There are three key differences between spellcasting and ritual casting. All rituals require materials, setup and processing time, and written formulas and often diagrams. Conversely, both spells and rituals draw upon the same knowledge (read a school rank) to manipulate magical energy. Finally, the source of energy used to power rituals comes from two areas: ambient magical energy (discussed previously) and material components. Some rituals draw more from ambient magical energy, while others draw more from the materials used; the specifics vary according to the ritual formula.
Common Material Components Lists: Materials used in rituals come in all shapes, sizes, and potency values. This allows mages and priest to get very creative with respect to materials used in the ritual formula. Further, by using materials with greater potency, a ritual can exceed its school ranks, allowing mages or priest with limited knowledge to potentially cast rituals/magic beyond their knowledge of the magical schools. For ease-of-use materials, they are categorized into distinct groups, and these groups are rated from 1 (lowest potency materials) to 7 (highest potency materials). There are Metals, Gems, Herbs/Plants, Alchemy/chemicals, Physical Creature parts, Spiritual/Life essence, Natural Energy sources, and Worked materials. Blue denotes magical properties. These lists are not complete but are used as a base to provide guidance; many more materials can be added to the lists below.
Metals group by potency:
1. Copper, Tin, Iron, Nickel, Zink, and Lead (most common)
2. Silver, Mercury (quicksilver), Brass, Bronze, Cast Iron, and Aluminum (processed)
3. Gold, Steel, Pewter, and Aluminum alloys
4. Platinum, Electrum, and Stainless Steel
5. Mithril, Orichlem (essence of gold)
6. Adamantine (essence of iron), Chromium (essence of Chrome)
7. Tallon (meteorite metal)
Gems group by potency:
1. Uncommon Stones (Quartz, Chrysoprase, Hematite, Amazonite, Turquoise, etc)
2. Ornamental Stones (Agate, Coral, Bloodstone, Serpentine, Amber, Jade, etc)
3. Rare Stones (Onyx, Jasper, Pearl, Moonstone, Alexandrite)
4. Semi-Precious Stones (Black Pearl, Garnet, Fluorite, Beryl, Peridot, Aquamarine, etc)
5. Semi-Precious Gems (Opal, Amethyst, Topaz, etc)
6. Precious Gemstones (Emerald, Sapphire, Ruby, Diamond, Black Diamond)
7. Fantastic/Extra-planer Gems (Nephrite (Olympian), Fatestone (Seas of Fate), etc)
Herbs/Plants grouped by potency:
1. Common Herbs/plants (Jutter Vine, Horseweed, Healwell, Footleaf, Rose, Cow-Wheat, etc)
2. Uncommon Herbs (Bull-rush, Featherfew, Cow Parsnip, Blackroot, Spidewart, etc)
3. Rare Herbs (Birthnot, Tamariske, Mandrake, Nightshade, Wolf's Bane, etc)
4. Very Rare (Elvish Galingale, Throw-Waxe, Belramba, Black Rose, Nightcall, etc)
5. Magical Herbs (Trebas, Bilberry, Silverthorn, Caffar, Tempin, etc)
6. World Specific Magical Herbs (Silver Trees (Equran), Jer-Mook (Equran), etc)
7. Extra-planer Magical Herbs (Hell flower, etc)
Alchemy/chemical Products grouped by potency:
1. Chemicals (Whitewash, Lacquer, Pesticide (garlic-oil), Soap, Glue (Burch resin), etc)
2. Uncommon Chemicals (Perfume, Acid, Rubbing Alcohol, Strong Glue, Embalming Fluid, Ink, etc)
3. Alchemy Products (Alchemist Fire, Glow Tubes, Sneezing Dust, Strong Acid, etc)
4. Rare Alchemy Products (Metal Enamel, Love Drops Ointment, Dust of Madness, etc)
5. Magical Potions/Oils (Love potion, Potion of Climbing, Oil of Slipperiness, Potion of Healing, etc)
6. Rare Magical Potions (Potion of Heroism, Potion of Speed, Potion of Longevity, etc)
7. Extra-planer Potions (Angel Tiers (Seven Heavens), etc)
Physical Creature Parts grouped by potency:
