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Dunya Chapter 6 Magical Theory and Practice
Dunya Chapter 6 Magical Theory and Practice
Dunya Chapter 6 Magical Theory and Practice
Magic in Dunya weapon and armor smiths looked for ways to craft
items of power. So they began to experiment with
When the cataclysm occurred the amount of magical different metals and combinations of metals, creating
force let into the world changed the world on every new and exotic materials that could mimic magical
level. It knocked Dunya off its axis and new poles properties on their own. This created a demand for
were established. As the magical energies exploded items crafted of these new metals, soon the weapon
from the druidic routes it raised the level of magical and armor smiths split from the Blacksmith Guild
energy in the world to heights never before seen. and created their own respective guilds. These guilds
Further, unlike times past, the amount of energy were close seconds to the Alchemists Guild.
present is self-replenishing. Unless another cataclysm
happens to counter this, the supply of magical energy All remained this way for years until an unlikely duo
appears to be unending. found the keys to magic items creation. A gnome
smith and an elven smith meet at a meeting of the
The release of magical energy into the world returned Weapon and Armor smith guilds. They talked long
the use of magic to the people that now inhabited hours discussing their respective crafts. Both
Dunya. These spell casters learned through trial and discovered they shared the same feeling when they
error. Others, whose craft had been kept alive in smithed, it was as if they could see the elements of
some form, were better able to mold the magical the metal they worked on in their mind. It felt as if
energies into what they needed. These were mainly they imparted some of their energy into the items
the Primal casters. Soon enough the other casters they crafted, literally.
began to codify how the used magic and began to
train others. Many people on Dunya are able to The two met a month after the meeting to conduct an
become spell casters of some type. experiment with an elven wizard and a gnome smith.
The wizard explained what the effects of a spell
The Problem were; the gnome weapon smith focused on the spell
These practioners were able to learn or relearn the effects as he forged a dagger. As the others watched
ways of magic that had been lost. There is one thing; the dagger took shape and began to glow. When the
however, that spell casters cannot do, they cannot gnome was done a glowing dagger rested on the
enchant items (only aritificers can learn the Enchant forge. The wizard checked the dagger and was able
Item spell). Try as they might they could not enchant to determine the dagger was indeed enchanted. The
the simplest things. dwarf had seen what they did and had taken notes.
The elven armor smith tried next and was successful
Alchemists, a skill that has remained throughout the as well. The dwarf then tried but was not successful.
ages, found their formulas worked and they could
create magic potions. The most power spell casters Through more trial and error, they were able to
sat with alchemists to see if they could discover a determine that some people were born with an
way to create magic items that way. Other than inherent power. This power allowed them to harness
learning some alchemy it did not work. Alchemists magic differently from other spell casters. They
can create a variety of magic potions. could channel magical energy and imbue items with
magic power. They could not cast spells any other
The ability of alchemist to create potions gave the way. This discovery led to a new class of person,
opportunity to amass gold and form their own guild. Artificers. They were able to do what people had
The Alchemists Guild became the most powerful wanted to be able to do for decades, they created
guild in Dunya. The priests used the gold from their magic items.
potions to build temples to the gods. For decades the
only magic items available were those adventurers Though it took years, those with the talent to be
found in the hidden dungeons of the world. The artificers were found and trained in their gift. These
possession of these items was seen as a mark of artificers created an Artificer’s Guild. They were
honor, it also made the possessors targets of thieves. able to amass large sums of gold for their work. But
Even items of caused the deaths of the possessors. they also discovered the process of making magic
items was time consuming and exhausting. Further
It seemed the only way magic items were ever going they found the quality of the items depended on the
available was if someone found them. To fill the void quality of the base items. All this added together to
Chapter 6 Magical Theory and Practice
make the creation of a magic items extremely Hand – A Hand Mage is a caster that is able to cast
expensive. spells using just their hands
All arcane casters desire to expand their repertoires Divine True Practioners
of spells. New spells usually are learned during level
training, but additional spells may be researched, Cleric
acquired, or appropriated. This is to represent the Inquisitor
necessary study needed to cast arcane spells. Primal
casters who wish to expand their spell lists gain one
Divine Dabblers
new spell per level. This equates to their ability to
force their will to create a different effect. Additional Exorcist
spells may be researched, acquired, or appropriated. Templar
Divine caster always has the ability to cast the spells Paladin
their level allows. This represents the unlocking of
more precise information on their deity’s ability as Primal True Practioners
they increase in level. There is no need for them to Shaman
learn new spells. Druid
Elementalist
Spell Memorization
Once memorized, the formula is imprinted in the Primal Dabblers
mind of the sorcerer, the final incantations of which Druidic Knight
release the spell. Once memorized the spell stays in Knight of Telatium
the mind of the sorcerer. However the ability to Witch Knight
memorize spells is taxing on the sorcerer’s mind. A
caster may only remember a certain number of spells; Spell Lists
this is represented by the spells per level tables for As stated above there are three types of magic:
each class. This represents the caster’s ability to arcane, divine and primal There are multiple types of
master the complex mental formula that each spell spell casters that fall under these three broad
requires. categories. Under each category are spell lists.
