
Campaign 3 - Darksun 5e Due to great results from the first 2 campaigns (noted below) I am expanding the Ritual Spell descriptor to be more universally applicable. Everything Can Be a Ritual Arcane, Divine, Psionic spells are all available as rituals. Even Instant spells like magic missile or fireball. No training is required, but a skill check is mandatory for each attempted spell with a DC indicated below based on spell level... Spell Level 0 1 2 3 4 5 6 7 8 9 Target DC 5 8 11 14 17 20 23 26 29 32 All spells require an Inelligence skill check modified as follows: Divine spells require Religion knowledge skill Arcane spells require Arcane knowledge skill Psionics (as applicable) require Psionic(?) skill These can be untrained ability checks as necessary. Special: T he Ritual class feature or feat allows for advantage on the intelligence roll. To use a spell as a ritual it must either be an available spell to cast (as per known/memorized spells available to cast per day) or it must be written down and followed like a recipe/scroll. Technical Bits Time - a ritual requires 10 minutes per spell level. (0 level / cantrips require 5 minutes) At the end of the time period is when the skill check is performed. Components - All material components / focus needed to cast the spell normally is also required for the Ritual version of the spell. Assistance - anyone can assist in the performance of a ritual; this action provides advantage to the skill check roll. The Cost of Failure Ritual magic is Dangerous. If a ritual results in a failed die roll it is DM fiat to resolve what happens to the participants of the ritual... up to and including death. Natural 1s are always treated as a Failure; Natural 20s are always treated as a Success. Further Uses Spells can be modified or made up on the fly at DM's discretion as rituals, using the DC chart above to approximate the difficulty of the task.