Low (Circle) Magic

The average citizen of the realms does not come into contact with high or Arcane magic; the practicioners are few and the prerequisites (a long education, the blood of powerful beings, or a pact with unspeakable powers) are out of the reach of most.

Still, after the Second Madness, a form of magic for the common man has come into use. When the Ashe was formed from the collision of the Astral and Shadow planes, a substance, Channelstone, was formed. It can be found on the Material plane; also found or mined in the Ashe as well. The stone allows one to transfer a small amount of life essence into it, which in turn can then be used to fuel spellcraft.

This magic is crude and does not mesh well with High Magic. Practitioners of both speak of it as trying to learn a new language that requires a different shaped tongue. As mages of all kinds are untrusted, however, the practicality of this different power has made it popular with common men and there are cottage industries built around casting the associated rituals.

Rules: Unless otherwise noted, a low magic ritual takes 10 minutes to cast. For each circle of spell, a hit die must be expended by one of the participants along with any components required; components without a casting cost may be replaced by one use of a Ritual Kit (see below). A participant may provide only one hit die to a casting of a ritual, provided that they have it to expend, though they may use any number of Channelstones (see below).

Hit dice used this way or to charge Channelstones are recovered normally.

Circle magic rituals are broken into schools, like High Magic spells. If a class feature refers to a type of magic, it still only refers to High Magic. (An Abjuration ritual would not trigger a Abjuration Wizard's Arcane Ward, for example.) However, if a creature is resistant or immune to a type of magic, they will be resistant to the Low Magic version of it as well.

Ability Check: Casting the spell requires an Intelligence ability check. The DC of the check is:

8 + the circle of ritual + the number of people casting

Example: A level 1 hedge magic ritual with one caster would require 1 hit die and be DC 10. A Level 3 ritual cast by three hedge mages would be 16. A level six cast by six hedge mages would be 20.

Some rituals may have individual modifiers that make them easier or harder to cast than rituals of similar circle. Also, some rituals may be cast at a higher circle for additional effects.

One participant may Help, but if so they cannot also contribute hit dice. Only the head caster in the circle rolls for success. If using a Ritual Kit, they head caster may add their proficiency.

Number of Rituals Known: A ritualist may only keep so many rituals in mind at once. Like arcane spells, they are hard to hold onto, sometimes requiring altering at the time of casting. While they don’t erase themselves once cast, they do crowd out other rituals in one’s memory.

You may hold a number equal to the following at once: 1 + Int Modifier (minimum 0). If you are proficient with a Ritual Kit, you may memorize one more. Low magic rituals of circles 4-6 count as two for purposes of memorization.

You may attempt a ritual you do not have memorized, if you have notes; copying a circle ritual costs the same as copying down a spell of similar level, but may be used by anyone who reads it, not just the person who wrote it in a Spellbook. Casting a ritual you do not have memorized is made with disadvantage on the Ability Check

You may replace a ritual(s) you know by willfully forgetting them while studying a new one. This takes effect after 8 hours of study (which do not need to be all at once, but no less than 1 hour at a time) plus a Long Rest.

Ritual Casters: If you have a class feature or feat that gives you the Ritual Casting feature, you have proficiency with the Ritual Kit. You may also substitute your component pouch or focus for the kit.

Guidelines for creating Low Magic Rituals:

  • Specific effects: Hedge magic rituals tend to do one small task.
  • Less powerful than Arcane spells: If a hedge magic ritual copies any effect of a similar arcane spell, it will be one level higher than that spell and more limited in scope.
  • No direct damage: Hedge magic rituals never produce effects that require an attack roll though they may charge weapons or create objects that then are capable of doing damage.
  • Duration: Most hedge magic rituals have effects lasting no longer than a day, though some can set up triggers that can last for as long as 30 days (month).
A note on Setting:

This compaion system of magic was written for a world in which magic is regulated highly and Wizards and Sorcerors are distrusted, as magic has brought much woe to the world in the past. Channelstone is a precious resource and while available, is a luxury. In other settings, this system is likely to make less sense.

Example rituals:

First Circle:

Charge Chanelstone (Enchantment):

Transfers the hit die used to cast the spell into a channelstone.

  • Casting at higher circles: If cast as a 2nd circle or higher ritual, you may charge an additional two stones for each cicle. Each charge still requires a willing subject to surrender a hit die.

Clean Room (Transmutation):

Requires a broom. Cleans one room up to 100’ by 100’. It does not move anything or replace things on shelves, but will remove filth, dust and grime. The DC to cast this ritual is 2 lower than normal.

