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Rituals
Any spell in the rulebook can be casted as ritual. The casting time is 10 minutes. The spell used for the ritual must be in the caster’s spell book. The highest level of spell that can be cast as a ritual is dependent on the caster’s class. The spell used for the ritual does not need to be memorized. The component cost is the spell level SQUARED times ten gp. (level2 * 10 gp). Components can be bought at most magic shops like the Sorcerer’s Supply Shop in the City-State of the Invincible Overlord. As an option the referee may wish to impose specific component requirement on certain spells particularly for those 7th level or higher.
The intent of this system is that most utility spells are cast via ritual in the Majestic Wilderlands. This changes the role of scrolls. For Magic-Users and Thothian Mages, they are mainly created to increase the number of combat spells that can be cast. They are of particular importance to Orders who do not memorize spells.
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Furthermore the Rune-casters relies on a new class of magic items I developed the charm. A charm occupies an intermediate step between a one use scroll and a charged or per day/wand/rod/staff. It similar to a scroll except it is a little easier to actually use. (It is activated as opposed to read) and it can be recharage at a considerable discount. But it is more expensive to initially make.
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Enchant Charm
Spell Level: Magic-user 4th level, Cleric 3rd Level
Range: Touch
Duration: Permanent
This spell is used to create magical charms, in addition to whatever research, special ingredients, and other efforts the Referee may determine are necessary for the task. Charms are similar to scrolls and wands in that they are used to cast the spells stored within them. Unlike scrolls the charm can have another spell infused them at a considerably cheaper cost; 50 gp per spell level. The creation of the charm itself is twice as much as a scroll cost to make; 200 gp per spell level. A charm can only be infused with spells at the level they are made or less. For example a 5th level Charm can have 3rd level Fireball infused it in it but not a 6th level Flesh to Stone. Charms are made out of materials worth at least 10 gp time the spell level stored. They take the forms of pendants, rings, cords, and other items that are easy to wear. Only one charm may cast on an object.
The intent of this system is that most utility spells are cast via ritual in the Majestic Wilderlands. This changes the role of scrolls. For Magic-Users and Thothian Mages, they are mainly created to increase the number of combat spells that can be cast. They are of particular importance to Orders who do not memorize spells.
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The class itself. Note that the class doesn't use spell memorization but solely relies on casting rituals. It advantage is the ability to cast multiple charms on one object. This means they don't have to ready a new charm or scroll once it's expended.
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Rune-casters, Order of Thor
Magic-users may choose to start as members of the Order of Thor. Members of the Order are known as Rune-casters.
• Rune-casters Gains 1D6-1 HP/level
• Can use leather armor, permitted to use dagger, staff, and handaxes.
• Can cast rituals.
• Can use runes in place of scrolls, wands, and charms (see below)
• At 11th level a Rune-caster will be asked to joining the governing council of a Hall and become an Elder. The Rune-caster has the option of establishing a Hall and attracts a group of fellow Rune-caster to join him in doing research and training Disciples.
This Order is both the youngest and oldest of the Magical Order. It originated among the Dwarves shortly after the chaos of the Uttermost War. While the Elves offered to teach all allied races their way of magic, the pride of the Dwarves led them to develop an independent method of creating spells.
The dwarves found that certain runes have magical properties. When properly inscribed the runes can be used create magic items that allowed the maker to cast spells. Over the centuries they refined rune inscription into a high art.
The dwarves are secretive and taught little of their art to the other races. However during the Crystal Wars, which brought down the Founder Empire, many dwarves immigrated to other regions of the Wilderlands. This was a time chaos and of great peril. For the first time dwarves taught allied races the secrets of rune casting. It would not be the last time.
Five centuries ago, a group of people known as the Skandians were migrating eastward along the icy reaches of the northern Wilderlands. One of the clans of Skandians was encamped along a fjord when they heard a thunderous crash. A glacier calved and filled the head of the fjord along with collapsing the main entrance to a Dwarven Hold. The clan encountered the surviving Dwarves and aided them in digging out the entrance. In gratitude the Dwarves taught the clan many of the arts of civilization including rune casting. The Skandians were permitted to settle on the shoreline and make the land their own new home.
The Skandian Rune-casters organized themselves into Halls. Halls are typically located near a Dwarven Hold for mutual support and aid. The organization of a Rune-caster Hall differs little from a Skandian Clan. The leader of the Hall is known as a Chief and is advised by a council of Elders.
At 1st level the Rune-caster has completed his initial training and inducted as a Disciple. Disciples are expected to wander from Hall to Hall learning different aspect of Rune-casting. This includes spending time working with Rune-casters from friendly Dwarven Holds. If they have the recommendation of three chiefs or Elders by 5th level; they are recognized as a full Rune-caster. At 11th level they are recognized as Elders and are allowed to participate in the debates of the governing council of the Hall.
The main difference between Rune-casters and other ritual-using Orders is the use of Runes. Runes replace the use of scrolls, charms, and wands. A rune can be temporary or permanent. A temporary rune is created much in the same way as a scroll. When used, the rune-caster touches the rune and is able to cast the spell that round. Afterwards the rune dissipates.
The real advantage comes with permanent runes. Unlike charms multiple runes may be inscribed on a single object, provided there is physical space for the rune. The permanent rune is created in the same manner as a Charm item; then infused with a spell as per the charm rules. The Rune-caster merely has to touch the rune to activate it and can cast the spell that round.
Order of Thor Advancement
Level XP HD ST Ritual
1 0 1 15 1st
2 2,250 2 14
3 4,500 3 13 2nd
4 9,000 4 12
5 18,000 5 11 3rd
6 36,000 6 10
7 70,000 7 9 4th
8 110,000 8 8
9 160,000 9 7 5th
10 230,000 +1 hp 6
11 320,000 +2 hp 5 6th
12 420,000 +3 hp 5
13 535,000 +4 hp 5 7th
14 650,000 +5 hp 5
15 765,000 +6 hp 5 8th
16 880,000 +7 hp 5
17 995,000 +8 hp 5 9th
18 1,110,000 +9 hp 5
19 1,225,000 +10 hp 5
20 1,340,000 +11 hp 5
21+ +115,000/lvl +1 hp/lvl 5
Ask and ye shall receive, eh Rob? I'll read this over while I'm away on vacation - thanks for posting it!
ReplyDeleteWhat is the benefit to casting a spell as a ritual? Does the mage still need the spell in his book?
ReplyDelete@Chgowiz, you do not need to have it memorized to cast it as a ritual.
ReplyDeleteAnd yes it needs to be in the spellbook. I will add it that point.
Scrolls are still useful because they can be casted in combat.
Updated the Blog Post with the clarification.
ReplyDeleteJust out of curiosity, why Thor and not Odin?
ReplyDeleteThor is the more popular god in my setting than Odin.
ReplyDelete