Rituals, Rites, and Reverberations

SagaBorn is a low-magic system, but I wanted to give heroes ways to cast some higher-level, more powerful spells. Due to my love for old pulp fantasy magic, where it is dangerous and unknowable, I was led to design a system for rituals. This allows for a mage, or group of mages, to cast powerful spells, but with a potentially hefty cost.

Rituals, Rites, and Reverberations

Rituals are magic rites that allow magic users to cast seemingly impossible spells.

A ritual or rite is performed using Spellcraft checks (normally 3 to 5, but it can be any odd number above 3). For the ritual to be successful, the spellcaster needs more successes than failures. Each failure creates a reverberation, a ripple in the fabric of the current plane. These can have many different effects, each detailed in the Reverberation section.

There are other costs to rituals. Rituals often have components. While some may be very rare and need a quest or adventure to find, most just have a gold value. A mage can buy a batch of “spell components” and just subtract the cost whenever a certain component is needed. Most rituals also have a Horror cost as the mages are bending energy and space into unnatural ways, and this leaves a mark.

And finally, rituals also cost mana. Some rituals cost more mana than a single mage may have. This means the ritual needs more spellcasters, and all contributing spellcasters must participate in all Spellcraft checks. This is done as a Cooperative skill check, with one mage being the lead.

Casting Rituals and Rites

  • Always a spell caster who is the magical focus.
  • A ritual can have as many spellcasters as wanted, but anyone contributing must have some mana.
  • All participating mages will roll Spellcasting skill checks; this will be handled as a cooperative skill check.
  • Additional mages can also contribute to mana. 

Reverberations

When a ritual is being cast, it can cause other magical energy to coalesce and create reverberations in the prime plane. 

d10Reverberation
1Demon
2Spirit
3Destruction
4Sacrifice
5Horror
6Wild Magic
7-10Nothing

Demon

A failed Spellcraft leads to a demon breaking through the veil into the prime plane. The StoryGuide can choose a CV, but it is recommended that it be aligned with the ritual’s difficulty.

Spirit

Undead rise from the mists into the prime plane. The StoryGuide can choose a CV, but it is recommended that it be aligned with the ritual’s difficulty.

Destruction

A ball of dark energy encircles the mages and explodes, doing 2d6 energy damage in a 30’ radius

Sacrifice

The mages feel a clawing in their minds. One must give up mana equal to 2d4+1. This mana lowers their maximum mana for days equal to their Talent Point level.

Horror

All mages and all observers gain 3d6 Horror.

Wild Magic

Magic can be unwieldy, and the ritual has caused an outburst of magic power. One of the mages participating casts a spell. The mage is determined at random, and they roll 2d4 to see how much mana they spend on the spell. While usually the random spell is centered on the focus of the ritual, the SG can decide otherwise. No matter, the burst of wild energy is always disruptive.

Nothing

No noticeable effect affects those at the ritual, but for the next week, they all suffer minor bouts of bad luck.

Example Rituals:

Become Between

Casting Time: 10 minutes

Duration: 1 hour

Materials: Consumed Components (100 gp) – a quartz crystal, a thin piece of fabric, and a silver loop

Skill Checks: 3

Cost: 10 mana

Failure: casters suffer hallucinations for 8 hours

Horror Cost: 2/2d4

A ritual to make someone ethereal, their body hovering between the living world and the In-Between. 

Commune with the Dead

Casting Time: 13 minutes

Duration: 5 minutes

Materials: Consumed Components (10 gp) – Incense, dirt from a grave

Skill Checks: 3 Spellcraft checks

Cost: 5 mana

Failure: Caster is considered Shaken for 1d4 hours.

Horror Cost: 5/2d6

The caster raises the dead to answer 6 questions. The corpse must still have a mouth and can not be undead (though a slain undead that had a 7 or above INT scores can be communed with). 

The corpse only has the knowledge it had in its life (or undeath). The corpse has the same personality it had during its life, but will be more aloof or angry. They are not bound to tell the truth, and answers are often brief and cryptic.

Creating an Automaton

Worker Automaton

Casting Time: 8 hours

Duration: N/A

Materials: Consumed Components (400 gp) – copper and brass, a crystal or glass sphere

Skill Checks: 5 Spellcraft checks

Cost: 30 mana

Failure: All spellcraft is difficult for 2d4 days

Horror: 2/1d6

This creates a worker automaton, a construct that follows the orders of its creator. It can take simple orders and will repeat the last order given by its creator until it is destroyed.