1. Common Animal Parts (dogs, cats, cow, raven, shark, snake, etc)
2. Uncommon Animal Parts (Lion, Tiger, Kangaroo, Eagle, Sea snake, Bear, Pelican, etc)
3. Rare Animal Parts (Giant Ape/Gorilla, Show tiger, Albino alligator, Whale, etc)
4. Giant Sized Animal Parts (Giant Dragonfly, Wyvern, Giant Ants, Mammoth, etc)
5. Semi-magical creature parts (Giants, Manticore, Pegasi, Stirge, Elf, Centaur, etc)
6. Magical Creature parts (Cockatrice, Dragon, Fairies, Griffon, Hydra, etc)
7. Extra-Planer Magical Creature parts (Demon, Devil, Angel, Astral Dragon, etc)
Spiritual/Life Essence grouped by potency:
1. Life Essence Large Plants (100 year old Oak tree, 100 year old Redwood, etc)
2. Life Essence Insects/Rodents (Rats, Beaver, Bee colony, Termite colony, etc)
3. Spirit/Life Essence of large animals (Lion, Tiger, Elephant, Whale, Rino, etc)
4. Spirit/Life Essence of primitive humanoids (kobolds, orcs, Lizardmen, troglodytes, etc)
5. Spirit/Life Essence of humanoids (humans, gnomes, dwarfs, elves, etc), or the caster (temporary effects will linger for several months)
6. Spirit/Life Essence of Magical creatures (Dragons, Fairies, Unicorns, etc), or the caster (permanent effects may result)
7. Spirit/Life Essence of Immortal creatures (Devils, Demons, Angels, etc), or the caster (multiple permanent effect WILL result - may even cause death).
Natural Energy Sources grouped by potency:
1. Moonlight, campfire, gravity, Strong wind
2. Sunlight, Bonfire, Audible explosion, rain storm
3. Lava, House Fire, Dragon Roar, Steam vents
4. Lightning Strike, City wide fire, Thunderstorm, Blizzard
5. Tornado, Volcanic Explosion, Radiation, Waterspout
6. Hurricane, Firestorm, Earthquake, Meteor Strike
7. Cataclysmic event
Worked materials grouped by complexity and craftsmanship:
1. Worked/embroiders cloth or leather, Worked wooden implements, Worked stone
2. Metal & wood tools, rare worked stone, rare cooked goods, complex diagrams
3. Multi-colored works of art, glasswork, Master-quality tools, Specialized alloyed metal tools
4. Custom jewelry, Cold –forged metal items, crafted in complete darkness
5. Forged/crafted in special locations (in a volcano, permafrost, underwater, etc.)
6. Dragon-Fire forged, item created by a specialized and rare race (fairies,
7. Created on a different plane, planet, moon (requires extreme environments)
While spells have more immediate effects, rituals take time to plan and execute. Rituals, like spells, come in 7 tiers.
Tier 1-2: Few rituals fall into the first tier, as actual spells often fill this need. These rituals are often used to detect, identify, and quantify. Limited to 1 & 2 ranks magical schools, first tier rituals are the least in power.
Tier 3-4: A larger group of rituals having access to 3rd through 4th Tier. This tier is the most diverse and perhaps has the largest number of rituals in its ranks. The bulk of the rituals found here are utilitarian in scope. A large group of defensive and protective rituals can also be found.
Tier 5-6: The second largest group of rituals. Many rituals to fabricate, recharge, and create items fall into this category. Rituals that enchant objects, creatures, or even locations are also common. Finally, many translocation rituals fall into this tier.
Tier 7: Reserved for monumental magic, this tier is rarely used because the individuals that possess the knowledge needed are rare. Tier 7 magic is more plentiful on high magic worlds and virtually non-existent on low magic worlds. In order to cast a Tier 7 ritual, commonly, the caster must be a master in at least one field of magic. Otherwise, he/she must tap into the upper tiers of materials to cover the gap.
