Wanted to know if it would be okay to play one of these. Its from Modern Arcana, heres a link to the class. http://www.scribd.com/doc/52102051/4/The-Ritualist
It's alot to go over, but nothing strikes me as overly powerful. You'll have to format it and post a page however.
The incantations system seems like a low level copy of the epic spell system except that the actual examples are very weak in their application.
There's some issues with this class that need to be resolved
1. This class makes references to other books, those other books' rules need to be exposed to judge the class.
2. This class can cast as many incantations they want with only 1 level in the class. In fact there's very little reason to take more than one level in this class, it's extremely easy to get bonuses to skills.
3. Because it takes 10 minutes to make a magic circle, this class is a pure buffer / outside of combat.
4. As written, the seeds themselves are very limited. Perhaps this is a good thing, but to do anything will require expanding behind the meager descriptions of what the seeds can do.
5. A few adjustments will have to be made as we're not playing d20 modern, but that is minor
The idea has merit but the above have to be satisfied for me.
<——To the statement directly abouve this post
I thought abou this too. To ballance the Incantation system you would simply have to limit te incantations thusly,
At first level the ritualist gains the ability to cast 0 and first level incatnations. every 2 levels thereafter (3rd, 5th, etc) the ritualist gains an additional spell level. This makes the spell progression nearly exactly the same as a wizard however the ritualist does not need to study spells in ordewr to cast them they are cast as rituals. The class it's self has the disadvantage that their spells take a long time to cast, however the ritualist does not need to be withing Line of sight of the target. Strictly speaking, if i had enough information about the target i could cast a spell from accross the world. For combat a ritualist is restricted to using scrolls or wands which would be prepared before hand. Theoretically i could begin each day by casting a ritual to prepare some spells ahead of time which would act as one use magical items . A stone wich stores one use of magic missile for example.
While the class references other books, everything needed to play a ritualist is in this book. While the lesser incantation listed in this book technically allow me to create custom spells, i would say that to simplify the class we would limit the actual spells to already existing spells unless specifically designed in the presence of a DM.
You're solved one issue, that being now there's a reason to take more than 1 level in the class. However the other issues remain.
Namely, that the seeds themselves are extremely limited in their description. To use them to recreate spells as you indicate you want to requires a very broad interpretation of the mechanics.
Last, even if we agree on a broad interpretation you effectively get infinite 1st level then 2nd level and so on spells that each have a duration of 24 hours and which may not even cost gold.
And one even more, the charms ability of the class just gives everyone in the party +2 to saving throws.
Not so. Whgile the examples there are very week in comparison. the class also states i can use spells from the spell list instead. soi i don't have custom make every spell (i probably would not want to because of the time it would take in fact) i'd just recreate effects of existing spells. As for the Charms, I really don't like them. they are fairly usless for most situations.
Duplicating Existing Spells
Each lesser incantation listedhere can be used to duplicate thespells described in the
d20 ModernRoleplaying game
, the
Urban ArcanaCampaign Setting
, the
Modern Player’sCompanion
, or Chapter One: Spellsin this book. Appendix A (page 40)shows which mode and elementallesser seeds are required to duplicateeach spell. This requires a Knowledge(arcane lore) check, with the DCdetermined as follows:
20 + (spell level × 3) + modifiers
See Table 3-1: General Modi ers inthe
Urban Arcana Campaign Setting
,and The Laws of Magic for modifiers to incantations.
I could just use spells from the D&D players hand book instead of the noted spells abouve.
Bellow is how I envision the Highblood to work through 20 levels.
HD: 1d4+ Con
Action points: 6+1/2 character level rounded down (if we are using them)
Skills at 1st level: 5+INT Modifier x4
Skills at level up: 5+NT Modifier
Class Skills
Concentration, Decipher script, Gather information, Craft: alchemy, Craft: Art, Knowledge Arcana, Knowledge History, Knowledge Religion, Spell craft, Use magic device, Profession
Weapon and Armor proficiencies:
Ritualists are proficient with all simple weapons.