  • Casting at higher circles: Will clean an additional room in the same structure.

Comfort (Abjuration):

Requires a peice of silk and a piece of fur. One person will be able to endure the deepest winter or hottest summer day without feeling too cold or hot. Their clothes will remain dry, even if they just stepped out of a pool. The target must be within 10 feet of the ritual when it is cast.

  • Casting at higher circles: For each circle, an additional two persons may be so protected.

Contract (Enchantment):

When this ritual is completed, two targeted, willing individuals agree that or the other will do some action or meet some agreed upon criteria within a number of days, up to 10. If the task is impossible or the parties aren’t willing, the Hedge casting automatically fails.

If either party fails to carry out their part of the bargain, a symbol will appear on their forehead(s) that will announce to anyone that the person has broken an oath (a person unfamiliar with the customs of the area would know on a History check of DC10).

This symbol lasts for 30 days, though it can be removed either by Dispel Magic or Remove Curse.

  • Casting at higher Circles- For each level higher, the contract can last one additional 7 day period. If cast as a 6th level casting, the mark is permanent unless removed by a Remove Curse spell.

Create Crawling Hand (Necromancy):

This requires grave dirt, and a knife that crumbles to rust once the spell is cast, and the hand of a murderer. When this ritual is cast, the hand of a murderer (convicted and executed by a civil authority) placed in the circle used to cast the spell becomes a Crawling Hand as per the Monster Manual.

  • Casting at higher Circles: If cast at 2nd Circle or above, the hand may be given a single target. It will seek out that target if on the same plane of existence and attack it until one or the other is dead, if it finds the target within 30 days. After that, it behaves normally.
  • If cast at 3rd or above, the Crawling Hand will bond with the creator, responding to that person’s verbal commands as if a pet (Bonus action to give a short command).

Create Homunculus (Transmutation):

The Hedge mage may create a Homunculus, in service to one participant in the ritual (who must donate a hit die to the ritual to create the creature; a Channelstone may not be substituted).

Glow (Illusion):

For the next 8 hours, the subject of the spell glows. They give off dim light in a 5’ radius. The glow can be tinged with any color the caster wishes. (This is used often by wealthy partygoers as an adornment).

Portrait (Transmutation):

To use this spell, you either need a roll of parchment, a canvas, or a piece of wood as a target. When cast, the Hedge mage holds up their fingers to form a circle or a box, then touches the medium. Whatever is visible in the shape created by their fingers is transferred to the medium. Parchment will produce a black and white image, canvas a color one, and wood will have the image burned into the surface. The effect is permanent.

Tradesman’s luck (Divination):

You may have advantage on one tool proficiency or skill roll made in the next 24 hours.

Willbolt (Enchantment):

You may charge a piece of ammunition, either a bolt or an arrow. Anyone involved in the casting of the ritual may use it like it was shot from a weapon within 24 hours of casting the spell. After that, the bolt or arrow will return to normal. An assassain’s favorite.

  • Casting at higher circles: You may enchant an additional piece of ammunition.

Second Circle:

Animate Guardian Object (Transmutation):

This ritual creates one of the following creatures: Animated Armor, Flying Sword. The ritual requires a well made suit of plate armor or a exquisite longsword (costing at least 100gp).

When cast, roll a 1d20. On a 1 (for Animated Armor) or 1-2 (for Flying Sword) the effect is permanent, otherwise, the creature remains animated for 30 days and then returns to its unanimated state. Roll a d20 when it de-animates; On a 1, the item crumbles to dust.

This ritual may be cast to augment the spell Animate Objects. If the the chance it becomes permanent is either 1-5 (Armor) or 1-10 (sword). The ritualist can try one such augmentaiton every 30 days.

The object can be given a simple set of orders that it will follow for the full duration of its existance, such as "Guard this door" or "Patrol this courtyard and strike down anyone besides myself or my family who enter". The object must be given any commands in 20 words or less when the ritual is cast and it will follow them to the letter, as the ritualist understands the terms. If the command is more than 20 words or too vague, the primary ritualist should make an Intelligence Ability check (include proficiency if the caster used a ritual kit) vs. DC 10, +the number of words used over 20. If no commands given or if the check fails, the animated object will become hostile to any living creature after one day.

While a ritualist might cast this ritual many times, they can never have more than their Intelligence Modifer plus their Charisma modifer Guardian Objects under their control. If they create more, they will become hostile as above.

