TEXT: 1
  Ritual Magic Expanded 
  for 5th Edition Fantasy
  Written by Ismael Alvarez
  
  2
  Ritual Magic ExpandEd | Fat Goblin Games
  Ritual Magic Expanded 
  for 5th Edition Fantasy
   
   
  Credits
  Author: Ismael Alvarez
  Editor: Lucus Palosaari, Michael Riter
  Copy Editor: Troy Daniels
  Design and Artist: Rick Hershey
  Layout: Rick Hershey and Troy Daniels
  Fat Goblin Games Team Members: Ismael Alvarez, Tyler Beck, John Bennett, Richard Bennett, 
  Kalyna Conrad, Troy Daniels, J Gray, Garrett Guillotte, BJ Hensley, Rick Hershey, Eric Hindley, Kiel 
  Howell, Taylor Hubler, Justice Mora, Lucus Palosaari, Jennifer Povey, Michael Riter, Matt Roth, Jeff 
  Swank
   
  Publisher: Fat Goblin Games
  Ritual Magic Expanded for 5th Edition Fantasy © 2016  Fat Goblin Games
   
  Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, 
  background, and new class descriptions—is Product Identity. All other content is considered Open Game Content.
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is 
  not a challenge to their ownership and is used under Fair Use.
   
  About Fat Goblin Games
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder 
  Roleplaying Game compatible products. With a focus on high quality production values and 
  providing a creative environment for our writers, Fat Goblin Games has quickly become a rec-
  ognized force in the world of third party publishers.
  With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat 
  Goblin Games continues to provide exciting content and fantastic worlds in which gamers can 
  immerse themselves.
  Visit us on Facebook, follow us on Twitter and check out our website at    
  fatgoblingames.com.
  
  3
  Ritual magic is interesting and accessible even to non-spellcasters, but as a concept, it is currently underdeveloped. There are too 
  few ritual spells. By expanding this concept, there can be many opportunities to provide players and game masters with more spell-
  casting utility, and also to weave magic into your story in a way that is holistic and does not imbalance your campaign. This prod-
  uct contains many new rituals, as well as guidelines for the use of rituals by non-casters, rewarding players with ritual knowledge, 
  and providing a deeper subtext for magic within your campaign setting.
  This product line brings you an assortment of ideas, homebrew rules, and various options from the talented pool of 
  writers at Fat Goblin Games for use with the world’s oldest role playing game. These short and low-priced products are 
  perfect for Game Masters and Players who want to integrate unique new options to their games.  
  Contents
  Ritual Magic  
  4
  New Rule: Non-Ritual Casters  
  4
  Ritual Mishaps as Curses 
  5
  Random Misfortune Table 
  5
  Ritual Spells  
  6
  Spell List 
  6
  Adventurer Rituals 
  6
  Life Event Rituals 
  8
  Occult Rituals  
  13
  Treatise on Ritual Magic and Availability  
  15
  Magic Items 
  16
  Rituals as Adventure Seeds 
  16
  
  4
  Ritual Magic ExpandEd | Fat Goblin Games
  Ritual Magic 
  Rituals are the quieter but no less potent cousin of 
  traditional fantasy spells. Rather than a flashy fireball or 
  a shield of force, ritual spells can help you understand the 
  world around you, protect your companions in a magical 
  shelter, or detect the presence of magic. Sometimes re-
  ferred to as utility magic, ritual magic is no less impressive 
  or even deadly in the right hands. 
  While largely intended to cover the range of possibilities 
  outside of a combat situation, ritual spells are nonetheless 
  incredibly useful to any canny spell caster that can access 
  them. But they are not without their risks. Most practiced 
  magicians have mastered the skills necessary to wield these 
  spells with ease, but the uninitiated are eager to get a taste 
  of magic without the talent or knowledge of the arcane 
  arts, and would risk life and limb to attempt the otherwise 
  impossible.
  What follows are a number of examples of such rituals 
  and their inherent consequences, and how they can fit into 
  your fantasy game. Each spell also contains a note that 
  coincides with a new rule for non-ritual casters. This note 
  will inform you of the consequences of casting this spell 
  when the caster has no arcane ability or ritual knowledge. 
  Consider each of these spells to be an adventure seed, 
  or even a potential set piece for a campaign steeped in the 
  arcane. They represent not only utile magic that may help 
  reach an objective, but also a tool for use by the world at 
  large, whatever the consequences may be.
  NEW RULE: NON-RITUAL CASTERS 
  Non Ritualist. There are many tomes and even oral his-
  tories that teach hedge magic to the uninitiated. Anyone 
  may attempt to meddle in the mystic arts, and even wild 
  talents have mastery over magic, but the untrained do not 
  have the discipline or knowledge of arcane formulas that 
  prevent catastrophic consequences.
  The following spells have special rules for allowing the 
  casting of a ritual spell without any special ritual knowl-
  edge. These may be the results of a sorcerer’s apprentice 
  misremembering their master’s teachings, or a foolish ad-
  venturer attempting to recreate a ritual through an ancient 
  tome that has a page or two missing. Whatever the cause, 
  the only requirement be that the non-ritual caster have 
  some access to the ritual’s instructions, whether they be 
  complete and correct, or not.
  A non-ritual caster will always perform a ritual that is 
  grossly flawed, and often it can be so detrimental that the 
  benefits rarely outweigh the drawbacks. Consider this as 
  a guideline for any ritual to be cast by a non-ritual caster, 
  and really anyone foolish enough to meddle with some-
  thing that they barely understand.
  
