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# Words of power: Occult Rituals One hundred and sixty years have passed since the coven sank into the dark yet their magic lingers still. Thousands of puppet strings, fragments of malice, a scent of memory, all these are tools of the craft. It is through these that cursed blood pulls the redeemed soul back into the darkness. -Senna Doiteain.
Tyraki's Homebrew | Words of Power: Rituals
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### 1st Level Rituals #### Amanuensis *1st-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (Clear crystal worth at least 10gp) - **Duration:** instantaneous You capture the writing from one source (a book, scroll, or tablet) and cause it to appear onto a prepared paper, parchment, book, or some other similar item. This ritual copies up to 250 words of text, enough to fill one page with text. A copied illustration counts as a number of words proportional to the amount of the page the illustration requires. This ritual can be used to copy a ritual. Copying a ritual in this manner takes half the time to transcribe but has the same cost as transcribing a ritual normally in addition to the component cost of this ritual. #### Angelic Choir *1st Level Illusion* ___ - **Casting Time:** Casting Time - **Range:** 30ft - **Components:** V, S - **Duration:** up to 1 hour This spell creates an auditory illusion of choir music and cause sunshafts to manifest . The angelic choir can produce a volume of sound ranging from a soloist to an entire chorus of 64 singers of a variety of vocal types. The music can originate from any place in range. The melody, harmony, and volume of the angelic choir are controlled by the caster. Any lyrics will be impossible to precisely decipher, regardless of what language they are sung in. The angelic choir can continue for up to 1 hour or until dismissed by the caster. \columnbreak #### Arcane Mark *1st-level Illusion* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (Quartz crystal worth 10gp) - **Duration:** 1 hour You set your personal arcane mark within a quartz crystal. When crushed it manifests as a unique sigil of your devising. After the first moment, it fades, becoming invisible to anyone except by a creature that matches conditions you designate or by detect magic or truesight. #### Banish Vermin *1st-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (Tail of a Rat King worth at least 10gp which the spell consumes) - **Duration:** Until Dispelled You ward an area of up to 25ft in diamter, to be unpleasant to all kinds of unwanted rodents and insects of size Tiny or smaller, even if they are part of a swarm. Any vermin that are in the burst must leave by the most expedient means possible, and none enter the affected area for a period determined by your Nature check result. A result of 5 or lower remains in effect for 3 days A result of 5-10 remains in effect for 1 week A result of 11-15 remains in effect for 2 weeks A result of 16-20 remains in effect for a month #### Dowsing Rod *1st-level Divination* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A small branch or stick) - **Duration:** Until Dispelled You transform a stick or other natural object into a dowsing rod. When you do so, name a natural feature of the environment, such as mountains, rivers, forests, or caves. The dowsing rod points the way to the nearest place that fits the description. You can't name a specific place, such as Mount Doom, and the rod can't find magically concealed locations. When you reach the destination, the ritual is discharged. \pagebreakNum #### Conceal Fire *1st-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 25 feet - **Components:** V, S - **Duration:** Until Dispelled You alter one fire of bonfire size or smaller within range. Light cast by the fire cannot be seen from more than 15 feet from the fire. The fire’s light is unchanged within that radius, and the ritual does not diminish or contain the fire’s heat or sounds.
