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Ritual Casting

Ritual Casting is the act of casting a spell as a ritual. You may choose any spell that you know to cast as a ritual, regardless of whether or not it is prepared. This does not use a spell slot or prepared spell, however rituals are more difficult than normal spellcasting, have drastically increased casting time, and may require additional casters. All effects on this page are subject to GM discretion, and certain effects may be impossible for lower level casters.   Additionally you must have the Ritual Casting feat:

Ritual Casting

Cast spells as rituals


Prerequisite(s)

Ability to cast spells, caster level 3rd

Benefits

You may choose to cast a spell as a ritual. You may choose any spell that you know, regardless of whether or not it is prepared. Ritual casting drastically increases the casting time, but may also be augmented. See the Ritual Casting page for details.
 

Choosing a Spell

You may choose to cast any spell that you know. Spells that you know are any spells in your spellbook (or equivalent), in your list of spells known, or your class's spell list (if you prepare spells directly from your class's spell list).

Casting Time

Ritual Casting increases the casting time of the spell based on the original casting time. During the casting time, you must concentrate on the spell, making any applicable concentration checks. If you lose concentration during the casting, you must begin casting again from the beginning, but you do not lose any associated material costs.
Spell Ritual Casting Time
Casting time 1 standard action or less 1 minute
Casting time 1 round 2 minutes
Casting time 1 minute 10 minutes
Casting time 10 minutes 1 hour
Material cost 1,000gp or more 30 minutes per 5,000gp in the spell's material cost, rounded up.
Spells 5th level or above double base ritual casting time

Spellcraft Check

At the end of the ritual, you must make a spellcraft check with DC equal to 15 + spell level for the spell to work. If you fail, the spell fizzles and you lose any spent materials. You may not take 10 or take 20 on this check, even if you have the ability to do so during combat or under duress.

Secondary Casters

When casting as a ritual, you may want or need the help of secondary casters (SC) to aid in the ritual. These secondary casters need not have the Ritual Casting feat or know the target spell, but must be of an appropriate class and caster level to cast the required spell.

Mandatory Secondary Casters

Some ritual castings require additional casters. These casters must all pass their Spellcraft checks in order for the spell to complete successfully.
Spell Secondary Casters Required
Material cost 1,000gp or above +1 SC per 5,000gp in material cost, rounded up
Spells 5th level or above +1 SC
Spell is 2 levels or more below the highest level spell you can cast -1 SC per spell level below threshold

Optional Secondary Casters

On top of any mandatory SCs, you may add any additional optional SCs. These SCs must make a Spellcraft check with DC equal to 10 + spell level. If they fail, they add a -1 penalty to the primary caster's Spellcraft check. If they pass, they may choose a bonus to apply to the ritual. These bonuses stack with themselves, up to the specified limits.
  • Increase effective caster level of the spell by 1, up to a maximum bonus caster level of half the primary caster's caster level.
  • Decrease casting time by 10%, up to a maximum of a 50% reduction in casting time.
  • Give a +1 bonus to the primary caster's Spellcraft check, up to a maximum of +5.
  • Replace the results of a mandatory SC with the rolled result.

Exceptions

Some spells may have exceptions to the above rules, at GM discretion. Following are some standard exceptions:
  • For spells that restore life to the dead (such as raise dead or resurrection), creatures with close personal ties to the target of the spell may act as optional secondary casters. When they do so, they may make any skill check in place of the normal Spellcraft check at the same DC, if the GM determines that the check is relevant.