  5
  RANDOM MISFORTUNE TABLE: ROLL A D12
  1-2
  The spell has no effect, and any material components are consumed regardless of whether 
  the spell would have consumed them.
  3-4
  The spell works as written for non-ritual casters, but you have angered the powers that 
  govern mystic secrets. You have disadvantage on all rolls to save against or resist magical 
  effects for 24 hours.
  5-6
  The spell works as written for non-ritual casters, but it affects a random target, or allows 
  the original target to pick a new target. In the case of a non-targeted spell, the spell in-
  stead backfires and explodes for 1d8 force damage per level of the spell, affecting a 10 
  foot radius centered on the caster.
  7-8
  The spell has no effect, and the spell creates an anti-magic field (as per the spell) that lasts 
  for 1 month from the time of casting, centered on the spot where the ritual was completed.
  9-10
  The spell summons a storm of mystic energy. The area encompassing a 100 ft radius cen-
  tered on the ritual becomes difficult terrain due to tumultuous winds and unstable magical 
  energy. All creatures within the storm are subject to force damage once per round (1d6) 
  until they can leave the immediate area.
  11
  The spell has no effect, and you summon a random outsider. (GM’s choice)
  12
  The spell goes wildly out of control, and works too well! Your GM is encouraged to create 
  a proper though catastrophic consequence, such as the summoning of dozens of overzeal-
  ous unseen servants, for instance.
  For any other ritual, consider potential negative conse-
  quence to the spell being cast, either by creating an im-
  perfect result, or even creating some random but negative 
  magical surge that affects the caster in some way. When in 
  doubt, consult this random table.
  Note: You may also elect to have flawed rituals avail-
  able to learn for those spellcasters capable of doing so. 
  Someone practiced at ritual magic can tell that a ritual is 
  flawed, whereas an amateur would not. In the case of an 
  incomplete ritual being cast by someone capable of ritual 
  magic, make sure that you flatly state that not only is there 
  a danger of the spell going wrong, but hints of what the 
  consequences may be. The reason a non-ritual caster gets 
  no such warning  is that they have no way of knowing 
  when they are stumbling into disaster.
  RITUAL MISHAPS AS CURSES
  Consider any of the mishaps either from this table or 
  from the miscasting of a ritual for a curse effect, whether 
  to add to a cursed item, a result of divine intervention, or a 
  bestow curse spell.
  The effects for each miscast spell are meant to be inter-
  esting and perhaps the fodder for adventuring, rather than 
  debilitating and show stopping. Curses should similarly be 
  interesting, and a motivation for more adventure, rather than 
  an obstacle to be dealt with before more fun can be had. 
  Remember that your players should have enough warning 
  before dealing with a flawed ritual to decide if they want to 
  cast it, so that they may accept the consequences.
  
  6
  Ritual Magic ExpandEd | Fat Goblin Games
  Ritual Spells 
  SPELL LIST
  Level 1
  Call Beast of Burden
  Merry Respite
  Reinforce Shelter
  Séance
  Level 2
  Detect Gold
  Exorcism
  Magic Seal
  Sand to Steel
  Union of Two Souls
  Level 3
  Ritual of the Harvest
  Sleep of Ages: Preservation
  Stone to Steel
  Level 4
  Stone to Steel
  Torquelson’s Temporary Tower
  Level 5
  Ratification
  Sanctification
  Sleep of Ages: Pacification
  Level 9
  Assuming the Mantle
  Raising the Sky Citadel
  ADVENTURER RITUALS
  Though rituals can be helpful to the common man, they 
  see the most use in the hands of risk taking adventurers 
  that are more likely to have arcane knowledge. Conversely, 
  those without such knowledge are more likely to take great 
  risks with untested magic.
  deteCt Gold
  2nd-level divination (ritual)
  Caster: Bard, Warlock, Wizard
  Casting Time: 5 minutes
  Range: 1 mile (see text)
  Components: V, S, M (a nugget of pure gold worth at 
  least 5 gp and a dowsing wand)
  Duration: 24 hours
  Of immense importance to a party of treasure hunt-
  ers, this ritual can find large deposits of gold. Though it 
  will sometimes lead to large gold mines (often occupied), 
  it may also lead to dungeons and keeps that hold large 
  coffers of gold. As long as the relative value of the gold 
  deposit is more than 100 gp, you gain a sense of direction 
  that helps you find the gold, which grants you advantage 
  on all Wisdom (survival) checks to navigate towards the 
  location of the gold. If it is less, you simply gets a vague 
  sense that gold is in a given direction.
  At Higher Levels. Casting this ritual with spell slots of 
  a higher level will increase the range by 1 mile per spell 
  slot above 2nd. Alternately, you may use a 7th level slot or 
  higher to use the spell to search for magic items at a range 
  of 1000 feet.
  Non-ritual Caster: A flawed casting of this spell will 
  cause you to become lost while searching for treasure. 
  Rather than having advantage on Wisdom (Survival) 
  checks to find gold, you have disadvantage. You may be 
  fooled into thinking that the spell has been properly cast.
  Merry respite
  1st-level abjuration (ritual)
  Caster: Bard, Cleric, Druid
  
