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Ancient Spells

RitualsEdit

On the ancient’s list of spells are spells of the ritual subschool (typically listed “conjuration [ritual]”). Rituals may only be applied to willing creatures who partakes in ritualistic verbal and somatic actions at the behest of the caster. Rituals do not suffer arcane spell failure chances due to armor unless the caster is the one wearing the armor (i.e if the creature receiving the ritual has an armor with an arcane spell failure chance, it does not apply). A given creature may only ever benefit from a single ritual at a time. The caster may never be the subject of a ritual. If a new ritual is cast upon a creature, they gain the benefit of the new ritual in place of the old one.


Ritual of ResistanceEdit

School conjuration [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

The creature gain an insight bonus on all saves. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +2).


Ritual of ProtectionEdit

School conjuration [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

The creature gain a deflection bonus to its AC. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).


Ritual of EmpowermentEdit

School conjuration [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

The creature gain an insight bonus on damage rolls. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).


Ritual of ResistanceEdit

School conjuration [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

The creature gain energy resistance 5 + 2 per caster level. At the time of casting this spell, define the kind of energy resistance this is (fire, cold, electricity, acid).


Ritual of Flourishing LifeEdit

School conjuration [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

The creature gain an insight bonus on stabilization checks, saves against negative levels, saves against ability score damage, and against death effects. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).


Ritual of SkillEdit

School conjuration [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

The creature gain an insight bonus on a single skill of the caster’s choice. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).


Ritual of RetributionEdit

School conjuration [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

Any creature who strikes the subject of this ritual takes force damage for each successful attack. The attacker must be within 10 feet of the subject of the ritual to be dealt damage. The damage of this spell is equal to 1/4th the caster level of the spell (minimum +1).


Ritual of SightEdit

School divination [ritual]; Level ancient X

CastingEdit

Casting Time 1 minute

Components S, V

EffectEdit

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

DescriptionEdit

The creature gain the benefit of detect magic or deathwatch (decided by the caster at the time of casting)  and receives a bonus on Perception checks for the spell’s duration. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).



-Non-Rituals-


Old SoulEdit

School enchantment; Level ancient X

CastingEdit

Casting Time 10 minutes

Components S

EffectEdit

Range see text

Target Single creature

Duration 1 week

Saving Throw Will negates; Spell Resistance yes

DescriptionEdit

A creature that fails its Will save ages 1 age category.This spell may target any one living creature who resides on this plane. When determining your target, you must make a Spellcraft check DC 20. However, being more familiar with the target gives you bonuses on the check.


Familiarity

Example:

Bonus

None

You have been told the creature’s name and some general information about them (“That orc who lives on top of the hill over there”).

+0

Passing

You have meet the person, listened to them lecture, studied the person for at least 1 minute, etc.

+5

Familiar

You know the person well enough and have discourse with them for at least 1 hour. Perhaps you have worked at the same place for a while, been acquaintances (though not truly friends), etc.

+7

Intimate

You are well-acquainted with the person. You are or were friends with them for an extended period of time, or have known each other for at least 1 year.

+10


Storm of ChangeEdit

School transmutation; Level ancient X

CastingEdit

Casting Time 10 minutes

Components V, S

EffectEdit

Range 1 mile

Target 1 mile radius, centered on you; see text

Duration 1 hour per caster level

Saving Throw none; Spell Resistance no

DescriptionEdit

You create a localized weather phenomenon. Roll 1d6 on the following table:


Number

Effect

Description (Summary)

1

Strong Winds

-2 on ranged attack rolls and Perception checks, unprotected flames extinguished, and tiny creatures are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.

2

Fog

Obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

3

Snow

Reduces visibility ranges by half, -4 penalty on Perception checks, unprotected flames extinguished,  it costs 2 squares of movement to enter a snow-covered square (all squares covered within 2 rounds)

4

Flood

The ground floods with 1 foot of water. The first round this occurs creatures on the ground must make a Reflex save (DC 10 + 1/2 caster level + Wisdom modifier) or be knocked prone by the surging water. When this effective is active the GM must determine a realistic direction for the waters to flow (typically, this is downhill). Moving through flood waters is considered difficult terrain and tiny creatures are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground). Tiny creatures that fail are swept 10 feet in the direction of the flow of the water.

5

Earthquake

At the time of activation and every 1d6 minutes after the ground in this area violently shakes. This causes all creatures to make a Reflex save (DC 10 + 1/2 caster level + Wisdom modifier) to avoid being knocked prone.

6

Lighting Barrage

Roll 1d6 at the start of each turn. If you roll a 6, one enemy (randomly determined) is struck by a lightning bolt unless they make a DC 35 Reflex save. This deals 1d6 damage per caster level. If you roll a 1, this instead targets a random ally. An ancient cannot be the target of this ability.


Ancient FuryEdit

School evocation; Level ancient X

CastingEdit

Casting Time 1 full round action

Components V, S

EffectEdit

Range close (25 ft. + 5 ft./2 levels)

Effect: ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

DescriptionEdit

After extensively charging, you unleash a torrent of raw greyish magical energy from the beginning of time. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of force damage + an additional 1d6 points of damage per 2 casters levels of the ancient.


Fountain of YouthEdit

School conjuration (healing); Level ancient X

CastingEdit

Casting Time 1 hour

Components V, S

EffectEdit

Range close (25 ft. + 5 ft./2 levels)

Target: One creature/level, no two of which can be more than 30 ft. apart; see text

Duration instantaneous

Saving Throw Will half (harmless); Spell Resistance yes (harmless)

DescriptionEdit

All creatures who you wish to target with this spell must remain at rest (asleep, not doing strenuous work, feasting, or otherwise recovering) for the entire duration of this spell’s casting time. When complete, all targets are healed for 5 hit points per caster level. A given creature cannot benefit from this spell more than once in a 24 hour period.


Sphere of SafetyEdit

School abjuration; Level ancient X

CastingEdit

Casting Time 30 minutes

Components V, S

EffectEdit

Range close (25 ft. + 5 ft./2 levels)

Area: 20-ft.-radius emanation centered on a campfire.

Duration 8 hours

Saving Throw none; Spell Resistance no

DescriptionEdit

You magically enchant a mundane campfire with your raw magical energy and in return everything its light touches is protected from harm. The area of bright light the campfire provides roars, setting itself to a 20 foot radius. A subtle, but visible, magical barrier can be detected with a Perception check (DC 20). Creatures inside this barrier are protected from the elements as if they were in a building, though the barrier is not otherwise solid. Rain does not pass in, nor does snow, wind, or other such weather effects. The temperature within this sphere is set to a reasonable temperature (between 50 and 90 degrees F). The caster is alerted by a mental alarm whenever a creature enters into the area of this spell- just the new presence of a creature, the caster does not receive any information about the creature nor are they alerted when they leave. Creatures who rest for 8 hours within a sphere of safety recover 2 extra point of hp and any Heal checks for long term care made with the confines of this sphere are made at a +2 bonus.


Magical RuptureEdit

School evocation [force]; Level ancient X

CastingEdit

Casting Time 1 full round action

Components V, S

EffectEdit

Range 60 ft.

Effect: Cone-shaped burst

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DescriptionEdit

Your eyes glow, erupting with a stream of pure and raw magical energy like a ruptured dam. Creatures in the affected area take 1d6 points of force damage per caster level. A successful Reflex save results in half damage.

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