Guardian Automaton

Casting Time: 13 hours

Duration: N/A

Materials: Consumed Components (1000 gp) amarnium and brass, crystal or glass sphere

Skill Checks: 13 Spellcraft checks

Cost: 50 mana

Failure: All spellcraft is difficult for 2d4 days, and mages are fatigued for 48 hours.

Horror: 2/2d4

This creates an automaton, a construct that follows its creator’s orders. It can take simple orders and will repeat the last order until it is destroyed.

Creating a Golem

Casting Time: 13 hours

Duration: N/A

Materials: materials based on golem type and a crystal or glass sphere

Skill Checks: 7 Spellcraft checks

Cost: mana based on golem type

Failure: mages are stunned for 24 hours and all spellcraft is difficult for 2d4 days

Horror: 2/1d6

Flesh Golem, Lesser – Consumed Components (400 gp) – a corpse, herbs (must include mandrake root), filtered sand, amber, and blessed clay from a graveyard.

Flesh Golem, Greater – Consumed Components (1300 gp) – a corpses, herbs (must include mandrake root), filtered sand, amber, and blessed clay from a graveyard.

Clay Golem – Consumed Components (1800 gp) – herbs (must include mandrake root), filtered sand, amber, and blessed clay from a graveyard.

Stone Golem, Lesser – Consumed Components (2400 gp) –

Stone Golen Greater – Consumed Components (3200 gp) –

Iron Golem – Consumed Components (6600 gp) –

Exorcism

Casting Time: 1 hour

Duration: Varies

Materials: Consumed Components (30 gp) – silver dust,  water from a spring, salt, ink, and a quill.

Skill Check: 3

Cost: 8 Mana

Failure: -2 to Spirit saves for 1d10 days

Horror Cost: 1/1d3+1

The possessed creature must be trapped within a circle of salt. Runes of protection, expulsion, and binding must be written on the skin of the possessed (Spellcraft Check). Then the silver powder is mixed with the water and forced down the throat of the possessed creature. If the runes are scribed correctly, the invading spirit will be expelled, leaving the body unharmed.

Geas

Casting Time: 20 minutes

Duration: Permanent (Dispel)

Materials: Consumed Components (27 gp) –  ball of wax, a gold coin, and a tourmaline

Skill Checks: 3

Cost: 21 Mana

Failure: -10 to spirit saves for 10 days

Horror Cost: 1/1d6

A powerful enchantment, geas places a binding magical command on a creature, compelling it to either perform a specific task or avoid a particular action, as defined by the caster. While the spell cannot force a creature to commit suicide or undertake an action that would certainly lead to its death, it can demand nearly any other course of behavior. The affected creature is bound to the command until the task is completed, regardless of how long it takes.

The target may attempt to resist the geas with a Spirit check against the caster’s Spellcraft skill. If the creature successfully resists, the caster is immediately aware of the failure.

Should the creature willingly defy the command or fail to actively work toward fulfilling it, it suffers 2d8 damage and loses 1 point of CON for each day of neglect or each deliberate act of disobedience. This damage cannot be avoided with a save.

Hide Aura

Casting Time: 10 minutes

Duration: 1 Day

Materials: Black Wax Candle, Cold Iron Bar (consumed, see text), Silk sheet, Stone

Skill Check: Varies

Mana Cost: Varies

Failure: Loss of components

Horror Cost: 0

A magic item can be hidden from detection spells with the use of this ritual. 

A sheet of silk is laid on the ground and then the stone is laid upon it. The magical item is placed on top and then the cold iron bar is placed over it. The silk is used to wrap the stone and the iron close to the magical item. The candle is burned and the wax is used to seal the silk. This stops the magic item from being detected by scrying or detect spells. This protection lasts for 24 hours. The cold iron ingot is slowly consumed and turned to slag as the spell works, and after 24 hours it is left useless.