As a simple rule, each tier requires its rank in material components. Components must be able to support/house the magic of the ritual for the intended duration. The greater the amount of magic used in the ritual, the more advanced type of components are required. Using substandard components is possible but will require a greater number of components to support the magic contained in the ritual (see component substitution below). It is also possible to combine multiple lesser component requirements into a single, more potent component. In all cases, the substitutions must be from the same component category and make logical sense.
Component Substitution: Components can be substituted, changed, or augmented based on the needs of the casting mage. However, a set of rules govern the type of substitutions that can be made.
One higher tier component can take the place of two lesser tier components. Thus, one Tier 5 component can take the place of TWO tier 4 components.
Two lower-tier components can take the place of one greater-tier component. Thus, two Tier 3 components can replace a Tier 4 component requirement.
Greater Tier components, beyond what is needed, added to a ritual formula can reduce either the magical school ranks needed to cast the ritual and/or reduce the ritual casting difficulty.
Only 1 substitution/change is allowed per Tier of the ritual.
Each time a component is altered, a new ritual casting formula must be developed. Major revisions/substitutions to a given ritual formula may require that the given ritual formula be reworked from scratch.
Only a single material from each group can be used to satisfy a component requirement.
Example: A wizard wants to create a ritual that will transport a large amount of material from one location to another, a tier 3 ritual – he requires 3 components to create the ritual. The initial research formula calls for Tier-3 Metal inlays (Gold), Tier-3 Gems (Alexandrite), and a Tier-3 Herb (Tamariske). However, both the gem and herb are very difficult to obtain in the region in which the magic lives, and therefore, he elects to substitute those two material components for a Tier-4 gem (Garnet), which, although more expensive, is easier to obtain. Thus, the finalized ritual would only have two material components Gold (tier-3) and Garnets (tier-4).
Example: The mage in the above example could have chosen a different path; however, rather than go for the more expensive tier-4 material component, he could have opted to downgrade the components to TWO Tier-2 components each. Thus, the Alexandrite Tier-3 requirements can be downgraded to Amber and Jade (two Tier-2 stones). Further, the Tamariske Tier-3 herb can be downgraded to Bull-rush and Blackroot (two Tier-2 herbs). Thus, the finalized ritual would have 5 material components Gold (tier-3), Amber, Jade, Bull-rush, and Blackroot (tier-2).
Keep in mind that the materials chosen MUST have some type of association with the general concept of the ritual. A ritual focused on transportation cannot have a material(s) that do not facilitate transport just to customize a ritual list.
Base Ritual Processing Time and Casting Times (OPTIONAL): Nearly all rituals have both preparation and casting times. A few factors (number & type of materials chosen, additional time added by the caster to perform various associated skills/processes, or time needed for rest/cooling, soaking/absorbing, or similar actions. These times vary by Tier, ranging from 1 minute to 1 hour under normal conditions at Tier-7. Casting times also vary from 1 combat round to 2 minutes at Tier-7. More detailed lists exist within the Downloads section of the Game Master's Guide.
Ritual Casting Difficulty and Prep-time Changes based on material components:
The BASE difficulty to cast a ritual is equal to 5 x the ritual Tier.
Many factors can alter the base preparation time, such as increased or decreased casting difficulty (most common), material processing times (allowing materials, to cool/heat, cure, mix, complete a chemical change, etc.) or requiring additional casters or helpers to setup and/or cast the ritual. There could be atmosphere/environmental factors to consider such as fog, rain, or darkness/sunshine. The options are limitless and should be carefully considered.
Environmental Factors (optional): There are many situational factors to consider when doing spell or ritual research. First, a suitable location, often quiet and protected from the elements, inside a building is needed. This functions as a place of work where the mage can meditate, take notes, and conduct magical experimentation. Most mages also make sure such a location is away from others to minimize the risk of unforeseen dangers.
Although it is possible to conduct research in a tent or in a cave, these environments are not ideal, and the GM should impose added difficult modifiers for research conducted in these locations. Alternately or in addition, the GM can also extend the time needed for research. Events such as components getting wet or damp, dust getting into materials, or animals/insects venturing into the research area are good examples.