| Level | BAB | Fort | Ref | Will | Special | |||||
| 1 | BAB | Fort | Ref | Will | Special | |||||
| 2 | BAB | Fort | Ref | Will | Special | |||||
| 3 | BAB | Fort | Ref | Will | Special | |||||
| 4 | BAB | Fort | Ref | Will | Special | |||||
| 5 | BAB | Fort | Ref | Will | Special | |||||
| 6 | BAB | Fort | Ref | Will | Special | |||||
| 7 | BAB | Fort | Ref | Will | Special | |||||
| 8 | BAB | Fort | Ref | Will | Special | |||||
| 9 | BAB | Fort | Ref | Will | Special | |||||
| 10 | BAB | Fort | Ref | Will | Special | |||||
| 11 | BAB | Fort | Ref | Will | Special | |||||
| 12 | BAB | Fort | Ref | Will | Special | |||||
| 13 | BAB | Fort | Ref | Will | Special | |||||
| 14 | BAB | Fort | Ref | Will | Special | |||||
| 15 | BAB | Fort | Ref | Will | Special | |||||
| 16 | BAB | Fort | Ref | Will | Special | |||||
| 16 | BAB | Fort | Ref | Will | Special | |||||
| 18 | BAB | Fort | Ref | Will | Special | |||||
| 19 | BAB | Fort | Ref | Will | Special | |||||
| 20 | BAB | Fort | Ref | Will | Special | |||||
L….B…..F…..R…..W….Special
1…..0…….0…..0…..2…..Familiar, Create Magic Circle, Level 0 Incantations,
2…..1…….0…..0…..3…..Create charm
3…..1…….1…..1…..3…..Elemental Affinity, Level 2 Incantations
4…..2…….1…..1…..4…..
5…..2…….1…..1…..4…..Elemental affinity, Level 3 Incantations
6…..3…….2…..2…..5…..Spell Defense
7…..3…….2…..2…..5…..Elemental Affinity, Level 4 Incantations
8…..4…….2…..2…..6…..
9…..4…….3…..3…..6…..Elemental Affinity, Level 5 Incantations
10….5……3…..3…..7…..Cast Without Circle
11….5……3…..3…..7…..Elemental insight, Level 6 Incantations
12….6/1…4…..8…..8…..
13….6/1…4…..4…..8…..Elemental Mastery, Level 7 Incantations
14….7/2…4…..4…..9…..Create Greater Focus
15….7/2…5…..5…..9…..Elemental Mastery, Level 8 Incantations
16….8/3…5…..5…..10….
17….8/3…5…..5…..10….Elemental Mastery, Level 9 Incantations
18….9/4…6…..6…..11….Bonus Feat
19….9/4…6…..6…..11….Elemental Mastery,
20….10/5..6…..6…..12…..
Create Magic Circle
At 1st level, the Ritualist gains the ability to create a “magiccircle” that has a number of special effects. Primarily, aRitualist must create a magic circle in order to cast spells,incantations, or lesser incantations. The circle then contains,hones, and directs the magic cast within. A Ritualist cannotcast spells without this circle.
Creating a magic circle takes 10 minutes. The circle has a maximum size of 10 feet plus 5 feet per 2 class levels of its creator—usually the primary caster. A magic circle lasts for 24 hours or until dispelled, which requires another 5 minutes. Once the circle is in place, a Ritualist can cast any of the incantations (or regular spells if you are using them in your campaign) that she knows as a standard action In addition, anyone inside an active magic circle has spell resistance from any magic cast from outside the circle. This spell resistance is equal to 10 + the Ritualist level of the circle’s creator.
If a person within a magic circle already possesses spell resistance from another source, her spell resistance instead increases by a number equal to Ritualist's level. This spell resistance has no effect on spells cast within the magic circle, although a person’s innate spell resistance still applies.
A magic circle is immediately destroyed (and any incantations being cast ruined) if anyone steps through the boundary without the primary caster first cutting a “hole.” Doing so requires a ritual knife, called an “athame”, and requires a full-round action. Only the primary caster within the circle can cut such a hole in the circle without destroying the circle. Once the hole is opened, creatures can freely move in and out of the circle without affecting it. Creatures of the “outsider” type must make a Will save (DC 15 + Ritualist level of the circle’s creator) to move into or out of a magic circle. If they succeed, the magic circle is destroyed as above.
Incantations
At 1st level and every 2 levels thereafter (3rd-5th, etc) the Ritualist gains the ability to cast spells as incantations from the wizard/sorcorer spell list in the D&D 3.5 Players hand book. The Ritualist can also create lesser incantations of their own using lesser seeds nodes. It should be noted that the Ritualist may only use 1+ spell level nodes during in an incantation. Level 0 incantations have one seed or mode, 1st level Incantations have 2 and so forth. ( A level 3 Ritualist for example, can cast an incantation with alter, earth, and Fire modes and seeds because they have level 2 incantations.)