  7
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a cup of wine)
  Duration: 8 hours
  Harnessing the healing powers of sleep, you cause a 
  willing target to have an especially restful sleep. The target 
  sleeps with no nightmares, and even protects against magic 
  that affects the sleep or dreams of the target. They then 
  wake and gain the benefits of a long rest, remove the poi-
  soned condition, and remove one extra level of exhaustion. 
  If the sleep is somehow interrupted, the target receives 
  no benefits from the spell. You may not cast this spell on 
  yourself. The wine is consumed in the casting.
  At Higher Levels. When you cast this spell using a 5th 
  level spell slot, you may also remove all negative condi-
  tions on the target with the exception of curses and magi-
  cal diseases.
  Non-ritual Caster: A flawed casting of this ritual may 
  result in a fitful sleep, strange dreams, and the target wak-
  ing to strange compulsions. The target may, for example, 
  develop strange food cravings, avoid all physical contact, 
  or obsess romantically over the caster of the spell. Thank-
  fully, an interruption of this fitful sleep may prevent the 
  negative effects. A proper casting of this spell can negate 
  the ill effects.
  Reinforce Shelter
  1st-level abjuration (ritual)
  Caster: Warlock, Wizard
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a piece of quartz worth 1 gp
  Duration: 8 hours
  You reinforces a structure to withstand prolonged attack. 
  Such structures gain an immunity to non-magical fire, and 
  gain resistance to weapon attacks if they did not already 
  possess it. One casting of this spell can affect one structure 
  of up to 500 square feet. Structures exceeding this size 
  cause the spell to fail.
  Non-ritual Caster: A flawed casting of this ritual will 
  still grant protection to the structure, but will act as a 
  beacon to danger. Random encounters occur twice as often 
  while this spell is in effect, happening at least once during 
  the spell’s duration, if possible.
  Sand to Steel
  2nd-level transmutation (ritual)
  Caster: Bard, Cleric, Warlock, Wizard
  Casting Time: 5 minutes
  Range: 5 feet
  Components: V, S, M (an expertly crafted miniature 
  dagger worth 5 gp and sand equal in weight to the 
  weapon or tool created)
  Duration: 1d6 x 10 minutes
  For desperate and wily spellcasters, this ritual can cre-
  ate weapons and tools from sand. Each time you cast 
  this spell, you can transmute sand to craft a single simple 
  weapon, or a single tool, such as a hammer or a crowbar. 
  Such items appear to be made entirely of steel, even if they 
  normally have hafts. This spell explicitly cannot create 
  ammunition.
  Weapons and tools that you craft in this way are rela-
  tively fragile. If a tool proficiency check comes up with a 
  roll of 1 (before modifications), the tool explodes harm-
  lessly in a pile of sand. Weapons are similarly unreliable; if 
  the wielder is subject to a critical hit, or uses the weapon 
  to inflict a critical hit, the weapon also dissipates into 
  sand. Resolve critical damage normally before the weapon 
  bursts into sand. At the end of a duration, any intact items 
  return to their natural state of sand.
  Non-ritual Caster: If the ritual is cast improperly, the 
  sand creates the items of lead rather than steel. Items 
  made of lead are unsuited for their original purpose, and 
  grant disadvantage to their wielder on all skill checks they 
  are used for. Lead items return to sand at the next sun-
  down.
  
  8
  Ritual Magic ExpandEd | Fat Goblin Games
  Stone to Steel
  4th-level transmutation (ritual)
  Caster: Bard, Cleric, Warlock, Wizard
  Casting Time: 10 minutes
  Range: 5 feet
  Components: V, S, M (a stone of equal weight to the 
  items created, a garnet worth 10 gold)
  Duration: 1 hour
  A more refined transmutation spell, stone to steel can cre-
  ate more reliable items. You can transmute a stone into up 
  to 10 arrows (or other ammunition), any shield or weapon, 
  multiple tools (equivalent to a tool kit), or a full suit of ar-
  mor. Each casting consumes the garnet, but not the stone.
  Though these items are sturdy and not likely to revert, 
  they are subject to effects that dispel or cancel magic. 
  They also revert to stone if they are used to attack crea-
  tures that are resistant to non-magical weapons. An object 
  that reverts to stone also reverts to the shape it had when 
  it was transmuted.
  Non-ritual Caster: You create an aggressive mud me-
  phit. Multiple mud mephitis may manifest if you attempt 
  to convert a large volume of stone. 
  torquelson’s teMporary tower
  4th- level conjuration (ritual)
  Caster: Cleric, Warlock, Wizard
  Casting Time: 30 minutes
  Range: 500 feet (see text)
  Components: V, S, M (a stone replica worth 100 gp)
  Duration: 24 hours
  The legend of Torquelson the legerdemain spread when 
  he developed the ability to create towers from nearly noth-
  ing. Though some considered his methods flawed, none 
  could argue with the results. His legend would end when 
  he foolishly attempted to make a tower taller on a dare, 
  and a miscasting caused the resulting edifice to collapse on 
  Torquelson.
  You creates a stone tower that is 100 feet tall, and 
  50 feet wide. The interior is empty save for a few unlit 
  torches lining the walls, and a spiral staircase that leads to 
  a room at the top. The featureless room has windows, and 
  another shorter staircase that leads to a lookout post at the 
  top. This spell sees much use for scouting and reconnais-
  sance, though it tends to be rather conspicuous. The stone 
  replica is consumed with each casting.
  You may only be case this spell on flat, solid ground. 
  Your casting fails if it would displace any natural landscape 
  features, dense vegetation, or manmade structures. Casting 
  this spell on solid ground that may also be compromised, 
  such as an otherwise suitable cliff on the side of a moun-
  tain may cause the tower to topple.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level slot or higher, the tower may be an 
  additional 20 feet taller, and 5 feet wider for each slot level 
  above 4th. If you cast this spell using a 9th level spell slot, 
  the tower is created with a 50 ft wide moat and working 
  drawbridge.
  Non-ritual Caster: Casting this spell with imperfect 
  knowledge may lead to instability. You are likely to create 
  a structurally flawed tower that will topple 5d10 minutes 
  after it has formed. Any creature within the structure as it 
  is collapsing has approximately 10 rounds to flee the struc-
  ture or be crushed, taking 1d6 damage for every 10 feet of 
  the tower’s height.
  LIFE EVENT RITUALS
  Rituals for the events of daily life can include a number 
  of ceremonies and sanctifications that make lives easier 
  and in some cases more enriched. These spells represent 
  the hedge magic that is widely available in the remote and 
  scattered fields and townships that dot the landscape of a 
  fantasy world.
  assuMinG the Mantle
  9th-level abjuration (ritual)
  