Charged Magic Items (per charge):

Skill Check: 1

Mana Cost: 3

Cold Iron Worth: 1 gp

Permanent Magic Item:

Skill Check: 3

Mana Cost: 7

Cold Iron Worth: 3 gp

Artifact:

Skill Check: 5 Difficult

Mana Cost: 20

Cold Iron Worth: 20 gp

Portent

Casting Time: 1 hour

Duration: Varies

Materials: Silver pendulum (100 gp); Consumed Components (20 gp) – Water from a spring. Salt, Pepper, A quartz crystal (1 gp, will crumble to dust)

Skill Checks: 3 

Cost: 1/2 Max HP for 2 days

Failure: 1/4 Max HP for 3d6 days

Horror Cost: 0/1d3

A portent can present players with a visual riddle that provides answers, but sometimes reveals questions they didn’t know they had.

Portent, Greater 

Casting Time: 8 hour

Duration: Varies

Materials: Silver pendulum (100 gp); Consumed Components (500 gp) – Water from a spring. Salt, Pepper, A diamond (will crumble to dust)

Skill Checks: 9

Cost: 1/2 Max HP for 3 days for each mage

Failure: 1/4 Max HP for 4d6 days

Horror Cost: 4/1d8

A portent can give the players a visual riddle that will give them answers, but sometimes to questions they didn’t know they had. The greater portent can answer more than one question and the mages can direct the riddle to try and reveal more clues. 

When a Greater Portent is being cast, the wall between this world and the navirim becomes thin. Creatures can enter this world during this time. Weather patterns also shift and change around a Greater Portent.

Removal of a Curse

Casting Time: 1 hours

Duration: Instant

Materials: Silver Bowl (10 gp); Consumed Components (100 gp) – squid’s ink, tallow, blood of the cursed, blood of an uncursed, charcoal

Skill Checks: 5

Cost: 7 mana

Failure: curse becomes more powerful

Horror Cost: 2/2d4

A candle must be made of tallow from a virgin boar mixed with the blood of the cursed and the oak charcoal. The cursed must have runic inscriptions written on their body with the squid’s ink. On a night were the moons are waning, the candle is placed in a bowl of water. The bowl must be made of silver and engraved with the name of the cursed.

The mage and the cursed must begin to chant “We pull from the bearer this unwanted curse, by this flame may its power diminish and disperse”. The mage must focus and attempt to pull the energy of the curse into the flame by using mana and concentration.

When the flame reaches the water level, but before it is extinguished, the blood of an uncursed must be spilt into the bowl. It must be fresh blood. As the flame is quenched in the water, the curse will be lifted. Best when Moons are waning, and in a place of power.

Summoning a Creature from the In-Between

This spell will summon a creature stuck in the Between to the material plane of Uteria. This does not contain the summoned creature, it only frees them.

Casting Time: 8 hours

Materials: Consumed Components (100 gp) – A vessel for the creature, 5 red and 5 white candles imbued with iron and silver, juniper incense, summoning circle outlined in silver

Skill Checks: 7

Cost: 23 mana

Failure: Loss of 1d8 hit points for 5 days

Sanity Cost: 2/1d6

The circle is drawn in a place in view of the night sky and moons, and the vessel body is placed in the center of the circle. The candles are set at equal distance apart. The mages all begin to chant and write the name of the summoned along the outside of the circle, over and over. This is repeated for 8 hours. If successful, the summoned creature invades the body of the vessel. 

This does not bring over a summoned creature’s body if it is in the In-Between. Creatures can be sent back using the same ritual.

*Spellcasters gain +5% to their Spellcraft rolls for each full moon.

Summon Greater Navirite

Casting Time: 13 hours

Duration: 1 hour

Materials: Consumed Components (3333 gp) – A single candle whose wax is mixed with the blood of the caster, silver wire, 5 gold runestones, amarnium hooks

Skill Checks: 13

Cost: 66 mana (mana is lost from max mana and regained at 1 mana per day)

Failure: shaken for 3d10 days, gain 1 phobia

Sanity Cost: 5/5d4

The circle is drawn in a place untouched by sun or moon. The single candle is lit on the northern side. A net is woven of the silver wire, with the amarnium hooks attached. The five runestones are set equidistant apart along the circle.

The casters begin the ritual, weaving the magic to enchant the net to hold the greater being. As they weave, the begin to tear the rift to the Navirim.

If the ritual is successfully cast, the creature is bound in the net. They will remain prisoner for one hour, and will be subject to answer questions or be bound by another ritual to serve the mages.