. These are, quite simply, subcategories of the types of
Divine casters have no need to memorize spells as magic. Just because one is an arcane spell caster, it
they use prayers and their faith to tap the power does not mean they may cast any of the broad
granted by their deity. They are limited by the level category Arcane spells. For example a sorcerer can
of the spell they wish to cast. They must be of cast spells from the arcane: sorcery list but not from
sufficient level to cast the spell they want to. This the arcane: illusion list. The types of magic, their
represented by the spells per level tables for each subcategories and who can cast from that list are
class. Thus they have access to any of any level they below.
may cast, primal casters gain their spells in a similar
way Other casters may share a list but have spells that are
only available to them, i.e. The Chaos Sorcerer and
True Practioners vs. Dabblers the Incanatrix. Both of these classes use the arcane:
Following is a list of true practioners and dabblers. It sorcery spell list but have unique spells that only they
is not all inclusive or set in stone. Its main use is a may cast. Wild Magic spells for the Chaos Sorcerer
guide to help determine where a class using magic and the spells that steal spells for the Incanatrix. The
fits in. final type is a caster that uses the same list as others
but how they cast is different, like the witch doctor
Chapter 6 Magical Theory and Practice
example above, there is another class, the Bard. The countering one effect or fails to counter anything.
bard must at least sing to use their spells. The only exception to this is for summoned
creatures: dispel magic also has a chance to counter
All spell casters have access to the below spell, the summoning spell as well as any other spells that
regardless of class, type or spell list. targeted the summoned creature (checking highest
level spells first and so on, as above). It disrupts the
Dispel Magic
casting or use of these in the area of effect at the
Level: Brd 3, Clr 3, Drd 4, Magic 3, Sor/Wiz 3
instant the dispel is cast.
Range: 120 yds. Components: V, S
Duration: Instantaneous Casting Time: 3 If the point of origin of an area-effect spell is within
Area of Effect: 30-ft. cube Saving Throw: None the area covered by dispel magic, then the area-effect
spell has a chance to be negated. If the area covered
When a wizard casts this spell, it has a chance to
by dispel magic overlaps a portion of an area-effect
neutralize or negate magic it comes in contact with.
spell, then dispel has a chance to counteract the area-
When a magic effect is dispelled it ceases to function effect spell in the overlapping area only.
as if the spell duration had expired. Some spells are
Magic items are not affected by an area dispel.
crafted specifically not to be susceptible to dispelling,
but these are the exception rather than the Counterspell
rule. Casters can always dispel their own
spells. Magical items that have magic built into them Targeting a spellcaster, dispel magic attempts to spoil
as part of their construction cannot be permanently the spell being cast by the target.
dispelled by this spell, but they can be made Each effect or potion in the spell's area is checked to
temporarily non-magical for a short time. The chance determine if it is dispelled. The caster can always
to dispel an effect is based on the difference in level dispel his own magic; otherwise, the chance to dispel
between the caster of dispel and the depends on the difference in level between the
caster/creator/inherent power of the target. This spell magical effect and the caster. The base chance is 50%
can be cast in one of three ways, as chosen by the (11 or higher on 1d20 to dispel). If the caster is of
caster: higher level than the creator of the effect to be
Targeted Dispel dispelled, the difference is subtracted from the
number needed on 1d20 to dispel (making it more
The target can be one creature, object, or an active likely that the dispel succeeds); if the caster is of
spell. If an object or creature has more than one spell lower level, the difference is added to the number
effect active simultaneously, the dispel has a chance needed on 1d20 to dispel (making it less likely that
to dismiss each of them. Items worn or carried by the the dispel succeeds). A roll of 20 always succeeds
targeted creature are not affected. If the creature was and a roll of 1 always fails. Thus, if a caster is 10
summoned, then dispel has a chance to end the levels higher, only a roll of 1 prevents the effect from
summoning spell. If the object is a magic item, being dispelled.