  9
  Caster: Bard, Cleric, Druid, Warlock, Wizard
  Casting Time: 10 minutes
  Range: 10 feet
  Components: V, S, M (a relic of cultural importance 
  worth at least 1 gp)
  Duration: Instantaneous
  There are kingdoms whose laws are written into the 
  very bones of the land, and the matters of inheritance and 
  ascension are determined by the adherence to these laws. 
  Creatures that are tied to the land, or humanoids that have 
  forged pacts with ancient powers often create these rituals 
  to show reverence or respect, but also to assure that order 
  is maintained, and that no pretenders assume positions 
  unbefitting of their destiny. Though this ritual may be 
  used to designate royalty and rule, it more often sees use in 
  assigning roles to a given individual so that they fill vari-
  ous official roles within a given society.
  You must be cast in a specific location, such as a throne 
  room, or within a circle of stones. When performed, you 
  officiate a ceremony that recalls the laws that bind the 
  people to the land, and beg the recognition of the indi-
  vidual as the new bearer of the title and role. Once you 
  successfully perform the ritual, the title bearer is now rec-
  ognized in his new role, and may not be deposed without 
  recognizing the ancient law. The title bearer must now act 
  within the bounds of his role, or gain a point of exhaustion 
  and be unable to rest until they resume their role. Howev-
  er, the title bearer also is bolstered, and gains advantage on 
  rolls when acting in the interest of his kingdom. Anyone 
  intending to specifically remove, impersonate or usurp the 
  title are treated as poisoned until they cease their attempt. 
  Should they successfully usurp the role, they gain one 
  level of exhaustion each day that cannot be removed by 
  any means short of a wish. A remove curse spell will give a 
  day’s respite to the effects of the curse, but do not remove 
  
  10
  Ritual Magic ExpandEd | Fat Goblin Games
  exhaustion levels that have been accrued from the curse. 
  Only by returning the title bearer to their place, or finding 
  a replacement and casting the ritual may they negate the 
  curse entirely. Abdicating the role will pause the gain of 
  exhaustion, but not remove it.
  Non-ritual Caster: When you miscasting this spell by 
  either using an improper location, misquoting the laws, or 
  you interrupted during the ritual, the spell will result in 
  a natural disaster as the land itself rejects the attempt at 
  assuming the role. Possible results are torrential rains, un-
  seasonable drought, earthquakes, or wildfires. Results are 
  usually short lived, and are largely alleviated if the spell is 
  properly cast. Alternately, the ancient laws may cause the 
  inheritor to be cursed to be shunted far away by circum-
  stance, and the kingdom in question to be fraught with 
  discord of a political nature.
  Call Beast of Burden
  1st-level conjuration (ritual)
  Caster: Bard, Cleric, Warlock, Wizard
  Casting Time: 1 lunar cycle (or 28 days)
  Range: 10 feet
  Components: V, S, M (a sacrifice, see text)
  Duration: Instantaneous
  Rarely, a farmer will stumble upon magic that will 
  help him reap a greater harvest. Most farmers are honest 
  hard workers, and shy away from shortcuts, but greedy or 
  desperate farmers may be goaded to use arcane arts to to 
  increase production or save a farm. 
  You  must cast this spell during a celestial or seasonal 
  event, 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 can-
  not 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 crea-
  ture in any sort of encounter, use the statistics for a mam-
  moth that has resistance to non-magical weapon attacks.
  Non-ritual Caster: Mistakes can often arise from 
  sacrifices that do not meet the ritual’s requirements, or 
  not casting the spell at the wrong time of year. Improperly 
  summoned beasts have a ravenous hunger. Rarely carnivo-
  rous, these beasts eat day and night, and often render large 
  swaths of land desolate and void of vegetation. Despite 
  the long lasting consequences of these flawed summons, 
  the ritual is still tempting enough to be used, and misused. 
  There are even those lacking in scruples that would use 
  the flawed version to intentionally sabotage a rival’s food 
  production.
  Ratification
  5th-level enchantment (ritual)
  Caster: Bard, Cleric, Druid, Warlock, Wizard
  Casting Time: 1 minute
  Range: 5 feet
  Components: V, S, M (a parchment to hold the wording 
  of the agreement)
  Duration: Instantaneous
  While many creatures can forge contracts or create 
  binding pacts, others rely on magic to reinforce their 
  promises and set terms for various agreements. 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 
  judgements 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. 
  