Tyraki's Homebrew | Words of Power: Rituals
#### Fastidiousness *1st-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** S - **Duration:** 24 hours You or a creature you touch is warded against becoming dirty. No matter what the target does, touches, walks through, or experiences, the target’s person, clothes, and carried possessions are not soiled. If the target is in any way soiled when the ritual is completed, that filth is immediately shed. Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue. #### Portend Weather *1st-level Divination* ___ - **Casting Time:** 1 action - **Range:** 50 miles - **Components:** V, S - **Duration:** Instantaneous You determine what the weather will be like for the next 24 hours within the range of of the spell. #### Wizard's Curtain *1st-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 10ft - **Components:** V, S - **Duration:** 24 hours You draw a curtain or several curtains from nowhere to ensure your visual privacy. The curtain is opaque and appears in any pattern or colors your desire. The curtain remains for the duration or until dispelled. #### Delver's Fire *1st-level Evocation* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S - **Duration:** Instantaneous You create a campfire that burns on any horizontal surface, and it needs no fuel beyond your magic. It burns for 8 hours or until doused as any normal fire can be doused. \columnbreak #### Corpse Light *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** S, M (Bone dust worth at least 10gp) - **Duration:** 1 hour You create a pale green flame that illuminates as a lantern. The light emanates from an object you designate during the ritual. The green fire produces no heat. Any undead creature that enters the illuminated area or is within it is wreathed in a green, flaming aura that harmlessly flickers around the creature. This aura appears even if the undead is disguised by a polymorph or illusion effect. Invisible undead are surrounded by visible green radiance. The glow reveals the area in which the undead is located, but it does not affect the total concealment granted by invisibility. #### Seek Rumour *1st-level divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, V, M (Scrap of cloth worn in the presence of a crowd) - **Duration:** Instantaneous You sit in meditation and let rumor drift into your mind, blown in on the wind of the community consciousness. Your may make an Arcana check to gather information rather than investigation. #### Preservation *1st-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A pinch of table salt) - **Duration:** Until Dispelled You enchant a 10 pounds of nonliving organic material so that it resists all natural deterioration. Rot, mold, consuming vermin, and the like all leave the enchanted material alone. Damage intentionally done can still harm the material. \pagebreakNum
Tyraki's Homebrew | Words of Power: Rituals
#### Lower Water *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** M, S (Ashes of a blessed birch tree worth 10gp) - **Duration:** 1 hour You cause a body of water to reduce in depth. Your Arcana check determines how many feet the water lowers as per below; A check of 9 or lower lowers the water by 10ft A check of 10-14 lowers the water by 20ft A check of 15-19 lowers the water by 40ft A check of 20 or higher lowers the water by 80ft ___ The space of water you can affect has sides equal to your level times 5 in feet. For example, if you are level 12, you affect a space that is 60 feet on a side. If you lower the water to ground level or lower, the affected area becomes dry. In large bodies of water, the water outside the area is unaffected by the void you create. To an observer, the sides of the area appear to be walls of water. At the end of the ritual's duration, water returns to fill the volume it previously occupied. #### Spirit Fetch *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** - **Components:** M, V (Crushed tooth of a child worth at least 10gp) - **Duration:** Until dispelled When complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person. You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.” The fetch then goes to find the creature you designated at a rapid pace and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command. Unless the recipient does as you wish, the fetch remains at the target’s side as a constant reminder as per the duration based on your Arcana skill check. A check of 9 or lower has a duration of 12 hours A check of 10-14 has a duration of 1 day A check of 15-19 has a duration of 1 week A check of 20 or higher has a duration of 1 month ___ The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. \columnbreak #### Fagin's Fluid Funds *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (10gp as well as container worth at least 10gp) - **Duration:** Instantaneous You drop coins, gemstones, or other valuable items into a specially prepared coffer and close the lid. When you open the lid, a quantity of coins appears in the box equal to the value of the items deposited inside. With this ritual, you can exchange a number of silver coins for a smaller number of gold coins of equivalent value, exchange a gemstone for its worth in gold, or exchange an art object for coins. Magic items and mundane equipment are not affected by this ritual. ### 2nd Level Rituals #### Ancestral Whispers *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** M, V (A belonging of the spirit you wish to summon) - **Duration:** 24 hours You invite a spirit to inhabit your body for a time channeling their memories and experiences. Choose one skill in which you are not proficient. For the next skill check you make with that skill, you are considered proficient in that skill and have advantage. The called entity may choose to make a contested wisdom check with the host to wrest control of their body. If possessed this check is repeated every hour or is triggered whenever the possessed body does something the host would find morally repugnant. A successful check allows the host to re-establish control. The spirit may be banished by the host at any time as long as they are in control. #### Eavesdropper's Foil *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** 1 hour You ward an area no more than 20ft against eavesdropping. Each creature outside the area that attempts to listen to communication within the area makes Perception checks at disadvantage. The ward moves with you for its duration. \pagebreakNum
Tyraki's Homebrew | Words of Power: Rituals