Elemental Affinity
At 3rd, 5th, 7th, 10th, levels the ritualist gains A greater understanding of her lesser seeds she may add her Ritualist level to all knowledge tests tests when casting an incantation (including lesser incantations with that element)
Create Charm
At 2nd level the Ritualist can create a charm which stores a lesser incantation. this charm lasts for 24 hours or until used. in order to create this charm the Ritualist must create a magic circle and spend an action point. the Charm can be removed from the ritual circle and used anywhere without a magic circle. If this item is destroyed the incantation is ended and a new charm will have to be made.
Cast without Circle
At 10th level, the Ritualist is familiar enough with magic that she may cast incantations without first creating a magic circle or using ritual tools. However, for each ritual tool left out of the incantation, the DC of the lesser incantation increases by +2. Any benefits from consecrated tools still apply.
Elemental Insight
At 11th level, when the Ritualist spends an action point on Knowledge (arcane) skill check for an incantation related to one of her elemental affinities, she gains +2d6 to her roll,instead of the usual +1d6
Elemental Mastery
At 13th level, the Ritualist has complete understanding of the five elements and how they relate to each other. She no longer is required to create a magic circle to cast spells, although she still benefits from a magic circle’s other effects. In addition,the Ritualist chooses one element in which she truly excels: Her caster level is considered two levels greater when casting spells with that elemental type. (For example, if she chooses“air,” all of her air spells are treated as though she were a 15th-level caster, rather than a 13th-level caster.)
Lesser Incantations (Seeds and Modes)
Described here are the basic combinations between modes and elements. Elements are one of the five magic “building blocks”mentioned previously—air, earth, fire, water, and spirit—and modes are effects that can be applied to those elements.
Collectively, modes and elements are known as “lesser seeds.” When combined together with a lesser incantation, they produce specific results that are more powerful than either seed on its own. Each lesser incantation has a number of effects that can be produced, but this is by no means the limit of what they are capable of. Infact, their very flexibility allows a Ritualist to tailor incantations spell to the situation at hand.
To create a lesser incantation,the Ritualist combines two or more lesser seeds together. The Ritualist chooses the most important lesser seed first to provide the base Knowledge (Arcana) DC. Each additional seed adds +5 to the DC.
Ritual Tools
Ritual tools are important aspects of pagan magic. Tools areused to represent the various elements, as well as acting asboth “batteries” for magical energy and focusing it into thedesired effect. Different traditions utilize different tools, eachwith their own uses and intent. Described here are the most common ritual tools used by Ritualists.
Candle:While each tradition has its own representationfor the element of Spirit, the most common is the candle
When lit, the candle represents the four alchemical elements—the hard wax for Earth, the flame for Fire, thesmoke for Air, and the melting wax for Water—combined intoone, representing Spirit. Another common symbol of Spirit isa large, flawless crystal.
Chalice: The chalice represents the element of Water. Achalice can be an ornate affair, crafted from gold and silver and decorated with gemstones, or it can be a simple woodencup; it isn’t the monetary value of the cup that is important.The chalice is used to “hold” energy, nurturing it and containing it.
Dagger: The dagger, more commonly known as anathame, represents the element of Air. The athame’s blade istraditionally kept dull, as it is meant to cut on the spiritual/ astral plane, rather than material items, and the handle isblack. Some Ritualists use the athame to draw the magiccircle, although some use the wand (see below). The size ofthe dagger does not matter—some traditions employ a swordin place of a dagger.
Pentacle: The pentacle is a disk of ceramic, metal, or woodinscribed with a pentagram: a five-pointed star drawn as acontinuous line. It represents the element of Earth—whichharnesses, contains, and augments magical energy—andis often used as the placeholder for items that are to beconsecrated.
Wand: The wand, the classic symbol of the magician,represents the element of Fire. It is used to direct energywithin a ritual and some traditions utilize the wand to drawthe magic circle. It should be noted that a ritual wand is different than the magic wand. Ritual wands do not store spells as magic wands do.
Alter
Knowledge (arcane lore) DC: 15
Range: 20 feet +5 feet per level
Target: 1 creature, or up to a 5-foot cube of nonliving matter;
Duration:Instantaneous or 1 round per caster level (see text)
Saving Throw: Fortitude half
Spell Resistance:Yes
The Alter lesser seed changes the target in some way. It manipulates the basic fabric of the target, changing it in some fashion.A Ritualist who uses the Alter seed by itself may perform one of the following effects:
• Change one aspect of the target, including color, taste,texture, or scent.