then dispel has a chance to suppress the function of
item for a short time. It removes spells and spell-like A dispel magic spell does not affect a specially
effects (including device effects and innate abilities) enchanted item, such as a magical scroll, ring, wand,
from creatures or objects. It destroys magical potions rod, staff, miscellaneous item, weapon, shield, or
(which are treated as 12th level for purposes of this armor, unless it is cast directly upon the item. This
spell). renders the item nonoperational for 1d4 rounds. An
item possessed and carried by a creature gains the
Area Dispel creature's saving throw against this effect; otherwise,
it is automatically rendered nonoperational. An inter-
The area is a 30 ft (9.1 m) cube. Each creature and
dimensional interface (such as a bag of holding)
object in the area of effect is subject to the dispelling
rendered nonoperational would be temporarily
of one spell placed on that creature or object, if
closed. Note that an item's physical properties are
applicable. Dispel magic attempts to counteract the
unchanged: A nonoperational magical sword is still a
highest level spell first, followed by any successively
sword.
lower level spells in turn until dispel succeeds in
Chapter 6 Magical Theory and Practice
Artifacts and relics are not subject to this spell;
however, some of their spell-like effects may be, at
the DM's option.
Note that this spell can be very effective when used and illusionist spells or the correct type of
upon charmed and similarly beguiled creatures. necromantic spells.
Certain spells or effects cannot be dispelled; these are Are certain monsters only hit by divinely enchanted
listed in the spell descriptions. or arcanely enchanted weapons? Yes, blessed could
Magic Resistance be easily to the demon, devil and demodans as part of
the magic needed to hit them. While angels and
Some monsters, especially those that are undead or warden would have the need of a weapon to have
are native to some other plane of existence, will have been blessed by a evil priest.
a magic resistance listed in their entry in the
ADVENTURES DARK AND DEEP Bestiary. If Will a ring of protection likewise be divine or arcane
such a creature is the target of some personally or both? Majority will be arcane with, say a, 25%
directed spell (area effect spells such as the Fire Spell chance the ring actually protect vs. divine spells
or Acid Rain are not subject to magic resistance), if
Do dwarves and gnomes get the saving throw bonus
the creature rolls the following percentage or under,
against all spells or just arcane? Just arcane,
the magic does not affect it. Creatures with magic
following my way of doing MR this fits perfectly and
resistance can overcome spells such as body spasm or
logically in
shut mouth. Magic resistance is always in addition to,
rather than instead of, other saving throws.
Divine Magic
Here are some questions and answers to give ideas on
Magic resistance is an inherent ability to resist magic,
this MR used in this way will/would affect other
specific references on what it protects from are all
areas as well. arcane spells. Magic resistance does not block divine
Does "Detect magic" detect both arcane and divine? spells, unless the creature comes from the upper or
lower planes. For example a Drow would only be
Depends on who cast it
able to resist arcane spells, while a demon or asimar
Are magic items enchanted by arcane or divine? would be able to resist arcane and divine spells. The
Both, priestly/druidic items require the Artificer is DM can also rule the aforementioned creatures can
able to cast divine magic spells. Similarly arcane only resist divine spells but not arcane spells, though
I do not recommend this.
items, the artifice must be able to cast sorcerer spells
As stated in earlier
chapters magical
energy returned to
Dunya with an necromancers that were able to return prominence faster
explosion. This led to many different types of spell than other casters. However, there was a type magic
casters finding their ability to work the Weave (magical that had been around for centuries when magic came
energy) returned in waves of power. Since death energy cashing back to Dunya. The spells of ceremonial
is what reopened the gates of magic it was magic.
Chapter 6 Magical Theory and Practice
perform ceremonies (see p. 112); the ability to
Ceremonial Magic perform collaborative ceremonies (see p. 109); and
the ability to perform ceremonies that are not within
Ceremonial magic is the art of performing the ceremonialist’s repertoire (see p. 110).
ceremonies – complex rituals that rely on lengthy
chants, symbolic patterns, magical reagents, and However, ceremonial magic carries with it numerous
complicated movements to cast spells. Ceremonies countervailing disadvantages. First, it is slow.
may only be performed by who have taken the Whereas a spellcaster can cast a spell in seconds, a
Ceremonial Magic proficiency. Collectively, ceremonialist will usually need ten minutes to
characters capable of using ceremonial magic are perform even a low-level ceremony safely, and a
called ceremonialists. powerful ceremony performed very cautiously might
take an hour, a day, or even a week.
