July 30, 2013, 07:26:10 AM »
Enough with the editing!  :)

What kinds of Rituals should have a duration of Traced instead of, say 1(0)min/level?

EDIT (dammit!): Do you want to combine Ritual of Independence and Ritual of the Mind's Edge?
« Last Edit: July 30, 2013, 07:32:03 AM by FireInTheSky »

Offline sirpercival

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Re: Revised Rituals 'R' Us
« Reply #13 on: July 30, 2013, 10:41:44 AM »
You should source Touchsight since it's more obscure than the others, and is only available via the power.
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Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #14 on: July 30, 2013, 01:50:59 PM »
Ok, so seeing how Bloodfused Ritual works now, here's a thought for a Ritualist CF:
 Lower level: Slotless Duration:Traced Ritual (different from Bloodfused Ritual in that it must be duration = Traced)
 Higher level: Slotless Duration:Traced ritual (from above) affects all allies within a radius (i.e. permaffected by CoGH for free)

I'm not quite sure I follow, but the idea of permanently sharing a ritual is good.

Quote
EDIT:
For Spell Rituals (of various flavors), I think the underlying issue was that there were benefits to the duplicated spells that weren't available through Ritual. Easy answer - write more Rituals! :D

Yeah, more rituals is the answer. Fill the gaps with your own stuff, don't steal from someone else! Spell rituals, as they were, are just too open-ended. They were letting you cherry-pick from a whole other subsystem. Plus, it's not a good sign when you need as much rules text and clarifications for one ability as you do for the rest of the subsystem.

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EDIT2: Tried my hand at an update. What do you think of Ritual of Awakened Senses?

You don't need to carry over the whole slew of lower-level senses into the higher-grade versions, I think. Remember that you can just trace the ritual in multiple slots if you want different types of senses. Also remember that classes will have more ritual slots available than the previous version (excluding rotes, Ritualist is capping at 25 instead of 17, Witchblood at 20 instead of 13, and Bloodfire Seeker is still at 12 but as per the new ritual rules can retrace in 1 hour instead of 24 hours), so spreading effects out between rituals instead of being clumped up in one at higher levels is easier to do (it's also one of the things I'm very much trying to do with my revision, too).

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EDIT3: What will the progression of non-ritual PrCs (Expert/Mage/Warrior) look like? Will they have Rote rituals, or still just Minor/Least/Lesser/Greater?

I'm hoping that those will become simple dual progression PrCs. If not, we'll see what they look like when we get there.

Enough with the editing!  :)

What kinds of Rituals should have a duration of Traced instead of, say 1(0)min/level?

Generally, I'm going for things that would be 1 hour/level or longer as spells (like Mage Armor), things that don't make sense if you have to know before you use them (like initiative boosts), and reserve feat-like rituals that grant you a minor-ish thing to do with your standard actions all day long. Generally, you're getting a lesser effect compared to a shorter-duration ritual. In ToB terms, think of the difference between stances and boosts. That's my current philosophy, anyways. I expect things to change once everything's written out and the mechanical holes are filled and we can get to another pass of rebalancing and stuff like that.

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EDIT (dammit!): Do you want to combine Ritual of Independence and Ritual of the Mind's Edge?

Possibly, but probably not. They deal with the idea of defending against mental magic in very different ways.

Offline FireInTheSky

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Re: Revised Rituals 'R' Us
« Reply #15 on: July 30, 2013, 10:33:17 PM »
Ok, so seeing how Bloodfused Ritual works now, here's a thought for a Ritualist CF:
 Lower level: Slotless Duration:Traced Ritual (different from Bloodfused Ritual in that it must be duration = Traced)
 Higher level: Slotless Duration:Traced ritual (from above) affects all allies within a radius (i.e. permaffected by CoGH for free)

I'm not quite sure I follow, but the idea of permanently sharing a ritual is good.

Enduring Ritual (Lasting Ritual? Some other name?): Beginning at 6th level, a Ritualist may have one ritual of a tier one lower than the highest he could trace, with a duration of Traced, that does not count against his slots.

Communal Ritual: From 14th level on, all allies within 30' gain the effect of a Ritualist's Enduring Ritual.


EDIT: Took out my version of Awakened Senses, and added a link to the touchsight power in Garryl's version.
« Last Edit: July 30, 2013, 10:38:03 PM by FireInTheSky »

Offline sirpercival

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Re: Revised Rituals 'R' Us
« Reply #16 on: July 31, 2013, 07:43:38 AM »
I'm going to try and formally write up the tracing rules.
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Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #17 on: August 01, 2013, 12:54:40 AM »
I put up a preliminary Glyphwalker up. It's largely the old Glyphwalker with the bonus feats stripped out. Still a lot of work to do on it.

Offline FireInTheSky

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Re: Revised Rituals 'R' Us
« Reply #18 on: August 14, 2013, 02:45:33 PM »
Garryl, what do you think of Enduring Ritual and Communal Ritual?

Offline Garryl

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Re: Revised Rituals 'R' Us
« Reply #19 on: August 14, 2013, 03:12:51 PM »
Enduring Ritual is just a bonus ritual slot with extra restrictions. It's not doing anything special.

Communal Ritual has promise. It's sort of like Mass Share Ritual.

I just had a thought. How about removing that hp damage from the baseline ritual tracing (it's always been problematic). Instead, make the Bloodstained Ritual feat do something along the lines of "When you trace a ritual, you may deal 1 damage to yourself or to a willing or helpless creature. If you do, the ritual gains {some small bonus}." Then, instead of the Witchblood just gaining Ritual Focus like the Ritualist, it could gain Bloodstained Ritual (and probably a couple of the other feats in that line, like it used to) and tie in the save DC boost to using that?

Sorry for kinda dropping this just after I started it. I need to start my job search, but looking for work scares the shit out of me, so I mostly end up procrastinating about everything and not doing anything productive at all.

Edit: I forgot to mention, you know how Circle Master doesn't show up for any of the revised rituals? It's not going to, ever. It'll just add all Circle and Zone rituals (as denoted by the fancy new descriptors) to your ritual list.
« Last Edit: August 14, 2013, 03:52:57 PM by Garryl »