Duration: rounds.
• Change the energy descriptor of a single spell to another, such as “fire” to “cold.”
Duration: instantaneous.
Create
Knowledge (Arcana) DC: 15
Range: 10 ft +5 feet per level
Target: 1 creature or up to a 5-foot cube of nonliving matter;
Duration: Instantanious or 5 mins per level
Saving Throw: None;
Spell Resistance:No
You are able to manufacture a magical effect that causes something to come into being. This can create gross matter, such as an object, or some sort of “growth” within the target. This includes the basis of healing magic, such as
cure light wounds as well as spells from the conjuration school. A Ritualist who uses the Create seed by itself may perform one ofthe following effects:
• Cure 1d4 points of damage to a single target.
Duration:instantaneous.
• Conjure a non-magical, unattended Tiny object of up to 1 pound in weight.
Duration: minutes.
Disrupt
Knowledge (arcane lore) DC: 15
Range: 30 feet +5 feet per level
Target: 1 creature, or up to a 5-foot cube of nonliving matter;
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The Disrupt lesser seed causes an effect that disrupts some aspect of the target. Often this has a negative effect, such as inflicting damage, although it can be used for positive benefits, such as destroying disease within someone’s body. A Ritualist who uses the Disrupt seed by itself may perform one of the following effects:
• Inflict 1d4 points of damage to a single target of purely destructive energy—it does not have a “type.” If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is destroyed as if disintegrated, leaving behind only a trace of fine dust.
Duration: instantaneous.
• The Disrupt lesser seed can affect magical matter, energy fields, and force effects that are normally immune to damage, such as a
wall of force. The Ritualist must succeed at a Knowledge (Arcana) check (DC 10 + target’s spell level + target’s caster level). If she succeeds, the effect ends—otherwise, Disrupt has no effect.
Duration: instantaneous.
Protect
Knowledge (arcane lore) DC: 15
Range: Touch
Target: Creature or object touched;
Duration: 5 round +1 round per level
Saving Throw: Will negates
Spell Resistance: yes
This seed creates a magical field that bolsters, strengthens, or otherwise keeps the target from harm in some way. All spells from the abjuration school are created using the Protect lesser seed. A Ritualist who uses the Protect seed by itself may perform one of the following effects:
• Grant a +1 bonus to all saving throws during theduration of the incantation. The bonus increases by +1 for every 5 full points by which the Knowledge (arcane lore) check exceeds the DC.
Duration: rounds.
• Grant SR 13 to a single target.
Duration: rounds.
Understand
Knowledge (arcane lore) DC:15
Range: Personal
Target: Self
Duration: Instantaneous or 5 rounds +1 round per level
This lesser seed allows you to comprehend some aspect of the target. It allows you to gain insight into the immediate future or gain information about a specific event. A Ritualist who uses the Understand seed by itself may perform one of the following effects:
• Grant a +1 insight bonus to any skill check or attack roll.
Duration: rounds.
• Learn a single fact about the target, such as name, height, weight, location, or owner. This effect is similar to the
augury spell, but does not look into the future. The base chance for receiving a meaningful answer is 40% + 1% per caster level. The GM may determine that the question is so straightforward that a successful reply is automatic, or so vague as to have no chance of success. If the casting succeeds, the caster receives an answer that is the simplest explanation. For example, if the Ritualist uses this seed to determine the owner of a magic item, she might get the name “John Smith” if someone named John Smith were the actual owner. If a larger group owned it, she might only get “the National Geographic Society.” If it has been lost for centuries, the answer could be either the last actual owner or “no one.”
Duration: instantaneous.
Lesser Seeds (Elements)
The lesser seeds described here cover the five classic elements—Air, Earth, Fire, Spirit, and Water. By themselves,these seeds produce minor magical effects of the appropriatetype, including creating small amounts of the element or producing a symbolic effect, such as temporarily increasing the target’s Intelligence. As stated above, elemental lesser seeds are not very powerful by themselves, but when combined with modes they can create much more dramatic results
.