  • Casting at higher circles: If casts the spell at 3rd level, Animated Armor will be able to deliver short messages (10 words or less) with a specific trigger. Either object will understand up to five sets of instructions, each 20 words or less. If this is exceeded, make an Intelligence check as above for each set of instructions; the object will only become hostile if it does not understand any instructions, though it will only carry out the sets that it understands.
  • If cast at 4th level or above, the guardian object's intelligence improves to 8 and is capable of independent action, loyal to the primary ritualist.

Mask (Illusion):

For the next two hours, you have a illusory mask over your face, appearing as a solid, dull hued oval (the caster chooses the color). The mask is visible, obvious, translucent, and does not block sight in either direction.. Insight checks as well as Perception checks related to identifying you are at Disadvantage while the mask is in place.

Your next failed Survival check to navigate traveling from one location to another, as long as one knows what both locations are (though not necessiarily where), may be rerolled immediately, taking the new result.


Save Yourself (Necromancy):

If you are reduced to 0 HP in the next 24 hours, you may expend 1 hit die the first time you’d roll a death save, regaining hit points as if the hit die were expended during a rest. If you have no hit dice available or recieve catastrophic damage, this ritual has no effect

Secure Messenger (Enchantment):

You may have a willing subject memorize a message of up to 20 words. The subject will not remember the message, but if a codeword, chosen during casting, is spoken within 24 hours within hearing of the subject, then the subject will recite the message verbatim, then forget the message completely.

  • Casting at higher circles: For each additional level higher than 2nd, add 10 words.

Venomboon (Transmutation):

Cast over 1 dose of poison. Savings throws made against that particular dose of poison are made with disadvantage if it is used in the next 24 hours. If not used, the poison becomes inert.

  • Casting at higher circles: For each additional level higher than 2nd, you may enhance an additional dose of poison.

Vision Stone (Illusion):

Requires a channel stone of at least 5gp value. When cast, the image of an area around the caster, 20’ in all directions, is stored in the stone. The stone may project the image of this for up to 10 minutes a day; you may activate the stone for any amount below that, but each use uses at least 1 minute. The stone is in the center of the image and while it is projected, anyone may walk around within the image, viewing the scene from any angle they can put themselves in. The image is held for 28 days, after which the stone reverts to it’s former state, though it may be used again.

  • Casting at higher levels: For each level above 2nd used to cast this spell, the range increases by 10’ and the time to view increases by 10 minutes. If the spell is cast as a 4th circle or higher Hedge magic spell, the effect is permanent and the stone will not revert.

There is a versions of this ritual that create permanent Orbs that display in certain stones, which are used in cities to create globes on every street corner, displaying important messages and entertainment.

Third Circle:

Doomstone (Transmutation):

Requires a channelstone, which is turned into an explosive. It is triggered by a word spoken by one person, chosen at the time of making, and explodes at the beginning of that person’s next turn or ten seconds, whichever comes first. Anyone within 10’ takes 3d6 force damage.

Doomstones remain stable for a day. Each day after, the stone has a chance to explode on it's own. At dawn, roll a d100; if the result is equal to or lower than the number of days it's been in existance, it explodes.

Doomstones become inert after 30 days.

  • Note: In the realms, this is a prohibited ritual and use of it without permits from the Scholar’s Guild or the Regent of the County (or above) will result in fines, incarceration, even a death sentence (if used to kill anyone).
  • Cast at higher circles: The range increases by 10’ per level, up to 30’.

Liar’s Hue (Transmutation):

This ritual is cast on one subject and for one hour, if that subject tells a lie, their skin will turn red for the remainder of the hour. Additional lies during that time will cause the color to flash and deepen.

Mask Undeath (Necromancy):

Cast on a zombie or similar fleshy undead creature, this ritual adds a lifelike complexion to the skin and removes any scent of death for 8 hours.

Pack (Transmutation):

You are able to turn one mundane object or collection of objects weighing no more than 5lbs into a cloth patch. Anyone, as an action, may turn the patch back into the item. The patch becomes mere cloth after 30 days.

  • Cast at higher circles: For each circle above 3rd, you may include 5lbs more, up to 20lbs at 6th.

Rescue Stone (Necromancy):

Requires a Channelstone. The person to use the Rescue Stone must participate in the ritual. Choose one effect below. The stone will crumble to dust once activated, and will become inert after 30 days (inert stones may be reused). You may only have one Rescue Stone at a time for each effect. Having a second stone made for you with the same effect causes the first to crumble to dust.