Like spells, ceremonies have unique names, types,
and effects, with levels that measure how powerful Second, ceremonial magic can and does fail. Unlike
they are. The name, type, and level of a ceremony are spells, which fail only if the caster’s concentration is
always identical to those of the spell that the disrupted, ceremonies can fail simply due to a minor
ceremony casts. Thus, a dragon sleep ceremony mistake. Failing a ceremony causes a ceremonialist to
would be a 1st level arcane ceremony, because acquire a point of stigma. Stigma represents a loss of
dragon sleep itself is a 1st level arcane spell. Since attunement with the metaphysical, a disorder in the
this rulebook focuses on eldritch magic, all of the ceremonialist’s soul brought on by the stain of
ceremonies and ceremonialists discussed herein are failure. If a ceremonialist accumulates enough
eldritch, but Judges could create arcane and divine stigma, he will lose the ability to perform ceremonies
ceremonialist for their campaigns if desired. until he purifies himself. Finally, ceremonial magic is
risky. If a ceremonialist is unlucky, attempting to
Ceremonial magic is well-suited to settings inspired hasten through a ceremony, or performing an
by the weird tales of Robert E. Howard, Lin Carter, unknown ceremony, a botched ceremony can trigger
Clark Ashton Smith, and H. P. Lovecraft, as well as mishaps as grievous as those from arcane
to campaigns influenced by historical experimentation.
occult practices.
Repertoire
Ceremonial Magic Versus Cast Magic Books were piled everywhere: ancient volumes
Ceremonial magic has two primary advantages over bound in serpentskin, with verdigris-eaten clasps,
cast magic. First, it requires no magical talent to that held the frightful lore of Atlantis, the pentacles
become a ceremonialist, merely knowledge and that have power upon the demons of the earth and
diligence. As a result, it is easier to become a the moon, the spells that transmute or disintegrate
ceremonialist than to become a spellcaster. Many the elements; and runes from a lost language of
humans are skilled in both fighting and ceremonial Hyperborea, which, when uttered aloud, were more
magic (such as runemakers) but very few are skilled deadly than poison or more potent than any philtre. –
in both fighting and spellcasting. (In some The Last Incantation (C. A. Smith)
campaigns, ordinary humans cannot be spellcasters at
all.) For similar reasons, a pure ceremonialist, The ceremonies available to a ceremonialist are
such as the occultist, advances in level more quickly called his ceremonial repertoire. A ceremonialist’s
than a pure spellcaster such as the Nobiran wizard. ceremonial repertoire functions exactly like an arcane
or eldritch caster’s repertoire in all respects save that
Second, ceremonial magic does not require the caster a ceremonialist records ceremonies into a ceremonial
to expend spell slots. A ceremonialist can perform a codex instead of spells into a spell book.
ceremony at any time, subject only to the limits of
stigma (see below). A 1st level spellcaster can cast a Spellcasters and ceremonialists can interpret each
single 1st-level spell just once per day. A 1st level other’s magical texts, albeit with difficulty. It takes a
ceremonialist might be able to perform one, two, five, ceremonialist one week of study to translate a spell
ten, or even more 1st level ceremonies in a day. For into a ceremony, and a second week of study to add
this reason, many spellcasters find it valuable to the ceremony to the character’s repertoire. Likewise,
study ceremonial magic in addition to spellcasting. it takes a spellcaster one week of study to translate a
ceremony into the equivalent spell, and then a second
Other advantages of ceremonial magic include the week of study to add the ceremony to the character’s
ability to create and use trinkets and talismans to
Chapter 6 Magical Theory and Practice
spellbook. Both casters and ceremonialists can use However, spellcasters who accumulate stigma from
scrolls with one week of study, however. failing to successfully perform ceremonies may
temporarily lose the ability to cast spells until they
Likewise, codices are tradition-specific. purify themselves. See the Stigma of Failure, p. 111.