Base Ritual Research Time: = Ritual Tier Rank x 30 hours per School Rank in the Formula
Base Ritual Research Cost: = 20 silver pieces per hour of research
(Costs for Library access and Laboratory rental are included)
Thus, a 2nd tier ritual would have a base ritual casting difficulty of 10, before modifications.
For every two material components beyond the base number required, increase the Ritual Casting Difficulty by +1.
For each material component reduced below the base number required, decrease the Ritual Casting Difficulty by 1.
Owning a personal magical library – Many mages own their own personal magical library, and the specifics for the relevancy and value of the library is discussed later in this document. If the literary meets or exceeds the value needed to research spells, it can reduce the cost of research as a library rental cost can be illuminated. Base Ritual Research Cost (listed above) can be reduced by 10% from 20 sps to 18 per hour of research.
Owning a personal magical laboratory – likewise owning a personal laboratory (standard or masterworked) can also reduce cost by 10%. Often, however, a sizable location where a laboratory must be laid out will be required.
One of the most important aspects of rituals is that the lack of magical knowledge can be accounted for by using more potent material components. Thus, if during ritual research, the initial formula calls for a magical school rank beyond what the mage possesses, the mage can choose to add a material component to satisfy the formula limited by his knowledge. In essence, the mage relies on these often-rare components to make up for his lack of knowledge.
RULE 1 & 2: Only 1-rank disparity in knowledge can be overcome in this manner, and each ritual formula is limited to no more than TWO such shortfalls.
Thus, if the original ritual formula calls for the following magical schools, Dimension & Distance 3, Power/Forces 3, and Primal Essence 4, and the mage only possesses Dimension & Distance 3, Power/Forces 2, and Primal Essence 3, he could add two additional components to account for his shortfall in magical knowledge.
RULE 3: Added components must be Tier rank equal to the school rank.
In the above example, the mage would need to add a 3rd tier component to account for the power/forces shortfall and a 4th rank material component to account for the Primal Essence shortfall. Thus, this ritual would require the base 2 materials components (because it is a Tire-2 ritual) with the addition of two more components for the shortfall in knowledge for a total of 4 material components (Two Tier 2, One Tier-3, and One Tier-4).
The additional components would, of course, add to the preparation and casting times as listed in Table R1.
RULE 4: If the ritual caster possesses the magical knowledge required to cast the ritual, he can still add up to TWO more material components to the formula to reduce the casting difficulty of the formula. The added materials must be equal to the highest magical school rank used in the ritual formula.
Thus, if the highest school rank used in the formula is a 4, then two 4th rank materials can be added to reduce the casting difficulty by 1 each. The two 4th rank materials thus added can then be condensed into a single 5th rank material still affording the -2 to casting difficulty.
Base Ritual Casting Cost Guidelines: Because all rituals require materials, all rituals cost money to cast. For ease of use the prices listed below are in silver pieces. Further, these are only guidelines, and the cost of locally available materials/services may impact the final cost. As always, the GM can make such determinations.
Base Materials Cost Estimate (General Rule):
((7)^Tier) in Silver Pieces
Thus, a Tier-4 ritual should have an average cost of ((7)^4)) = 2,401 sps
Thus, a Tier-6 ritual should have an average cost of ((7)^6)) = 117,649 sps
Keep in mind that adding, subtracting, or substituting materials will augment the base cost, sometimes considerably.
Sometimes, mages can offset the retail cost of various materials or the use of specialized skills by either producing the components themselves (Alchemy is a good example) or performing the specialized skill that may be needed to complete the ritual themselves (Artistic skills are a good example). In these cases, the GM will have to weigh the benefit versus the cost specific to the ritual guidelines to provide any reductions in the cost of casting the ritual. Going out and killing a dragon to obtain the dragon bones needed for a given ritual will assuredly cost less than purchasing said dragon bones from a magic shop, if the dragon bones are available in the first place.