  • Save the flesh: Heal 1d8 hp. This is triggered if the bearer is reduced to 0 hp. The effect is immediate; the bearer would not lose consciousness.
  • Save the blood: Reroll a failed save vs poison.
  • Save the breath: Reroll a failed save vs disease.

Fourth Circle:

Life Pact (Necromancy):

In addition to the 4 hit dice needed to cast this ritual, each participant may add a number of hit dice up to the caster’s Intelligence modifier (minimum 1). This becomes a shared pool. As long as all the pact members are on the same plane as the ritual was cast, any member may expend one hit die from the pool as a bonus action. The hit die type is always the lowest added to the pool.

No one may belong to more than one Life Pact pool at a time; joining a new one removes you from any previous pools. If the hit dice are not used in 7 days, they fade and become unavailable to anyone. When the last hit die from the pool is expended, the Life Pact ends.

Scryguard (Abjuration):

This ritual requires a channelstone of at least 5gp in value. When the bearer of the stone is being scryed upon, the stone vibrates and glows orange. The stone loses this effect after 28 days, but may be used again in the ritual.

Inflate (Conjuration):

This ritual is used to inflate the gasbags of airships. A single channelstone can inflate a small gasbag with lifting air.

Fifth Circle:

Ashewalk (Conjuration):

This ritual creates a gate to the plane of Ashe. If cast within the Ashe, it allows one to return to the Material Plane

The Ashe

The Ashe is a plane of existence that mirrors the Material plane, like a constant shadow. Objects are duplicated there, and it is possible to send communications,steal memories or store objects in the Ashe. Think "magic internet you can walk in."

Create Helmed Horror (Transmutation):

Using 500GP of raw materials, the ritualist may attempt to create a Helmed Horror. This ritual's DC is increased by 2. The ritualist will not have any special control over the creation, though it will not automatically be hostile.

Reveal The Form (Divination):

Requires a mirror of 10GP value or greater, both of which are destroyed in the casting. When cast, one creature within 30’ will gain a fiery outline that resembles their true form, which will reveal if they are magically disguised, polymorphed, or shapeshifted. The outline lasts for one hour.

Level 6:

Activate Key (Conjuration):

This ritual transforms a channelstone into a key that can activate an existing, permanent teleportation circle. The key will take the user to a single location, designated during the creation. The key lasts for 28 days, then crumbles to dust; it also does this after it is used.

Construct Shield Guardian (Transmutation):

Requires 1000gp in materials and 8 hours to cast. Creates a Shield Guardian and the associated amulet to control it. If the caster is not also a Wizard, Sorcerer or Warlock of 6th level or above, the ability check to cast this ritual is made at disadvantage; the components are expended successful or not.

Create Revenant (Necromancy):

A dark spell, this takes 6 hours to cast and requires 100gp in materials. The deceased must have been dead no more than 3 days and have an uncompleted task, which could be revenge on the person who killed them. The Revenant will come to life after the ritual is completed (see Revenant sub-race from the Gothic Heroes Unearthed Arcana) and will stay that way until the task is completed (after which it will die again after 1 hour) or 30 days, whichever comes first.

The Revenant is restored to the state before it died, including reattaching any limbs (if present during the ritual) and healing any wounds, i.e. at full hit points.

Elevate (Conjuration):

This ritual causes up to a 1000 pounds of material to hover in place. It has no locomotion, but it can be towed as if it weighed 1/10 it's actual weight. It will stay this way for up to 30 days.

Feat:

Practiced Ritualist:

  • You gain +1 Intelligence.
  • You learn two additional low magic rituals.
  • Your maximum number of rituals that you can memorize is raised by two.
  • Circle 4-6 level rituals only count as 1 for memorization

Equipment:

Ritual Kit (25gp, 5lbs): Contains enough materials to cast 10 rituals; you may add your proficiency bonus to Low Magic ability tests when casting using this kit. A use may also be expended if using the Investigation skill to determine who cast a ritual or what sort of ritual was cast.

Channelstone: Channelstone can be used to store life energy, holding up to a single hit die. They come in three sizes, about the size of their namesake: cherry, walnut and apple, costing 20, 10 and 5 GP respectively (empty. Market rate for a charged stone is +10GP). While all hold the same amount of energy, the smaller ones are preferable for concealment or placement on charged weapons. Charging a Channelstone requires a circle 1 ritual (see below).