#### Exorcism *2nd-level abjuration* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** S, M, V (holy book, symbol or scripture) - **Duration:** Instantaneous Notable disturbances destroy small objects around you as you attempt to force an unwanted spirit from a possessed individual. As long as you maintain concentration for the casting time, you may perform an opposed Wisdom or Charisma check against the possessing entity (you may choose which). If you succeed, you drive the spirit out at the culmination of the spell’s casting. #### Lullaby *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, (Warm honey tea worth 10gp, consumed before casting) - **Duration:** Until dispelled You enchant your voice or instrument to make your audience drowsy. Creatures who listen gain disadvantage to all checks to checks to discover creatures who are within stealth. The spell's duration is double how long you sing or play. #### Seal Death's Door *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, V, M (Incense worth 10gp, burned after casting) - **Duration:** Concentration, up to 10 minutes You begin to weave the dirge of death, while you are casting this ritual a single creature you touch has advantage on all death saving throws. #### Strength Transferal *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, V - **Duration:** 4 Hours You may reduce your Strength stat by an amount (max 10) and confer that power to a single willing subject to give a significant boost of strength, enabling the target to make a single Strength or Strength (Athletics) check with an additional bonus to the check by how much strength you give up. Once the the check has been made or the duration ends the caster may begin to recuperate strength at a rate of 1 point of strength per 2 hours \columnbreak #### Summon Wind *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V - **Duration:** Until Dispelled You conjure a stiff breeze and direct it. You can increase a sailing vessel's speed by 2 miles per hour while you keep the winds in the vessel's sails. You can dismiss the winds as a free action. #### Manipulate Fog *2nd-level Evocation* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** S, V - **Duration:** Concentration, Up to one hour You can manipulate a normal fog bank of up to 1,000 cubic feet you can see within range. The fog can be gathered into a thick mass of opaque fog, creating a heavily obscured area, or dispersed to create an area of patchy fog that lightly obscures its area. ### 3rd Level Rituals #### Call Beast of Burden *3rd-level conjuration* ___ - **Casting Time:** 2 hours - **Range:** 10 feet - **Components:** S, V, M (50gp worth of livestock or crops) - **Duration:** Instantaneous You must cast this spell during a celestial or seasonal event (Such as a full moon or solstice), and sacrifice of crops or livestock worth 50 gp. If you successfully perform this ritual, a large extraplanar creature will be called. The creature is capable of (and willing to perform) great feats of burden. The appearance of the creature, while largely superficial, can vary with each casting. This beast can do the work of 10 oxen, move earth at an increased pace, and requires virtually no rest. While it cannot guarantee a successful harvest, it can make sure that the labor is done so that the harvest has the best condition under which to grow. If you should need to use this creature in any sort of encounter, use the below statistics The Beast lasts for a season's work (for example it may only last to complete a harvest or last as long as planting season) \pagebreakNum
Tyraki's Homebrew | Words of Power: Rituals
#### Sealing Designation: Containment *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (chalk containing powdered silver worth 50gp which is consumed by the spell and a container) - **Duration:** Until Dispelled After defeating an enemy of a certain type (including celestials, elementals, fey, fiends, or undead), you may imprison their essence within a container. You must have drawn a mystic symbol upon the container beforehand, and you may only cast this spell on a creature that is some- how subdued (knocked out, incapacitated, or dead). Sleeping targets are not subject to this spell. No matter what state the target is in, it must make a contested Wisdom or Charisma saving throw to resist. If it fails, it becomes trapped within the receptacle, and cannot escape unless an outside force breaks the container, or they break it from the inside. A trapped creature may make an attempt to break its prison at every month. At this time, the ritual must be cast again. If the ritual is not cast, the creature breaks free. If this ritual is performed at every month for one year, the seal becomes permanent unless broken from the outside. #### Festival to the Wise Wolf *3rd-level divination* ___ - **Casting Time:** 2 hours - **Range:** 10 miles - **Components:** V, S, M (sacrifice worth 100gp typically crops or livestock) - **Duration:** Instantaneous By communing with the spirits of nature, the caster may perform this two hour ritual in the form of a raucous feast, culminating in the sacrifice and ritual destruction of crops, livestock, or even a well-made effigy. If the casting is uninterrupted, the forces of nature take notice, and the surrounding area out to a 10 mile radius is blessed with a slight boon to the next harvest, typically