D&D Ritual Casting Ritual magic is a commonly used plot point in fantasy stories. Circles of witches gathering around a cauldron, a cloister of priests performing a sacrifice, or a college of wizards banding together to perform a powerful spell. The general idea behind ritual magic is to allow spellcasters to cast spells they could not normally cast at their level - obviously, the rules must be strict in controlling this, or the game is quickly broken by high-level spells such as Wish perpetually fuelling themselves in rituals. The steps to performing a ritual: 1. Choose the Spell This step is very simple - determine the spell the caster wishes to perform the ritual to cast. The spell must be known to the caster, through a spellbook, scroll, or innately. Note that casters who do not normally cast spells from spellbooks may still use a spellbook to perform a ritual, just as they would be able to use a scroll. 2. Determine Costs The cost of a ritual is based on the required level to cast the spell, minus the caster's own level. To perform the ritual in one hour, the cost is equal to this difference squared, times 1000gp. For example, if Red, a 7th level Sorceress, wants to cast Scry, a 4th level spell, it would cost 1000gp in materials as an 8th level Sorcerer can cast Scry. If she wanted to cast Control Weather instead, it would cost 49000gp to do in an hour, because only a 14th level or higher sorcerer can cast Control Weather. 3. Reduce Costs Obviously, the cost of very large rituals is extremely high. There are ways to reduce these costs, however. The first is by using a longer ritual. For every doubling of the ritual's length, one caster level is 'free'. So if Red wished to cast Scry with no cost, it would take two hours. If she wished to cast Control Weather with no cost, it would take 128 hours, or a bit more than 5 whole days. Note that this allows for no breaks in the ritual - no food, water, or rest. She would have to magically sustain herself while performing the ritual, or likely perish from dehydration or exhaustion. A ritual need not be performed alone, however - a magician may have assistants. Assistants can work in two ways: they can shorten the ritual time, or they can allow the main practitioner of the ritual to rest during the rite. An assistant whose caster level is at least one-half the leading magician's reduces the time for the ritual by half, provided the assistant also knows the spell. An assistant whose level is less, or who does not have knowledge of the spell, provides only half the benefit - in the worst case, the time is reduced by one-eighth. Multiple assistants' benefits stack, but not completely. The benefit of each assistant is halved after the first - so the optimal situations tend to be a large number of inexperienced acolytes, or a master magician and a single skilled apprentice. For example, if Red wanted to cast Control Weather with a 4th level Sorcerer and a 2nd level Sorcerer, who both had the same knowledge of the spell (likely a book), the first assistant would halve the time to 64 hours, then the second assistant would reduce it by one-eighth (halved for being the second assistant, halved again for not having enough caster levels). The final casting time would be 56 hours - slightly less than two and a half days. This is still very tiring. The other option is to have an assistant take over the ritual while the main magician rests. An assistant doing this will make one-half the progress of the master if the assistant is at least half the master's caster level and knows the spell in question. Otherwise the assistant will make no progress, but by continuing the rite can 'suspend' the ritual until the master returns. Another method of reducing the cost of a spell is with a sacrifice. A sacrifice provides the same benefit as an apprentice with a caster level equal to the caster's hit dice, who does not know the spell in question (reducing by one quarter). Multiple sacrifices contribute like multiple assistants, and progress separately (so two assistants and a sacrifice would not reduce the potency of the sacrifice). Different rituals may require different requirements for the sacrifice - consult the DM. Because for Arcane magic, a sacrifice mostly entails using the creature's body and soul as a source of raw power, this is always an Evil act. For Divine rituals, however, sacrifice is not always an Evil act - sacrificing an animal, or an Evil creature may be part of a Good ritual, depending on the deity in question. Druidic rituals care not for good or evil, and sacrificing sentient creatures is more common than sacrificing animals. 4. Cast the Spell Ritual spells are never prepared, or retained. They are cast immediately upon completion of the ritual. The ritual may be suspended as above by the magicians in order to wait for a crucial moment (phase of the moon, or presence of the target, etc). They must not abandon the ritual.