  11
  The nature of these curses appears to be circumstantial, 
  but substantial enough to deter any from violating the 
  agreement. The curse will last 1 year from the time of vio-
  lation, unless the violation is addressed with a new casting 
  of this spell, potentially with additional terms.
  You may not cast this spell if you are immune to en-
  chantment spells and effects.
  Non-ritual Caster: If you are an amateur, this spell is 
  very likely to create flawed agreements. You may either 
  create a spell that is doomed, causing one or more sides 
  to be compelled towards violating the agreement, or the 
  agreement will be flawed in some way that can and likely 
  will be flaunted by one or more sides. Creatures taking 
  part in such a flawed casting must roll a d20 at the begin-
  ning of each day. If the roll results in a 1, they will be 
  magically compelled to violate the agreement, and suffer 
  the consequences. 
  Sanctification
  5th-level abjuration (ritual)
  Caster: Cleric, Druid  
  Casting Time: 1 hour 
  Range: Special (see text) 
  Components: V, S, M (a holy relic worth at least 50 
  gp, often a piece of a preserved saint, which is interred 
  within the structure or location) 
  Duration: 1 year
  Many holy orders have perfected magic that can create 
  an area protected by holy power. Whether a sacred grove 
  or cathedral, this ritual will make holy a parcel of land or a 
  structure so that evil is diminished and good is promoted.
  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, 
  and fey with an evil alignment are barred from teleporting 
  or being conjured in, but may be banished or otherwise 
  driven out. In addition, healing spells cast within the area 
  heal one more point than normal. There are versions of 
  this ritual that are instead unholy. Such a spell would bar 
  good creatures as well as to increase necrotic damage by 1 
  point.
  At Higher Levels. When you cast this spell using a slot 
  higher than 5th level, the square footage affected is in-
  creased by 100 for each slot level above 5th. Similarly, the 
  largest occupancy affected is increased by 100. In either 
  case, healing spells also heal an additional point for each 
  spell slot above 5th. If you cast this spell as a ritual, it must 
  be cast using the 5th level effect.
  Non-ritual Caster: If you are a layman, this spell may 
  either project the false pretense of protection, or may call 
  down the wrath of whatever divine being was meant to 
  sanctify the area. An area targeted for such wrath might 
  merely be a divine dead zone for clerical powers and spells. 
  Ultimately, the gods may decide to punish their worship-
  pers in another way, or not at all. 
  Sleep of Ages: Pacification 
  5th-level enchantment (ritual)
  Caster: Bard, Cleric, Warlock, Wizard
  Casting Time: 5 minutes
  Range: 100 feet
  Components: V, S, M (a pinch of sand from the bottom 
  of a desert cave)
  Duration: Instantaneous
  There are numerous threats that cannot easily be killed, 
  whether through some esoteric immunity, or by sheer 
  power. When a community cannot overcome these forces 
  conventionally, the community resigns to find a different 
  means, and among the most common is to delay catastro-
  phe by pacifying the malevolent force. Difficult to cast on 
  a moving target, the spell requires a great deal of coordina-
  tion and teamwork to properly contain evil forces.
  You can cause a dangerous being to fall asleep indefi-
  nitely. You must concentrate for 5 minutes while stay-
  ing within 100 feet of the target, which can be danger-
  ous 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 
  
  12
  Ritual Magic ExpandEd | Fat Goblin Games
  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 Wisdom saving throw. If successful, the 
  target is stunned for 1 round. On a failure, the beast falls 
  asleep 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. This spell cannot affect those immune to sleep or to 
  enchantments.
  At Higher Levels. If you cast this spell with a 7th level 
  slot, it can affect creatures that have some immunity or 
  resistance to sleeping or enchantment. If you use a 9th 
  level slot, you can affect a creature that wouldn’t feasibly 
  be affected by sleep or enchantment (such as a golem or 
  an elemental). These effects can also be achieved by us-
  ing rarer material components; the 7th level effect can be 
  replicated if you use precious ore mined from a desert cave 
  worth 500 gp, while the 9th level effect can be replicated if 
  you use star dust.
  Non-ritual caster: You must use a tome that details the 
  exact casting of the ritual, though casting it in this way 
  requires a waking condition. Such castings are volatile, and 
  may also cause the target to wake for weeks at a time at 
  certain intervals, such as once in every 100 years. Alter-
  nately, you may be cursed to sleep, and wake only when the 
  original target does as well. Many such heroes have been 
  trapped in this way, ready to fight again once they wake.
  Sleep of Ages: Preservation
  3rd-level enchantment (ritual)
  Caster: Bard, Cleric, Warlock, Wizard
  Casting Time: 1 hour
  Range: 10 feet
  Components: V, S, M (a glass case large enough to fit 
  the target)
  Duration: Instantaneous
  Not all sleep magic is intended to contain enemies or 
  remove undesirables. Some simply wish to preserve or 
  rescue their loved ones from a dire fate. You may a willing 
  or unconscious target into a glass case. When you com-
  plete this ritual, the target sleeps in a perfect stasis. Any 
  deleterious effects are paused, and the subject ceases to 
  age. They are also immune to any further harm unless they 
  are woken. The target is woken either by dispel magic, or by 
  breaking the glass case.
  Though this spell is ostensibly meant to be for the 
  purposes of preservation, nefarious variations exist that 
  creates an object that delivers eternal sleep, 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 
  