increasing yields by 5-10%. A given area may not benefit from this boon more than once a year. \columnbreak #### Two Souls Union *3rd-level enchantment* ___ - **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (Matching pieces of jewelry worth atleast 20gp each) - **Duration:** Instantaneous You affect two sentient creatures, granting them the ability share a special closeness reinforced by magic. If successful, the spell depends the bond between the two targets, creating a deeply profound shared experience. Bonded participants can feel each other’s presence within 1 mile of each other, knowing in a vague sense the distance and direction to their bonded mate. Additionally, if they are within line of sight, the pair may communicate with each other through vague emotions and ideas, assisting in coordination. Finally, the pair may elect to transfer up to 1d10 hit point damage from on to another once per long rest. #### Moonlit Waltz *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, V, - **Duration:** 1 hour For the duration of the spell, you gain the ability to walk on surfaces illuminated by unfiltered moonlight as if they were horizontal, solid floors. For instance, you could walk across water where an unbroken strip of moonlight shined on its surface, or you could walk up a moonlit wall as if it were a level floor. \pagebreakNum ### 4th Level Rituals #### Sealing Designation: Preservation *4th-level enchantment* ___ - **Casting Time:** 5 minutes - **Range:** 100ft - **Components:** V, S, M (Gemstones worth atleast 100gp) - **Duration:** Instantaneous Not all sealing designations are intended to contain enemies or remove undesirables. Some simply wish to preserve or rescue their loved ones from a dire fate. Choose a willing or unconscious target. When you complete this ritual, the target lies in a perfect stasis. Any harmful effects are paused, and the subject ceases to age. They are also immune to any further harm unless they are unsealed. The target is unsealed either by dispel magic. Though this spell is meant to be for the purposes of preservation, evil variations exist that creates an object that delivers eternal stasis, such as eating an apple or drawing blood on a spindle. In such cases, the spell allows a Wisdom saving throw, but the save is made at a disadvantage. Casting the ritual in this way requires poisons as a material component, costing approximately 1000 gp per casting. ### 5th Level Rituals #### Binding Contract *5th-level enchantment* ___ - **Casting Time:** 1 minute - **Range:** 5 ft - **Components:** V, S, M (Parchment holding the terms of agreement written in inks worth at least 100gp) - **Duration:** Instantaneous When you cast this ritual, the two (or more) sides of the agreement will dictate terms to a neutral party. You must act as the neutral party, or the spell fails. Terms can include peace accords, trade agreements, the drawing of borders, or even judgement passed down by a magistrate. Many times, the conditions set down a curse for those who violate the terms of the agreement, typically related to the nature of the agreement; someone breaking a trade agreement may find that their luck with money has turned for the worse, or an apprentice wizard may find that their spells cease to function properly. Any time the violator rolls a natural 1 on a d20 roll, they suffer from some turn of fate that is somehow symbolic of the broken contract. The nature of these curses appears to be circumstantial, but substantial enough to deter any from violating the agreement. This curse will last 1 year from the time of violation, unless the violation is addressed with a new casting of this spell, potentially with additional terms. \columnbreak #### Sealing Designation: Pacification *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 100 ft - **Components:** V, S, M (Crystal sand worth at least 1000gp) - **Duration:** Instantaneous You can cause a dangerous being to fall into stasis indefinitely. You must concentrate for 5 minutes while staying within 100 feet of the target, which can be dangerous without the proper circumstances. Distractions and bodyguards are usually required. The sand used in the spell is consumed by the ritual. The creature’s nature dictates the location of the ritual; a flying beast requires you to fly during the casting, a waterborne beast requires you to be in contact with the water that the beast inhabits, and a land beast requires you to have your feet on the ground. Failure to adhere to these requirements result in failure of the ritual. If you successfully cast the spell, the target must make a contested Wisdom check. If successful, the target is stunned for 1 round. On a failure, the beast falls into stasis forever, or until forcefully awakened by remove curse, or wish spell. You may set an optional waking condition, such as a sacrifice of a magical item, or the aligning of the stars. #### Sealing Designation: Sanctuary *5th-level abjuration* ___ - **Casting Time:** 1 hour - **Range:** 200ft - **Components:** V, S, M (Holy Relic worth at least 150gp) - **Duration:** 1 year You create an effect that can encompass either 200 square feet or a structure that can hold at most 100 people. Once complete, the area is protected for 1 year. Within the confines of the protected area, outsiders, aberrations, undead, fiends and fey with an evil alignment are barred from teleporting or being conjured in and cannot otherwise enter unless given an express invitation. There are versions of this ritual that are instead unholy. Such a spell would bar good creatures. The spell can also be cast to trap outsiders, aberrations, undead, fiends and fey within as well as stop them from teleporting or being conjured out of the confines of the seal. This choice must be specified at the point casting. Suitable power can break the sealing designation however the caster feels if the spell breaks or is ended.
Tyraki's Homebrew | Words of Power: Occult Rituals