Ceremonialists from disparate traditions can only use
each other’s codices with careful study. It takes a CEREMONIAL TRADITIONS
ceremonialist one week of study to translate a Ceremonialists practice their art within a set of
ceremony from another tradition into his own, and a traditions, each representing a school or technique of
second week of study to add the ceremony to his invoking magical effects. Most ceremonialists learn
repertoire. one tradition and practice it for their entire lives. A
ceremonialist may learn additional traditions by
If a ceremonialist wants to more easily learn selecting one or more additional ranks of the
ceremonies from another tradition, he needs to take Ceremonial Magic proficiency.
Ceremonial Magic proficiency to learn that tradition.
To practice within a tradition means that the
Ceremonial Spellcasters ceremonialist can:
Some traditional spellcasters may select the • perform ceremonies using the traditional
Ceremonial Magic proficiency, which enables them implements of that tradition;
to perform ceremonies as if they were ceremonialists. • collaborate with other ceremonialists in that
If a spellcaster is himself a ceremonialist, then his tradition;
repertoire of spells also serves as his repertoire of • use trinkets and talismans created for use by
ceremonies. He does not have two separate ceremonialists of that tradition; and
repertoires. Assuming he has room in his repertoire, • create trinkets and talismans within that tradition.
he can add ceremonies he finds in ceremonial codices
directly into his spell books with one week of study The Ceremonial Tradition table describes several
(he does not have to spend one different traditions available to ceremonialists. The
week translating the ceremony). Judge may create other traditions for his own
campaign setting.
Traditional Implements
Level Cost
1 25gp
2 100gp
Chapter 6 Magical Theory and Practice
3 225gp
4 625gp
5 1,225gp
6 2,500gp
Traditional Implements are the various required traditional implements, spending the
paraphernalia, fetishes, and accoutrements that a requisite ceremony time, and then succeeding on a
ceremonialist relies upon in his ceremonies. ceremony throw to complete the ceremony.
Traditional implements are rated in levels, and a
ceremonialist must have implements of a level equal Once a ceremony is begun, it will require a certain
to or exceeding the level of the ceremony he is amount of time to complete it, depending on the pace
performing. The cost per level of traditional at which the ceremony is performed. There are three
implements is shown on the table above. paces – regular, hasty, and methodical. A ceremony
at regular pace requires one turn (10 minutes) to
Tradition Implements perform. (Hasty and methodical ceremonies are
Antiquarian athame, altar bell, bowl, candle set, herb discussed below.)
bundle, incense sticks, ritual chalice, small
cauldron, various crystals and stones, wand
When the ceremony has been performed, the
Chthonic altar cloth, book, candle set, censer, chain,
ceremonialist makes a ceremony throw to complete
dagger, perfume casket, pitcher, quill and ink,
ritual chalice, scourge, scrolls, unholy the ceremony. The base target value for a ceremony
symbol, unholy water or oil throw is 10+, decreased by 1 point per caster level
Liturgical altar cloth, book, candelabra, censer, holy after 1st. The target value of the ceremony throw is
water, holy symbol, font, ritual chalice, rosary, increased by 2 points per level of the ceremony above
scented oil, serving plate, vestments 1st. (The Ceremony Performance table summarizes
Runic rune set, rune-carving knife, various black these target values.)
and colored inks and pigments, various
pieces of wood, stone, and precious metal Modify each roll by the Ceremonialist’s WIS
Sylvan animal clippings and parts, candle set, herb modifier. Add +1 or more to the ceremonialist’s
bundle, small cauldron, various crystals and roll if he is using a talisman (see p. 114). A natural
stones, wand
roll of 1 automatically fails. If the ceremony throw
Shamanic animal clippings and parts, bell, drum, drum succeeds, the ceremony is successfully completed
stick, doll, medicine bag, pipe, rattle,
various ribbons, various crystals and stones
and immediately takes effect.