  13
  poisons as a material component, costing approximately 
  1000 gp per casting.
  Non-ritual Caster: If you are an amateur, you may 
  come upon a flawed version of this spell through rushed 
  research. In this case, you cause the target to age as they 
  sleep, either at a normal rate, or at a slightly reduced rate 
  (aging 1 year for every 5, for instance). Alternately, you 
  cause the target to require rare and strange conditions be-
  fore safely waking. Examples include a kiss from a prince, 
  or being draped in a cloth spun from gold.
  union of two souls
  2nd-level enchantment (ritual)
  Caster: Cleric, Druid, Warlock
  Casting Time: 1 hour
  Range: 10 feet
  Components: V, S, M (two matching pieces of jewelry 
  worth at least 1 gp each)
  Duration: Instantaneous
  There are many reasons to unite two people through a 
  ritual, and marriage is merely one of them. A knight and a 
  shield bearer, a pair of bonded assassins, blood brothers, or 
  even twins may be a part of a union that transcends mun-
  dane bonds. For this ritual to work, the participants must 
  already have some kind of bond or rapport. If no bond 
  exists, or if the bond is based on antagonism or distrust, 
  the spell fails. 
  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, assist-
  ing in coordination. The bonded pair may also spend Hit 
  Dice for each other during a short rest. Finally, the pair 
  may elect to transfer up to 1d10 hit point damage from 
  one to the other; wounds pass from one mate to the other. 
  This may be performed once (and not once per mate) as a 
  bonus action after every long rest.
  Non-ritual Caster: If you are an amateur, this spell may 
  cause a number of problems. Firstly, you might cause the 
  targets to share any harm taken; damage to either mate 
  will be shared equally. Alternately, you might cause the 
  pair to despise and distrust each other as they begin to see 
  the worst aspects of each other. Finally, you might curse 
  the pair to be separated by great distance. The pair finds 
  misfortune until they can reunite, and must do so through 
  many trials and tribulations.
  OCCULT RITUALS 
  Occult spells represent dangerous spells that reach out 
  to affect the supernatural. Whether they ward against it, 
  summon its presence, or beg its unseen favor, these spells 
  interact somehow with dark forces beyond the grasp of 
  most mortals.
  exorCisM
  2nd-level abjuration (ritual)
  Caster: Cleric
  Casting Time: 1 hour 
  Range: 10 feet
  Components: V, S, M (a holy symbol, scripture in any 
  media, such as cuneiform or book)
  Duration: Instantaneous
  Notable disturbances destroy small objects around you 
  as you attempt to force an unwanted spirit from a pos-
  sessed individual. As long as you maintain concentration 
  for the entire hour, you can 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.
  Non-ritual Caster: A layman may cast this ritual spell if 
  he is taught by the clergy, though it would be foolhardy to 
  attempt such a task without significant assistance. Non-
  
  14
  Ritual Magic ExpandEd | Fat Goblin Games
  ritualists that cast this ritual and fail the contest are at risk of 
  being possessed, and have disadvantage to checks against any 
  such attempts. Whether the attempt successful or not, the 
  non-ritualist also gains 1d4 levels of exhaustion.
  MaGiC seal
  2nd-level abjuration (ritual)
  Caster: Bard, Cleric, Wizard
  Casting time: 1 action
  Range: 10 feet
  Components: V, S, M (chalk containing powdered silver, 
  worth 50 gold, which the spell consumes, and a con-
  tainer, which is effectively consumed by the spell)
  Duration: Until the container is broken
  After defeating an enemy of a certain type (includ-
  ing 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). Sleep-
  ing targets are not subject to this spell.
  No matter what state the target is in, it must make a 
  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 new moon. At this time, the ritual must 
  be cast again, allowing the trapped creature a new saving 
  throw to escape. If the ritual is not cast, the creature au-
  tomatically breaks free. If this ritual is performed at every 
  new moon for one year, the seal becomes permanent unless 
  broken from the outside.
  Non-ritual Caster: A non-ritual caster may attempt to 
  cast this spell, but the magical prison is rendered im-
  perfect. The trapped creature has advantage on its sav-
  ing throw to escape the prison once it has been trapped. 
  Moreover, it forges a link with the caster while it is 
  imprisoned, and it can attempt to reason with, corrupt, 
  or even cast enchantment spells at the caster once each 
  day at sunset. An evil creature is likely to use this time to 
  thoroughly corrupt its warden before instructing them to 
  set the creature free. This link is broken once the demon is 
  freed, slain, or properly imprisoned. 
  ritual of the harvest
  3rd-level divination (ritual)
  Caster: Druid
  Casting Time: 1 or 2 hours (see text)
  Range: Special (see text)
  Components: V, S, M (a sacrifice worth at least 100 
  gold, typically crops or livestock, which the spell 
  consumes)
  Duration: Instantaneous
  By communing with the spirits of nature, the ritual 
  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.
  Alternately, the caster may instead meditate for 1 hour, 
  after which the caster is considered to have an advantage 
  on any Wisdom (Survival) and Intelligence (Nature) skill 
  checks, and provides enough sustenance for them and any 
  companions. These benefits last for 24 hours.
  Non-ritual Caster: Unscrupulous ritualists and spirits 
  may even seek to replace the normal sacrifice with that of 
  a sentient being, especially if the being happens to be from 
  a rival faction. While this is normally unnecessary, non-
  ritualists that cast this ritual must use a sentient sacrifice. 
  If a you are an amateur, and are disrupted during the ritu-
  al, nature responds angrily through a local manifestation. 
  This takes the form of an angry elemental, or even natural 
  disasters ranging from droughts to volcanic eruptions.
  
