Showing posts with label rituals. Show all posts
Showing posts with label rituals. Show all posts

Tuesday, October 25, 2011

Divine Rituals pt. 2

OK, last post I got the rituals for level 1-3, so today hopefully I can get to level 6.  I guess it's not clear but the casting chance and cost of these rituals would be the same as the spells for that level - rituals that take more than a day would require that cost each day.  If you are performing something like consecration over a weeks time you would probably need someone to share the load vis casting, although I do like the idea of the sleepless fasting cleric muttering prayers in a week long endurance-fest.

I'm not explicitly tyring to make all the rituals equal opportunity and I'm strongly suggesting that GMs add in additional rituals to their campaigns for their evil cultists and dark flower god worshippers to use.

Level 4 - Remove Curse
Range: Touch.
Duration: N/A
Description:  The remove curse ritual takes one hour.  This ritual will remove or block the effects of curses and enchantments on the subject.  It will allow minor cursed objects to cleansed or destroyed and major cursed objects to be safely removed or interred.  Materials required for this spell should be in the 500-1000 sp. range.  Exceptional curses may require additional materials or conditions to be met (or repeated castings of the ritual).


Level 5 - seriously I got nothing, maybe some sort of investment spell for making items?  Is there any divine aspects I'm really missing out on here?  Demons?  Bingo?

Level 6 - Resurrection
Range: Touch.
Duration: N/A.
Description:  This ritual requires at least 3 clerics of the same faith to perform and takes one day to perform for every 10 years since the subject's death.  The subject returns to life fully restored and with full HP.  Some piece of the body must be used to restore it and the target creature must have a soul available and not trapped or otherwise destroyed (or have a soul provided for them...).  The material cost of this ceremony is very great (> 100,000 sp.) and usually not payable in cash - only the most worthy (or heinous) applicants would be considered.


Monday, October 24, 2011

Divine rituals

So since I've pretty much decided I'm going to put divine rituals into my setting, I figured what the hell I'll put them into the Beacon rules as well*.  These rituals are basically spells that a divine caster (read cleric) gets that are not castable in a single round but which add a lot to the class or which replace some spells from the SRD that were removed from Beacon but which would still be useful game abilities.  As mentioned Rituals require more time than a 'spell' and may also require some sort of components or conditions that general spells would not (like requiring a circle of clerics to cast).  Again, I expect people running Beacon games would change these to suit.

There is one divine ritual per spell level (excepting the orisons which are really 'training' spells).  No reason for this except it's nice and neat.  Here's the first three rituals:

Level 1 - Liturgy
Range: Sight and hearing.
Duration: 1 day.
Description: The Liturgy is a religious service performed by an initiated cleric in which blessing and instructions are conferred upon the faithful.  For every 30 minutes spent preaching (max 3 hours) people present at a liturgy will respond favourably to the caster as if he had +1 charisma.  It may also confer the effects of a Bless spell for it's duration and an equal length of time afterwards.
Level 2 - Anoint
Range: Touch.
Duration: Permanent
Description:  Anoint is a 30 minute ritual that allows a divine caster to mark a person as a follower of the faith.  This ritual is used to invest new clerics to the religion as well as protect (or maybe harvest) the souls  of the dying.  Anointing will grant an additional save at +2 against the death effects caused by certain undead or the effects of lycanthropy (or an additional chance for the subject to be effected).  Requires holy/unholy water or oil.
Level 3 - Consecration
Range: Touch and/or area 100 ft. + 10 ft. /level.
Duration: Permanent.
Description:  The Consecration ritual allows a caster to dedicate a building or altar fit to be used in rituals of the faith.   Consecrated areas act as Cause Fear to beings of opposing faiths and also make it difficult (DC +5) for them to cast spells, or resist spells of the consecrated faith.  Consecrated areas are also immune to some arcane effects such as scrying and area effect spells such as Restful Glade or Hallucinatory Terrain.
A consecration ceremony takes at least a full week of uninterrupted prayer and fasting.  An area already consecrated by a rival faith must first be cleansed both physically (by removing offending materials) and spiritually before it can be consecrated in the casters faith - a process that can be time consuming and expensive.



*ok I still reserve the right to change my mind on this.



Thursday, September 15, 2011

Preachin'

An interesting comment showed up on the Tao of D&D blog about non-spell cleric powers which immediately brought me to mind of the clerical rituals I want to draft up for my game setting (if not for Beacon proper).  Rituals would be magical effects that would take hours or days instead of one round as a spell would.  They would be used to flesh out the magic system without buggering up combat so much.  I had already thought that one of the rituals should deal with consecration or sanctification - that would be a second or third level ritual.  There should be a ritual for messing with souls (possibly resurrection) and a ritual for imbuing items with magic (hence certain magic items...).  I'd like to find one for each magic level and make them part of church training but very hard to attain (questy).   After reading that discussion, I figured out where to start. The first ritual should be preaching.

