Level
1st
Casting Time
24 Hours Ritual
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
CHA Save
Damage/Effect
Charmed (...)

This spell is not without risk. Even if successful, if the object or creature changed by the ritual is intelligent or has a will of it's own, it may seek to devise means by which it can revert to it's previous state, the same way by which a reformed addict may always feel the temptation to relapse. If the ritual is a failure, it can cause catastrophe.

This spell can only be cast as a ritual by a person calling on the power of the deity they follow. The purpose of this ritual is to neutralize a creature or magic item, or otherwise aligned object. The subject of the ritual must be an aligned entity, and it must have an alignment opposite of the caster. If completed successfully, at the conclusion of the ritual, the creature or object's alignment changes to neutral and has no desire to act in an evil or good way, or cause another to act in an evil or good way. Whatever force or power inhabiting the creature or object that brought the alignment is banished, leaving only the residual, unaligned properties. If the entity is a magic item containing spells or powers, any spells or powers that are inherently evil or good are destroyed from existence, and any creature that knows how to utilize such spells or powers immediately forgets all knowledge of it- so long as they obtained that knowledge from the object affected by the ritual. The object or creature remembers that it once was aligned to either good or evil.

This effect only destroys the ability to use such powers. Diagrams, recipes, symbols, component lists, and other pertinent information is left unaffected. Physical changes left as a result of inhabitation by the aligned power are also not reverted. A skilled ritual caster might find a way to restore the object to its original state. The main purpose of using this ritual, in most cases, it to render an object or creature safe enough to handle so that it can be disposed of or destroyed without causing harm to those attempting to do so. Often times, such a devoted creature or object contains protective forces that severely threaten creatures who aren't aligned with it.

You must first cast Ceremony  to devote yourself to your deity of choice within 1 hour of beginning this ritual. To prepare for this ritual, you must light 3 candles, which are consumed, and study religious texts. You must be proficient in Religion to cast this ritual. Using Magic Circle in conjunction with this ritual is advised, but not required. You may be assisted by others trained in religion, reducing the casting time by 1d4 hours per person assisting you - minimum 1 hour.

For each level of the creature above yours, or + enhancement bonus of the object, add 1 to the following skill check.

20 - your WIS modifier DC. On a success, the ritual begins. The forces aligned with the subject of this ritual materialize a creature to aid the subject. This creature must be 1 challenge rating level higher than your character level. This creature is a volunteer, and considers slaying you to be a great pleasure. The creature must be a celestial, elemental, fiend, or undead. If the creature is undead, it must be insubstantial. The creature may attack you, or attempt to extinguish the candles, but not both in the same turn. The creature take an action to make a CON DC to extinguish a candle. On a success, you may counter with a DEX save, and the attempt fails. During the ritual, you are immune to any affect that might push or pull, or otherwise force your character to move away from the candles.

For each level of the creature above yours, or + enhancement bonus of the object, repeat this challenge, adding 1 to the challenge rating of the creature summoned.

SUCCESS: If at least 1 candle remains lit at the conclusion of all challenges the ritual is a success, and all alignment, and powers that rely on, or cause alignment change in, - the user of the object or creature - are eliminated.

FAILURE: The forces that weave both good and evil converge momentarily, and two opposing portals connecting to realms both good and evil burst open. Two creatures, each 5 challenge rating levels higher than the highest level player present, emerge. (minimum 13) (1 from each portal) The creatures wreak havoc. The creature that matches your alignment may call upon the aid of you and your companions to destroy it's opponent. The distortion of space-time creates a zone 600 feet in all directions, of which nothing can escape by any means- not even a Wish or intervention from a god - until it collapses. Each creature is capable of destroying any cover that a player is using as a (bonus action), either with a stern look, a wave of the hand, energy beam, or whatever creative method the DM chooses. This ability cannot be interrupted by any means. The distortion of space-time collapses upon the death of one or both of the creatures that came through the portals. The body(s) of the slain creature(s) vanishes leaving nothing behind, and no XP is awarded for the battle. There is a 10% chance that a random magic item is left behind from the slain creature(s). This magic item cannot have any enhancement bonus greater than the lowest magic item in your possession or of those others present. If a magic item is left, there is an additional 10% chance that it is 1 enhancement level higher than normal. 

Upon completion of a failed ritual, part of your spell-casting ability is lost. You take a -1 penalty to wisdom permanently. This effect cannot be undone, even by a Wish.

The pearl used as a material component for the ritual traps the aligned forces and turns either black or pure white. Unless the pearl is destroyed within 1 hour, the forces contained within are transferred to you, changing your alignment to match. You also will receive a physical mutation comparable to the power and type of energy you absorb.

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

* - (3 candles, 1 holy water, 1 pearl worth 200 gp)

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2019 11:58:00 PM
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Coming Soon

Spell Tags: Control Debuff

Available For: Cleric (Legacy)

Thosah

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