Fate Rituals
From Titan's Teeth
< RitualsMain > Magic > Rituals > Fate |
Fate
Name | Level | |
---|---|---|
Detect Divinity | 0 | Detect whether a supposed deity is truly divine. |
Bless Water | 1 | Create a pint of holy water. |
Clarity of the Faith | 1 | Target gains a comprehensive understanding of the tenets of your faith. |
Beast's Curse | 3 | Target is incessantly hounded by animals. |
Bestow Curse | 3 | Place a curse on the target. |
Change Fate | 3 | Gain the ability to change any one die roll for the next 24 hours. |
Curse Community | 9 | Place powerful curse upon a single permanent settlement. |
Beast's Curse
Sphere Fate; Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time 1 minute
Components V, S
, M (blessed tokens worth 25 gp)
Duration Permanent
Beast’s curse makes its target the victim of constant harassment by animals. Whenever an animal passes within either 30 feet of the victim or scent range, that animal’s attitude immediately shifts to hostile.
Animals are liable to attack or harass the character: birds fly around and peck at the character, cats trip him, and larger animals might do worse.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow Curse
Sphere Fate; Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time —
Components V, S
, M (titan's teeth worth 25 gp)
Duration Permanent
Saving Throw Will negates (SR yes)
You place a curse on the subject. Choose one of the following.
- -6 decrease to an ability score (minimum 1).
- -4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
Bless Water
Sphere Fate; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time —
Components V, S
, M (holy incense worth 5 gp)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Change Fate
Sphere Fate; Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time 1 round
Components V, S
, M (gold coins worth 25 gp)
Duration Up to 24 hours
You a limited control over fate to choose between alternatives of existence, correcting the choices of fate you disagree with.
Within the ritual's duration you may as an immediate action change any one event, occurring within line of sight, and affected by a die roll. The result of the die roll is rolled again, and you pick which result of the two actually happens. Once that is done the ritual ends.
Change fate can affect attack rolls, critical hits, critical failures, initiative checks, saving throws, damage dice (even multiple damage dice, such as 5d6 from a fireball), healing dice (from cure spells, for example), skill checks, ability checks, and caster level checks. It cannot affect your roll for hit points when you gain a level. If it affects an event associated with a roll of multiple dice, you must choose either set of dice rolls; you cannot choose to replace individual die rolls.
You can wait to choose whether to affect a die roll until after it is actually rolled, but must state your intention to alter a die roll before any other actions or rolls occur. You cannot alter the past; you can only shape the present as it slips by.
If whoever caused the action has spell resistance you must overcome that resistance.
Clarity of the Faith
Sphere Fate; Ritual Level 1
Casting Time 1 minute
Scroll Casting Time 1 standard action
Components V, S
, M (holy water worth 5 gp)
Range Touch
Duration 10 minutes and see text
The target gains a comprehensive understanding of the tenets of your faith, granting a +5 competence bonus to Knowledge (religion) checks relating to questions of your faith.
Even after the spell fades, the target remains as familiar with your religion as if she had actually read its holy book or the equivalent repository of dogma and lore (make untrained checks of DC 15 or lower for one month).
Curse Community
Sphere Fate; Ritual Level 9
Casting Time 2 days
Scroll Casting Time 1 day
Components V, S
, M (titan's teeth worth 2,500 gp)
Duration Permanent
You place a powerful curse upon a single permanent settlement.
You choose one of the following effects:
- All Craft, Knowledge, and Profession checks made within the settlement’s borders automatically fail.
- The settlement and all within are hidden from sight and divination, as if affected by the screen spell. Those who leave the settlement and then attempt to return are also subject to this effect.
- All within the settlement suffer from a continuous modify memory effect, which causes them to forget that anything exists outside the settlement’s borders.
- All within the settlement’s borders take a –8 penalty on attack rolls, saving throws, ability checks, and skill checks (excluding those that automatically fail, as noted above).
You may also invent your own curse community, but it should be no more powerful than those listed above.
The GM determines the community’s effective borders. The GM also has final say on the curse’s effect.
This ritual cannot be dispelled, but it can be removed with a miracle or wish.
Detect Divinity
Sphere Divination or Fate; Ritual Level 0
Casting Time 1 minute
Scroll Casting Time —
Components V, S
, F (a Holy Symbol or Relic worth 1 or more gp)
This ritual targets one creature or object. The target should either be the potential god itself, or a creature or object belonging to the god, such as a priest, holy object, or creature of a race created by the potential god.
The ritual may be cast with different components which may be used in part or combined for added effect; Verbal, Somatic and/or Focus.
Upon the completion of the ritual, all creatures within long range of the caster learn whether the target is a god. This is not to mean whether or not the object or creature is worshiped as a god, whether the target deserves to be worshiped, or if the target is as powerful as (or greater than) a god, but rather whether such a target has in fact ascended to godhood or has inherent divinity.
Component | Example | Negative Response | Positive Response |
---|---|---|---|
Verbal | Stating the target's name | A telepathic voice fills the air understood by all stating whether the target is or is not divine. | |
Somatic | Pointing at the target | Target appears monochrome for 1 round. | Target appears prismatic, fascinating onlookers for 1 round (will negates) |
Focus | The target's Holy Symbol | Holy Symbol breaks | Holy Symbol glows |
In addition to the effects listed above, the caster may divine the strength of the target’s divinity aura.
Target | Aura Strength | Aura Duration |
---|---|---|
False God or mere spirit | No aura | - |
Demi-God or Fallen God | Dim | 1 round |
Lesser Deities | Faint | 1d6 rounds |
Intermediate Deities | Moderate | 1d6 minutes |
Greater Deities | Strong | 1d6 x 10 minutes |