If the ceremony throw fails, the ceremony fails and
Theurgical altar cloth, book, candle set, censer, ceremonial
sword, crown, holy water, holy symbol, lamp, the ceremonialist acquires a point of stigma (see
pitcher, quill and ink, ritual chalice below). If the ceremony throw automatically fails
(e.g. due to a roll of natural 1), the ceremony has
Low-level implements are made of common woods, been botched (see below).
metals, and components, while high-level implements EXAMPLE: Ra-Ramses is a 9th level occultist with
are made of precious metals and exotic materials. WIS 16. He is performing animate dead, a 4th level
Regardless of level, all traditional eldritch ceremony. Completing the ceremony throw
implements have an encumbrance of 1 stone. will require one turn and a successful ceremony
throw. Consulting the Ceremony Performance table,
Each type of ceremonial tradition has its own the occultist sees that the ceremony throw has a target
implements; the Traditional Implement table on the value of 8+. Ra-Ramses gains a +2 bonus on the die
following page provides a list of items associated roll from his WIS modifier, so he effectively needs a
with the implements of various traditions. A 6+. After one turn of incanting, Ra-Ramses rolls his
ceremonialist cannot use implements of a tradition he ceremony throw. Unfortunately, he rolls a 2 – a
does not know. failure! Ra-Ramses gains a point of stigma.
Had he rolled a 6 or higher, the ceremony would have
Performing Ceremonies been successfully completed, and he’d immediately
Performing a ceremony is akin to preparing and have been able to animate up to 18 HD worth of
cooking something according to a recipe. The undead. Had he rolled a 1, the ceremony would have
ceremonialist must have the implements and been botched.
ingredients in hand, then diligently perform each step
in order. In game terms, this means having the
Chapter 6 Magical Theory and Practice
While performing a ceremony, a ceremonialist may botched! The botch causes Ra-Ramses to gain a point
pause for up to one round each turn to speak, move of stigma and damages his traditional implements,
up to 10’, drink a vial of water or other fluid, adjust reducing them from level 4 to level 3. In addition,
his implements, etc. Otherwise, the ceremonialist Ra-Ramses must make a mishap throw - another
must remain stationary and concentrate on the ceremony throw with the same modifiers and target
ceremony. Should the ceremonialist’s concentration value as the throw he just made, e.g. a
break for more than one round in any turn, the target value of 6+. Ra-Ramses rolls 1d20 and this
ceremony is automatically failed. The ceremony is time the result is a 3, so Ra-Ramses suffers a mishap.
also automatically failed if an opponent successfully Since animate dead is a 4th level spell, the mishap is
deals damage to the ceremonialist, major. Ra-Ramses rolls 1d10 on the Chthonic
or if the ceremonialist fails a saving throw, prior to Ceremony Mishaps table. The result of the dice roll is
completing the ceremony. a 3 – his ceremony has revealed
unspeakable truths about life and death. The mishap
A ceremonialist needs to be able to move his hands leaves Ra-Ramses insane for four weeks. Who can
and speak freely in order to perform a ceremony. In know what the mad occultist will do.
addition, a ceremonialist must have access to
traditional implements of sufficient level. Except Complex Ceremonies
where otherwise noted, a ceremonialist must have the Certain spells are considerably more complex or
intended target of the ceremony in visual range onerous to cast than others. Ceremonies replicating
throughout the ceremony, whether the target is a such spells are, likewise, more complex and onerous.
specific monster, character, or area of effect. If the If a spell takes one turn to cast, the equivalent
ceremonialist loses his ability to move and speak ceremony takes one hour. If a spell can only be
freely, his implements, or his line of sight on the performed once per day, the equivalent ceremony can
intended target, the ceremony automatically fails. only be performed once per week. If a spell can only
be performed once per week, the equivalent
Botched Ceremonies ceremony can only be performed once per month.
When a ceremony throw automatically fails (e.g. due
to a roll of natural 1 or if the ceremonialist is Methodical Ceremonies
damaged), the ceremony has been botched. A Before a ceremonialist begins a ceremony, he may
botched ceremony not only causes the ceremonialist decide to perform it methodically, in order to
to gain a point of stigma, it damages the increase the chance of success and reduce the risk of
ceremonialist’s traditional implements, reducing their mishaps. Depending on the ceremonialist’s tradition,
effective level by 1. A botched ceremony may also methodically performing a ceremony might entail
cause a mishap. To find out if a mishap occurs, the fasting, prayer, ritual purification, charting the stars,
ceremonialist must make a mishap throw - another sacrifices to the gods, etc. Regardless of tradition,
ceremony throw with the same modifiers and methodically performing a ceremony requires 6
target value as the throw he just made. If the mishap hours. (Methodically performing a complex
throw also results in a failure, then a mishap occurs. ceremony requires one week). During this time, the
Ceremony Level Degree of Mishap ceremonialist may pause for up to one turn each hour
1-3 Minor to speak, move up to 10’, drink a vial of water or
4-5 Major other fluid, adjust his implements, etc. Otherwise the
6 Catastrophic ceremonialist must remain stationary and concentrate
When a mishap occurs, the ceremonialist must roll on the ceremony.
