Rituals

Key Attribute: Intelligence

The Rituals skill represents your knowledge of blood rituals. Unlike the Arcana skill, which deals with harnessing Magic Points, the Rituals skill is focused on harnessing the raw magic present in all life.

Rank 1 Ability

By spending a move action in the round after damaging a hostile creature, you can make a quick basic rune on he weapon you used to increase its damage. This only works on piercing or slashing weapons. The rune lasts for an hour. You may damage yourself to make a rune in this way, but must deal at least 1 point of lethal damage in order to do so. A weapon with this rune deals an additional 1d4 points of damage to all creatures who are not at full hit points.

Rank 2 Ability

As an immediate action, you may choose to deal yourself damage as an additional somatic component to any spell. For every 4 points of damage you choose to deal in this fashion, increase the damage dealt by your next spell (if applicable) by +1d8.

Rank 3 Ability

As an immediate action, if an intelligent humanoid dies within 10 feet of you, you may You may choose to use it's death as an additional material component in any spell that deals damage. The spell must be cast less than 30 seconds after the creature dies to be effective.

Base DC: 13 + the slain creature's HD.

Success: The damage of the spell increases by the maximum amount of hit points the creature had in life (maximum 50). If you exceed the DC by more than 10, the damage of the spell increases by the maximum amount of hit points the creature had in life (maximum 100). If you exceed the DC by more than 20, damage of the spell increases by the maximum amount of hit points the creature had in life.

Failure: You gain no benefit for the additional component. If you fail the check by more than 10, you suffer 1d4 Constitution damage.

Rank 4 Ability

When you inflict wounds with a weapon that has your rune upon it, you gain 1MP for every 2 hit points of damage you inflict. This ability does not work if you do not have access to MP (either as a class feature or from a purchaced ability). MP gained in this way last for a number of minutes equal to your magic attack bonus, or until you cast a spell.

Rank 5 Ability

As an immediate action, you may choose to deal yourself damage as an additional somatic component to any spell. For every 6 points of damage you choose to deal in this fashion, you may add +10 MP to your mana pool.

Rank 6 Ability

The additional damage dealt by your rune (from the rank 1 ability) increases to 1d6.

Rank 7 Ability

As a full-round action before casting a spell may consume the fresh (less than 3 days old) brain of a humanoid or animal to temporarily boost your Intelligence

Base DC: 20 + spell Threshold

Success: Your Intelligence increases by +1d6 (if consuming an animal's brain) or +2d6 (if consuming a humanoid's brain) for a number of rounds equal to your magic attack bonus. If you exceed the DC by more than 10, the increase in Intelligence lasts for minutes instead of rounds. If you exceed the DC by more than 15, the increase lasts for hours.

Failure: Consuming the component has no effect. If you fail the skill check by more than 5, your Intelligence decreases by -1d6 for a number of rounds equal to your magic attack bonus. If you fail the check by more than 10, you suffer 1d6 points of Intelligence damage.

Rank 8 Ability

The additional damage dealt by your rune (from the rank 1 ability) increases to 1d8.

Rank 10 Ability

Any time you sacrifice a creature for MP, you may treat the creature as if it had +10 hit points.

Rank 12 Ability

The additional damage dealt by your rune (from the rank 1 ability) increases to 1d10.

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