• they/them or anything else idc

I'm not a real robot, but I have a real face!

25, bi, genderless.



Play as any GLOG class (wizard schools etc) that uses d6 Magic Dice to cast spells. Chaos Dice probably work too.

You can't cast spells except as rituals:

  • it takes 10 minutes (one dungeon turn)
  • any targets must be present for the full duration of the casting of the spell
  • MD are only expended (or only generate Chaos Dice) on 5s or 6s
  • you may reroll one die after looking at the results (you have to take the new result if you do)

Additionally, for each level in the class, roll 2 dice (d4s at level 1, d6s at level 2, d8s at level 3, d10s at level 4) on the list of Ritual Benefits and learn those RBs. If you roll one you already know, bump it up to the next one.

When you cast a spell as a ritual, choose one Ritual Benefit you know to apply, plus one more for every two MD you use to cast it.

Ritual Benefits

  1. Reroll up to one die (in addition to the first reroll you already get for casting as a ritual).
  2. The first mishap you roll has no effect.
  3. Other party members can pitch in their own casting dice, and you can cast spells they know (if they spend the 10 minutes with you).
  4. Instead of taking effect immediately when you finish the ritual, choose a condition upon which the spell will activate. (The restriction that the target must be present for the full duration of the casting no longer applies.)
  5. The first die that would get expended, or generate a Chaos Die, doesn't.
  6. Roll d8s instead. They still get expended or generate CD on a 5 or higher.
  7. Double [DICE]. (Not the amount of dice you roll, just the raw value as it pertains to the spell effect.)
  8. Double [SUM].
  9. You may sacrifice an appropriate creature when casting the spell and roll all its hit dice as MD. These don't go towards adding more Ritual Benefits though.
  10. Cast a second spell using the exact same dice pool ([SUM] and [DICE] are the same, mishaps and dooms only happen once, etc)

When you learn a spell, roll a d12 on the Ritual Drawbacks table and write it down on the spell card or whatever you're using to track it. That drawback applies whenever you cast that spell as a ritual.

Ritual Drawbacks

  1. The proceedings of this ritual are a closely-guarded mystery. You must perform it in total isolation; no sentient creature besides yourself may witness it. If you accidentally violate this rule (for example if you're spied upon) the ritual has no effect; if you violate it on purpose it has no effect and you incur a doom!
  2. This ritual involves chanting, singing, or speaking that can't be performed quietly: if you're not in a safe area, roll to see if you attract attention.
  3. For whatever reason, you can't use your Ritual Benefits for this spell.
  4. This ritual requires blood: 1d4 damage with a cutting implement to one willing creature that bleeds (can be yourself).
  5. You need to use expensive materials, they cost about 10 gold per MD used in casting.
  6. It's a very lengthy ritual: one whole hour (six dungeon turns). You can rush the ritual to perform it in 1d4*10 minutes; if you do, all MD you spend on it are expended.
  7. Pick two random days of the week, or whatever similar division of time you have in your weird fantasy calendar. On one of these days you get an extra free MD for the purposes of casting this spell. On the other day this ritual can't be properly performed at all.
  8. This ritual requires a 12 hour fasting period before performing it.

9-12. No Drawback

Additional notes

This is a case of me writing something purely to get it out of my brain so I can think about other things. I have no idea how it'll play, I haven't tested or balanced it. Compared to a standard wizard this class has basically nothing to do during combat so if there's a lot of that happening in your campaigns the ritual caster might not be fun to play. On the other hand if your campaign is very combat light the power of the ritual benefits might greatly outweigh the reduced flexibility, in this case I might change the ritual drawback roll to a d10 or even a d8 to put even more restraints on the magic.

I'm kind of sad I ran out of ideas for ritual benefits, as it is now you'll learn all but 2 which feels kind of weird. If you use this for your own purposes I highly encourage you to expand the tables with your own benefits and drawbacks.


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