1d10 on the Ceremony Mishaps table for his tradition
and suffer the effect listed in the column matching When methodically performing a ceremony, the
the degree of mishap. The degree of the mishap ceremonialist gains a +4 bonus on his ceremony
depends on the level of the ceremony that was throw. If a mishap occurs, the degree of the mishap is
botched. If the ceremony was 1st, 2nd, or 3rd level, a reduced by one, from catastrophic to major and major
minor mishap occurs. If the ceremony was 4th or 5th to minor. Minor mishaps are reduced to just the loss
level, a major mishap occurs. If the ceremony was of the character’s traditional implements.
6th level, a catastrophic mishap occurs.
EXAMPLE: Ra-Ramses decides to methodically
EXAMPLE: Let’s return to Ra-Ramses ceremony of perform a ceremony of animate dead. This will
animate dead. As before, his ceremony throw has a require him to spend 6 hours instead of the usual 10
target value of 6+. This time, however, he fails the minutes, but will afford him a +4 bonus on the
throw with a natural roll of 1. His ceremony has been ceremony throw. Consulting the Ceremony
Chapter 6 Magical Theory and Practice
Performance table, the occultist sees that the complex hasty ceremony is performed in one turn.)
ceremony throw has a target value of 8+. Ra-Ramses However, the caster suffers a -4 penalty on his
gains a +2 bonus on the die roll from his WIS ceremony throw, and the range of failure is increased
modifier and a +4 bonus from his methodical by 2, e.g. a natural roll of 1-3
preparations, so he effectively needs a 2+. After automatically fails.
spending six hours performing the ceremony, Ra-
Ramses rolls a 3 – a success! Ra-Ramses has EXAMPLE: Ra-Ramses is annoyed with a
successfully completed the ceremony of animate merchant’s bargaining tactics. He hastily performs a
dead. Had Ra-Ramses not made methodical ceremony of choking grip, a 1st level ceremony.
preparations, his ceremony would have been a failure Completing the ceremony will require one round and
and he would have gained a point of stigma. a successful ceremony throws. Consulting the
Ceremony Performance table, the occultist sees that
What if Ra-Ramses had rolled a natural 1 instead of a the ceremony throw has a target value of 2+. Ra-
3? A natural 1 would have been a botch, and Ra- Ramses gains a +2 bonus on the die roll from his
Ramses would have rolled 1d20 again to see if it led WIS modifier, but a -4 penalty from haste, so he
to a mishap. But because his target value on the effectively needs a 4+. His range of automatic failure
original ceremony throw was reduced from 6+ to 2+, is increased to 1-3 so any failure will be a botch! Ra-
his chances of a mishap occurring are reduced from Ramses rolls a 5 and succeeds. “I’m altering the
25% (1-5) to 5% (1). If he did suffer a mishap, it deal,” he says to the choking merchant. “Pray I don’t
would be a minor one instead of a major one. —“ but the merchant has already
died.
Hasty Ceremonies
Before a ceremonialist begins a ceremony, he may Collaborative ceremonies (see below) cannot be
decide to perform it hastily. If the ceremonialist is in performed hastily. Ceremonies cannot be performed
combat, the intention to perform a hasty ceremony both hastily and methodically at the same time, and
must be announced before initiative is rolled (as with ceremonialists who try automatically suffer a
spellcasting). A hasty ceremony is performed in one catastrophic mishap for being annoying.
round, as if casting a spell, rather than in one turn. (A
Chapter 6 Magical Theory and Practice
Ceremony Time Throw Automatic Degree of
Pace Required Modifier Failure Mishap
1 round By ceremony
Hasty -4 1-3
(10 seconds) level
1 turn By ceremony
Regular 0 1
(10 minutes) level
By ceremony
36 turns
Methodical +4 1 level, reduced
(6 hours)
by 1
Complex 6 turns By ceremony
0 1
Regular (1 hour) level
By ceremony
Complex 1 week
+4 1 level, reduced
Methodical (7 days)
by 1
The mummy wrappings are consumed, and Ra- Substitute Special Components: Finding the right
Ramses now has a 4th level chthonic dagger of fear. special components can be a challenging and time-
Storing Special Components: When not being used consuming endeavor.
to create trinkets (or other magic items), special
components should be stored carefully in alchemical Eldritch power is, however, fungible on a
jars known as metamphora. metaphysical level. This fungibility allows a
ceremonialist to substitute alternative special
Special components are fragile, as the residual components of the same total gp value for the unique
energies are prone to dissolving if not stored special components required for any given ceremony.
properly. There is a 5% cumulative chance each day Since it is more challenging to tap the energies for
of an improperly-stored special component the ceremony in this case, the ceremonialist suffers a
losing all its value. -1 penalty per level of the ceremony on his Ceremony
Throw when using substitute special components.