  15
  séanCe
  1st-level conjuration (ritual)
  Caster: Bard, Warlock
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (a crystal ball, tarot deck or séance 
  board worth at least 10 gp)
  Duration: Concentration
  Through the use of special divining tools, you sum-
  mon the attentions of something otherworldly and often 
  incorporeal. This may manifest as a number of physical 
  disturbances, such as objects being knocked over, or the 
  temperature in the immediate area dropping. This is fol-
  lowed by an eerie quiet as the being turns its attention to 
  the séance participants.
  A called entity (typically a ghost) must make a Wisdom 
  saving throw. If it fails, and the entity is compelled to an-
  swer any questions honestly for as long as the ritual caster 
  concentrates. Once concentration on this spell is broken, 
  the entity stays and acts freely until banished, or it may re-
  turn to its original location at any time. It is up to the GM 
  to decide if the summoned entity is friendly or hostile. 
  The spell caster may banish the ghost as an action.
  Non-ritual Caster: If you are an amateur with profi-
  ciency with occultist tools, you may attempt to cast this 
  spell with no special training or instruction. You must 
  make a Charisma check with a DC of 15. If you fail, a 
  random entity of the GM’s choice is summoned. An un-
  successful summon can act like beacons for rogue entities 
  asking for or even demanding help from the assembled 
  group.
  TREATISE ON RITUAL MAGIC  
  AND AVAILABILITY 
  Ritual magic should be earned, and not simply added to 
  a spell list, especially for a cleric! These rituals, however 
  mundane or low powered they may seem, represent a spe-
  cific and useful avenue for solving a variety of problems. 
  As such, they should be the subjects of quests, or even the 
  means of solving a quest, and as such they are not meant 
  to be simply handed out as a function of a class ability.
  Consider making the scrolls and books that detail the 
  use of ritual magic rare and important; an item available 
  at a high stakes auction, a tome sealed in a magic cave, or 
  a scroll belonging to the lieutenant of the big bad villain. 
  These opportunities can underline the importance of the 
  ritual magic, as well as to create an air of myth, rather than 
  having it be readily available by the dozen in a magic shop.
  Similarly, while some ritual magic may be available to 
  any layman hedge mage or daring apprentice, it should not 
  be so ubiquitous as to cheapen the nature of magic. In the 
  default assumption for a low magic campaign, these spells 
  should be held only by the rare and revered spell weavers 
  that highlight the nature of magic and its rarity. If you 
  happen to be playing in a high magic campaign, perhaps 
  it would be acceptable for every wise woman and street 
  magician can perform some minor magic trick. 
   
  Naturally, this could be different depending on the ex-
  pectations of everyone at the table, but you as players and 
  game master will know what your preferences will be. This 
  is merely a friendly reminder that magical options and 
  spells may not be available to spell casters at default.
  Finally, there is the remote chance that no one in the 
  party is a ritual caster. While there is an available feat that 
  allows for anyone to use ritual magic, your players may 
  not want to take that option, or you may not allow feats in 
  As rituals are outside of the bounds of 
  general spells, they offer a plethora of options 
  and opportunities. Even ones that should accomplish 
  unreasonable outcomes, such as wide scale destruction 
  or the transmutation of a mountain into gold, even 
  these outlandish possibilities are excellent touchstones 
  to adventure.
  