Saying a sermon or a mass, and being able to influence players and NPCs should be the first divine 'ritual'.  It's the way the religion is spread and the primary contact between the church and the population at large so it would be taught early.  Anyone can give a speech but for a real fire and brimstone footstomper you would need a invested cleric.  Game-wise, it would be something that the character could do, it would be something the locals would seek out - a service.  It would be something they would do when the townsfolk are bracing for an attack, or for solders before the battle, or for a good harvest, or a wedding, or even before a ship leaves port.  Mechanically it would be some sort of morale boost - I can see it used by NPC priests to whip their minions into a frenzy.  It could also sway opinion towards the players and increase the possibility of henchmen and retainers being retained by a party - and it could influence these retainers during the dungeon crawl.  I can see this as working in conjunction with the cleric's bonus to the communication skill in Beacon to make them the leaders that motivate and muster the troops.  So it would be a low level mass charm - in effect making the audience slightly more disposed towards the cleric and increasing their morale for a short time.  Since it would take an hour or more to perform and be a loud affair I'm not too worried that it would devalue the Enchanter's charm spell.

I probably won't call it preachin' however.

Thursday, September 1, 2011

Curses!

You might notice that in the Beacon divine spell list there is no Bestow/Remove Curse.  My noble play testers remarked on this recently.  I might be wrong, but I believe I did this for a reason. If you are running a game it's only natural to want to have actionable mechanics like "ah ha!  He casts Bestow Curse: take -6 to your ummm Dex and -4 to all your rolls Chumley."  Yes yes I realize that this is just a quick spell description and you would skin this to make it much more freakalicious in your game and all, but it still really limits the vast boundlessness of Curses into a simple fighting mechanic and thus not really scary.  Curses can cover a lot of ground - pricking your finger on a spindle and falling asleep, turning into a frog, objects possessed by spirits of past owners, objects that try to eat your spirit- oh there really are so many storytelling type things that could fall into this.  In the stories however folks are pretty freaked out by curses.  There's also the problem that  removing curses is really YMMV even in the SRD.  You can cast Remove Curse at 5th level and remove the effects of a cursed item, or maybe you can if you are high enough level compared to the curse, or maybe if it's not a special curse, or maybe something else entirely, on Tuesdays perhaps.  I just don't think it's a good mechanic. Lastly, a lot of traditional curses are simply spells or enchantments (for example Blind, Baleful Polymorph or Flesh to Stone) - and these all have their in game remedies and would just get buggered up by treating them as also as curses.  So I want to stay away from generic Curses and instead try to focus on types of 'curses' not already covered,  for example spiritual possession and influence.

Boogity boogity you interlopers!
Specifics time:  Over the last few game sessions, Thedric found a helmet you might consider to be cursed.  I had an idea that it should be haunted by a dwarven spirit.  There was no actual curse flag attached to his character sheet like in a video game - it wasn't physically welded to his head and impossible to remove/destroy but you can bet that if it was removed and given to someone else it wouldn't make him all better suddenly either.  It didn't effect his stats (yet) but it did make him all creepy and stuff.  I didn't think that a cleric would be able to simply whip off a remove curse and they would all be off on their way.  I suppose I had some idea that it would make use of the spirit related spells I was working on lately, especially Manifest.

So I kind of dropped the ball on this one.  They had the head cleric of Foxhollow remove the helmet - it was all behind closed doors and howling and spooky lights - but it was off camera.  I should really have had the party be in the room with the master cleric when he cast his Manifest spell and then they could have had a good duke it out with the dwarven spirit.  To be honest I hadn't thought the issue would come up so quickly and I figured that they would have left poor Thedric alone for a while longer.  If Henril hadn't been so eager to pull the helm off Thedric's head and causing him to do the funky chicken - or if he hadn't offered gold to a poor peasant woman to try to slap the helm on her head I probably would have gotten around to basing an adventure around speaking to the spirit in the helm, having it made manifest and then beating it up.  No blame on the players - they will always do the unexpected and focus on the things you aren't prepared for.  I wasn't prepared - so we lost an opportunity there.

Thinking back on it however I can see how those spells would work out, at least with possession type curses.  They would be fun. I don't know if they solve the entire 'curse' question however.  For example I can see needing some way to sanitize or corrupt areas in the name of religion.  I can see having ways to confound demonic imps much as as you would confound the undead.  The problem being this is mostly setting based and not universal game mechanic.  Not all setting would be interested in the old order/chaos pseudo christian religion I'm using in my game and so not all the spells I might like to have clerics use would be generally useful.  Yes yes, people can always DIY things and add them into their campaign but I also think the basic game should cover most of the bases.  

I don't have an answer for this right now but I am considering adding in some Rituals to the Divine spell list.  Rituals would be different than spells in that they would take longer to cast - hours not rounds.  They would also possibly have material components.  Either there would be one per spell level, say some sort of Cleansing ritual at first level,  or there would be a small number that could be learned as character advanced though the church.   These rituals would be primarily there to deal with weird religious shit like more traditionally cursed items or effects, 'evil' presences, keeping out chaos minions etc. My initial instinct is to make this setting material and not put it in the Beacon rules - but if they turn out really good and useful I might change that opinion.