Commonly, rituals produce temporary effects or minor magical items such as potions, ointments, or charged items. Depending on the potency of these items, they rarely attain Ritual Tier-6 in difficulty. However, producing an enchanted sword or a suite of armor will almost always require a Tier-6 and sometimes 7 ritual because of its near-permanent or permanent nature. Permanent magical items will require rank-6 or 7 Time school knowledge and, at a minimum, rank-3 or 4 Primal Essence school knowledge.
Physical Requirements for Permanency - objects that are to carry a near-permanent or permanent enchantment must be made of superior materials and crafted by individuals who are masters in their craft (D10+ skill rating). Thus, enchanting a permanent magical sword would require the services of a master weaponsmith, who must score a minimum of 20 on his skill check to craft the sword to be enchanted. These individuals will most always insist that the best materials are used in the construction of the blade, often resulting in a greater cost not only for superior materials but also the skill/time of the weaponsmith.
An intermediate mage (Power/Forces 2, Primal Essence 4, Time 5) wants to create a ritual to produce a Continual Light Globe on a near-permanent basis. After doing the research, the mage discovers that the ritual will require Power/Forces 2, Primal Essence 3, and Time 6, which places the ritual beyond his magical knowledge. However, he can elect to add another component to account for his knowledge shortfall in the time school. Further, he must boost the Primal Essence requirement to 4 to fuel the effect on a permanent basis. Satisfied with the initial research, he begins to develop the ritual.
Continual Light Globe (Power/Forces 2, Primal Essence 4, Time 6) - Tier 3 Ritual.
Material Components Needed: THREE Tier-3 Material Components + ONE additional Tier-6 component (time shortfall in knowledge).
Components:
Tier-3 Tamariske Herb juices
Tier-3 Alchemist Fire
Tier-3 Extract from an adult glow worm
Tier-6 Large Diamond
Base Research Time = (30 x 12) = 360 hours
Base Ritual Research Cost = 7,200 silver pieces
Base Cost to cast the Ritual: = 343 base + Large Diamond Cost (30,000 sps) = 30,343 sps total
Base Casting Difficulty = Tier 3 x 5 = 15 +4 (for permanency) = 19
Base Preparation time = 6 Minutes
Base Casting time = 4 Combat Rounds
The mage has a Ritual Casting Skill of D12 and an Intelligence of D10 with a +2 bonus to skill checks, and thus he can only successfully cast the ritual on a good roll. He decides to lower the difficulty by adding modifiers.
He adds Prolonged Casting Time, Prolonged Preparation Time and boosts one of the Tier-3 components to Tier-4 (Tamariske Herb to Elvish Galingale); and finally, because the mage also possesses mastery (d10) knowledge in herbalism, he decides to require such knowledge to actually cast the ritual. These modifications reduce the difficulty by 5 places to 14 (much more manageable).
These modifications have also altered the original formula as follows:
Components:
Tier-4 Elvish Galingale replaces Tamariske Herb juices
Tier-3 Alchemist Fire
Tier-3 Extract from an adult glow worm
Tier-6 Large Diamond
Base Research Time = Research has to be accomplished as the core aspects of the ritual have been changed.
Materials Cost has been increased (212 sps difference in price)
Base Preparation time = Tripled to 18 Minutes
Base Casting time = Tripled to 12 Combat Rounds
How the components are arranged, processed, or incorporated is up to the imagination of the creator.
The creator decides to employ a 3000 sp diamond as an orb. Then, the orb must be coated with the juices of the Elvish Galingale herb (3 herbs) and allowed to dry for 8 minutes under the sun. Then, a thick layer of Alchemist Fire paste is smeared upon the orb and soaked in the extract of an adult glow worm for an additional 10-minute period. Once all the preparation has been completed, the enchantment process can begin.
For the next few minutes, the mage must recite incantation and focus magical energy into the orb. Upon conclusion, a Ritual Casting Roll is required TD: 14 to determine success. If successful, a single Continual Light Orb has been created, if not, the ritual failed, and possibly all the materials are lost.