Metamphora: Designed to store special components, Merchants such as curios dealers, herbalists, and
metamphora are ceramic jars inscribed with antiquarians will sell nonspecific special components
alchemical sigils and stoppered with copper seals. (such as spider webs, plant roots, crushed ivory, and
Metamphora come in an array of different sizes and so on) for 1gp each, in various markets, subject to the
shapes, as more valuable special components require usual limits of equipment availability and
sturdier, stronger metamphora to prevent leakage. commission.
trinket is destroyed by its use. Had Ra-Ramses
Using Trinkets suffered damage or failed a saving throw prior to
A ceremonialist carrying a trinket he created can use using the trinket to perform the ceremony, the trinket
it to perform the ceremony it contains as if it were a would have been destroyed but no effects would have
spell that he was casting. Since most spells require occurred.
just one round to cast, most ceremonies can be
performed in one round when using a trinket, but if a A ceremonialist cannot use a trinket created by
spell takes one turn to cast, the equivalent ceremony another character. However, other ceremonialists’
performed with a trinket takes one turn to perform. trinkets can be harvested for their value as special
In any case, the ceremonialist does not have to use components, or possibly recharged, as described
his traditional implements, make a ceremony throw, below.
or risk stigma when using a trinket. The trinket is
either emptied or destroyed when used, depending on Emptying and Destroying Trinkets
its type. A disposable trinket is automatically destroyed when
used or when the ceremonialist purifies himself of
If in combat, a PC must announce the intention to stigma. A rechargeable trinket is automatically
perform a ceremony using a trinket prior to initiative emptied when used or when the ceremonialist
being determined at the beginning of a round. Should purifies himself of stigma. However, an emptied
an opponent successfully deal damage to the rechargeable trinket can be recharged simply by
character or if the character is required to roll a performing the trinket’s ceremony on it. The
saving throw and fails prior to using the trinket to ceremonialist does not have to pay the special
perform the ceremony, the ceremony fails and the component cost when recharging an emptied trinket.
trinket is destroyed. In combat, a character may automatically destroy a
trinket he is holding with an action in lieu of
EXAMPLE: Ra-Ramses is being pursued by well- attacking, and destroy a trinket in another’s hands
armed cultists displeased by his theft of an important with a sunder. Trinkets save at -4 versus sundering.
ceremonial codex. Prior to initiative being
determined for the round, he declares his intention to Buying and Selling Trinkets
perform fear using his trinket. Ra-Ramses wins the Trinkets are not typically bought or sold in the
initiative, and the ceremony is completed, as if he market as they are personal to the ceremonialist who
were casting a spell – no ceremony throw required. created them. However, at the Judge’s discretion,
A 60’ long and 30’ wide cone of fear stretches from rechargeable trinkets might be bought and sold in
Ra-Ramses’ hands, and all within the cone must save markets at twice their base cost, while particular
versus Spells or flee from the him for 30 rounds. The
Chapter 6 Magical Theory and Practice
special components from local monsters might be found as a special component worth 300gp towards
available. the creation of a chthonic trinket of phoenix aura.
EXAMPLE: Ra-Ramses is a 9th level occultist with Buying and Selling Talismans
INT 16 and WIS 16. He decides to make a +2 With the Judge’s permission, talismans may be
chthonic talisman of death & necromancy and bought in markets for twice their base cost, and sold
enchantment. It will take 2 months per type, or 4 for their base cost. We strongly recommend that the
months total. It will cost 10,000 per type, or 20,000gp Judge strictly enforce Equipment Availability by
total. The talisman will also require20,000gp in Market Class for talismans, and only permit
special components. The Judge and Ra-Ramses agree talismans of traditions which are common in the
that the talisman will take the form of a large culture to be available.