Rituals
All magic-users can use rituals. Each class has its own, but there are also some universal rituals that anyone can use.
Universal Rituals
- Detect Magic: At-will, concentration, short cone; you open your mind's eye, gaining the ability to "see" magic. Magical auras become visible to you, superimposed upon your normal sight. The exact appearance of magic varies widely from one practitioner to the next, but the effect is the same:
- At a glance, you can detect the presence of magic within your field of view. For each aura, you can see its relative intensity (i.e. rank). Your ability to determine the exact number and intensity of all auras in your line of sight is limited by a reason; in a combat scenario, you may examine only one object or creature per round.
- As a standard action, you may examine a specific aura to learn more about it. This requires a Spellcraft check, DC 10 per rank. On success, you learn the spell's general purpose; if it is a spell you already know, you know the exact spell. On failure, you learn nothing; you may not attempt another check against the same aura.
- Intense auras can be shocking to the system, as in order to see magic, one must allow it inside one's very soul. Evil or foul auras are even worse. Upon viewing any aura more than 1 rank higher than your own, you must pass a Will save (enemy's Oppression bonus applies) or be stunned (Will ends) and suffer 1 Strain per difference of rank. An evil or foul aura counts as one rank higher.
- Magic Circle: At-will, 10 minutes, circle 1-5; you create a magic circle, a simple, but powerful barrier against magical energy and magical beings. The circle forms an unbreakable barrier against line of effect (but not line of sight) for all magic and the physical bodies of summoned or extraplanar creatures.
- Focus: by default, the circle blocks energy in both directions. At casting time, you may choose to make the circle unidirectional.
- Breaking the Circle: if the material form of the circle (the chalk, salt, metals, etc) is upset, the spell is broken immediately.
- Overpowering the Circle: creatures of higher level than the ritual caster may attempt to overpower the circle. Upon an attempt to cross the circle physically, or to project magic through it, the creature has a 5% chance per level difference (Dominance applies) to succeed; on success, the circle breaks; on failure, the circle holds, and the creature suffers 1 negative level.
- Strengthening the Circle: you may use ritual components to create a more effective circle. For 100 cp, you may increase your effective level by +1. For each +1 beyond that, double the cost (yes, the growth is exponential).
- Permanent Circle: you may craft a permanent circle, etching it into stone, embedding the materials directly into the construction. The base cost is 1 gp, but you may add cost to Strengthen the Circle (see rules above).
- Truename Invocation: At-will, standard; you invoke the truename of a magical entity, such as an outsider. For this to work, you must know the creature's truename. You may use this for one of the following effects:
- Call: you may summon the outsider into your plane by invoking his truename. Standard resistance applies (see below). On success, the creature appears. This does not automatically grant you power over the creature.
- Suppress: you may suppress the will of an outsider within medium range, causing it to take no action (Will ends, standard resistance applies).
- Dominate: you may impose your will on an outsider within medium range who is currently Suppressed. Standard resistance applies. Every sunrise allows a new check.
- Standard Resistance: all effects of Truename Invocation allow a Will save; the subject gains any relevant level bonuses. In addition, the subject's Dominance applies as a bonus to its Will save. Any time the subject succeeds at a Standard Resistance Will Save against you, it gains a +10% bonus to future Will saves (stackable, lasts forever, or until you gain at least 1 level).