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Thursday, July 10, 2025

Ritual Magic for TD&D

 So, one of the ideas I liked from 4e was ritual spells; spells that could be cast, not with spell slots, but with time and money (representing various herbs, potions, incenses, and other sacrifices that you use to enact magic outside of the norm.

 Like 4e multiclassing, I wanted to introduce this to TD&D (TSR D&D, separate from WD&D, which is Wizards D&D1), so I've played around with this for a while, finally working it into its current form. 

 

 Ritual Casting

 Ritual Casting allows a character to cast certain spells, without memorization, by enacting long and expensive rituals. Not all spells may be cast as rituals, and each ritual must be individually learned, and recorded as if in a spellbook. As might be expected, higher-level rituals are difficult to come by. A character's chance to learn a ritual is equal to their chance to learn spells based on their intelligence (in RC, where spell learning is automatic, this is not necessary). Rituals learned do not count against a magic-user or similar character's maximum number of spells known. 

A ritual has a minimum casting time of one turn per level squared; this is added to the casting time of the spell. Rituals also require 100 silver pieces per level squared, in addition to any required material components. If the ritual involved is clerical in nature, then characters who are not priests of an associated deity increase the level by 2. This penalty can be reduced by 1 if the character has some reason that they would know rituals associated with such a deity (eg a Paladin or Ranger, or a character who has been portrayed as devout). An "associated deity" is one whose priests are capable of casting the spell (a more significant factor in 2nd edition).

Rituals are cast at 1/2 the character's level (round down, minimum 1), unless the spell is one the character would be able to cast based on class, at which case they are cast at full level, even if the character themselves is not currently able to cast those spells; for example, a 3rd level Cleric would cast Remove Curse at 3rd level, despite them not being able to cast that spell until 5th or 6th level. A 3rd level fighter or thief casting the same ritual would only function at level 1. Paladins and Rangers may cast spells available to them at full level, even before they are spellcasters, but RC Fighters are not Paladins or Avengers until they reach the appropriate level. A character of any level can cast any ritual they learn; a 0th level character might cast Gate, provided they have access to the ritual, and to 8100 silver pieces worth of materials.

Many NPCs who sell spells prefer to use rituals where possible; it means they do not have to memorize the spell that day, and they can always charge their client for any expended ritual and spell components.

Learning Ritual Magic
Ritual Casting is a skill available to all characters.

Rules Cyclopedia: General Skill, Intelligence Based, requires the Alternate Magic skill, and sufficient intelligence to be literate. Skill in Ceremony can reduce the non-cleric penalty by 1.
1e: Determined by DM; if NWP are not in use, may require a secondary skill. Requires character to be literate.
2e: Ritual Magic is an Intelligence-based skill in the Wizard and Priest groups, requiring two slots. Characters must also be literate. Proficiency in Religion can reduce the non-cleric penalty by 1.