  16
  Ritual Magic ExpandEd | Fat Goblin Games
  your games. The first consideration in such a case would 
  be to use the non-ritual caster rules. They represent an 
  element of risk and danger that is inherent in adventure, 
  and could be an excellent means to get your players to ful-
  fill various quests to meet the requirements for a safe and 
  secure casting of a crucial ritual. 
  Alternately, you have two options; either you may 
  include one or more NPCs that can provide the ritual 
  spellcasting ability (at a price), or a magic item that allows 
  the safe casting of ritual spells. This again hinges on the 
  expectations on the availability of magic, as well as the 
  necessity of ritual magic in your campaign. 
  MAGIC ITEMS
  Candle of the Initiate
  Wondrous Item, Uncommon, Requires Attunement
  A candle of the initiate is a silver candle holder and 
  candle that can burn indefinitely. Though this candle will 
  not improve your ability as a ritual caster, it will help you 
  avoid catastrophe. It cannot, however, help you to avoid 
  casting a spell that may cause mayhem when correctly cast. 
  When attuned to the ritualist and lit and in the presence 
  of a ritual, the candle will snuff itself out if something is 
  wrong. This will give ample warning to the caster, effec-
  tively avoiding a mishap.
  Book of Ritual Knowledge
  Wondrous Item, Very Rare, Requires Attunement
  When you attune yourself to this book, you choose a 
  spell list from among Bard, Cleric, Druid, Warlock or 
  Wizard, and gain the ability cast spells with the ritual tag 
  from the chosen list. You lose this ability if you lose this 
  book. The book erases itself with each new attunement, 
  keeping only any 1st level ritual spells that are recorded 
  within. Any other rituals must be learned and transcribed 
  onto the pages by the attuned owner, as per the Ritual 
  Caster feat.
  RITUALS AS ADVENTURE SEEDS: 
  KEEP THE SKY CITADEL ALOFT!
  For nearly a century, farmers and travelers marveled at 
  the flying mountain that sat swaying in the sky. From time 
  to time, brave adventurers and explorers would attempt to 
  get there by ingenuity, magic, or hard work. Few achieved 
  this goal, and none returned. However, the years waned on, 
  and the flying mountain began to sink. Soon, the entire 
  land mass was nearly touching the peaks of its land bound 
  cousin. 
  Fortune tellers and oracles all agreed that doom crept 
  over the city that lay in the shadow of the flying mountain. 
  Even as the city was being evacuated, the flying mountain 
  swayed erratically, shedding boulders worth of mass with 
  each passing day. None knew what dangers could come 
  from something so big crashing into the earth. The king 
  has posted a reward for anyone brave enough to ensure 
  that such a thing would never come to pass.
  The Premise-
  A group that is willing to attempt to stop the mountain 
  must first be given knowledge of a ritual that can keep 
  the citadel afloat. Even if it is incomplete, or they are not 
  knowledgeable enough to reenact it, the imperfect knowl-
  edge is enough to re-invigorate the magic that keeps the 
  citadel in the air, or at the very least to nestle it safely in a 
  remote area.
  The Adventure-
  Now armed with knowledge, the group finds some 
  means by which to land on the flying mountain. There 
  they find an entire city in ruins built upon it. Within the 
  city, they search for the entrance to the core of the flying 
  mountain, so that they may cast the ritual.
  The Complication-
  A group of subterranean humanoids has made it their 
  goal to see the flying mountain fall, so that it may crack 
  
  17
  open an exit for their people to pour out and conquer the 
  surface world. While their mad scheme may or may not 
  work, the ensuing destruction is sure to cause problems for 
  the surface world.
  Raise the Sky Citadel
  9th-level evocation (ritual)
  Caster: Wizard
  Casting Time: 5 days
  Range: Special (see text)
  Components: V, S, M (a priceless tower made from pure 
  platinum, built at the center of the site to be raised 
  into the air)
  Duration: Instantaneous
  You and 11 other wizards cause a large body of land to 
  fly into the sky at your command. This legendary spell is 
  only spoken of in rumor and jest. Even the imperfect cop-
  ies are rare and sought after, flawed as they are. However, 
  even the complete version requires an amazing amount of 
  work, arcane might, and opulent resources that is beyond 
  the wildest dreams of even a magic guild.
  Non-ritual Caster: You may not cast this spell alone. 
  This spell is impossible to cast without the combined 
  power of a dozen powerful wizards. However, the imper-
  fect versions have within them a powerful magic that can 
  delay or control the descent of such an impossible sky 
  island. Through incomplete versions of this spell, you can 
  guarantee that a floating island stays aloft for an addition-
  al 100 years, delaying its inevitable descent. You cannot 
  cast a perfect version of the spell. Only a wizard of the ap-
  propriate power can command its magic, but such a wizard 
  could direct the mountain to float elsewhere, potentially 
  into planetary orbit, or another plane of existence.
  
  18
  Ritual Magic ExpandEd | Fat Goblin Games
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
   
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations (in-
  cluding into other computer languages&), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, like-
  nesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or super-
  natural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contribu-
  tor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
   
  2. The License: This License applies to any Open Game Content that con-
  tains a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this Li-
  cense except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
   
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
   
  5. Representation of Authority to Contribute: If You are contributing origi-
  nal material as Open Game Content, You represent that Your Contributions 
  are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
   
  6. Notice of License Copyright: You must update the COPYRIGHT NO-
  TICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or distribut-
  ing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
   
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that Prod-
  uct Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work contain-
  ing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. 
  The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
   
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
   
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game Con-
  tent due to statute, judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
   
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
   
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to make 
  it enforceable.
   
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
   
  Ritual Magic Expanded. © 2015, Fat Goblin Games; Author: Ismael 
  Alvarez
  
  19
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fat Goblin Games/Ritual Magic Expanded for 5th Edition Fantasy.pdf