Elemental Associations
For the Ritualist, the natural world is a source of incredible power. Coupled with her own inner strength and force of will, she is able to shape and bend the basic elemental forces to work magic. In addition to their obvious associations—such as air relating to wind and fire relating to heat and light—the elements also have mystical connections to abstract concepts, such as the mind, will, and destruction. By using a variety of symbols corresponding to a particular element, a Ritualist can shape its energy into related effects. The elements have a number of associations and symbols that are used to represent them within a ritual. There is no hard and fast rule for any particular symbol; some groups interpret mystical symbols differently. However, as long as the user truly believes in the power of the symbol, then it will work for them in a ritualistic setting or when casting spells.
Air
The element of Air encompasses oxygen, the wind, storms, hurricanes, and the weather in general. Air supports life, filling lungs and infusing creatures with energy. With its connection to storms, air can also be destructive. Air is the element of the mind, embodying thought, logic, and mental clarity. It deals with abstracts concepts like truth, rationality, and science. Air is associated with knowledge and, thus, spells that reveal knowledge, including divination spells and spells that affect the senses. Magical practitioners that focus on Air tend to be clinical, scientific, and aloof. Animals capable of flight are associated with air, including all birds (especially majestic ones, such as the eagle), and also bats and flying insects, especially the dragonfly. Plants,herbs, and oils associated with Air are light and effervescent— lemongrass, sage, gum mastic, and the like. The colors of Air are sky blue and golden yellow (the color of the sun).
Knowledge (arcane lore) DC: 15
Range: 10 ft+ 5 ft per level or touch or object of up to 200 lb;
Area/Target: One living creature, or object up to 200 lb., or area of 10 ft. in diameter
Duration: Instantaneous or 5 rounds +1 round per level (see text);
Saving Throw: Reflex half (see text);
Spell Resistance:Yes
This lesser seed affects the element of Air, both physically and with symbolic associations. Air spells are associated with the schools of divination and conjuration (teleporting). It is used to affect the senses as well as mental functions. A Ritualist who uses the Air seed by itself may perform one of the following effects:
• Create a gust of wind strong enough to blow out a torch or similarly sized flame. This gust is strong enough to knock over small, light, unattended objects. Tiny or smaller sized creatures must make a Strength check against the Ritualist’s final Knowledge (arcane lore) check or be knocked over.
Duration: instantaneous.
• Provide energy resistance 2 against electrical damage. Each additional +2 DC that you add to your Knowledge(arcane lore) check increases this by one point of energy resistance.
Duration: rounds
• Grant a temporary +2 enhancement bonus to Intelligence. This temporary increase in Intelligence does not allow Mages (if you are using them in your campaign) to gain extra spells, but the save DCs for their spells increase. A temporary in crease in Intelligence does not grant extra skill points however the Ability modifier for an intelligence based skill does increase.
Duration: rounds.
Earth
The element of Earth is associated with the material world. Itis the element of rock, soil, metal, and wood, as well as thecrude physical matter that makes up the human body. (In manyancient religions, mankind was created from clay or mud.)On a spiritual level, elemental Earth embodies the aspectsof wealth and riches—due to the relationship with gold,silver, and other material items that have monetary value.Similarly, it encompasses growth and bounty—the abundantsoil, burgeoning fields, and wild, natural places: wealth of adifferent sort. Earth is considered slow, stubborn, and hard,and thus it represents protective magic. Earth can also bedangerous, in the manner of earthquakes and mudslides.Those that focus on Earth magic also tend to be stubborn, slowmoving, deliberate, and determined.Animals affiliated with Earth include those that areconsidered “close” to the earth, such as bears, rams, andbulls—strong and often slow, these creatures represent thepower of the living earth.Plants with strong, musky,earthy odors and oils areaffiliated with earth, suchas patchouli, oak moss, andhoneysuckle. The colors ofEarth are black, brown, deepgreen, and gray.
Knowledge (Arcana) DC: 15
Range: 10 feet +5 feet per Level, or touched creature or object of up to 200 lb
Area/Target: One living creature, or object up to 200 lb., or area of 10ft. in diameter
Duration: Instantaneous or 5 rounds +1 round per level (see text);
Saving Throw: Reflex half (see text);
Spell Resistance: Yes
This lesser seed affects the element of Earth. It includes both physical objects as well as concepts such as durability, toughness, and Strength. Earth is associated with the schools of abjuration and conjuration(summoning). It is used to affect the physical body of creatures and objects. A Ritualist who uses the Earth seed by itself may perform one of the following effects:
• Increase the hardness by 5 of an object no larger than 200 lb.
Duration: rounds.
• Increase the equipment bonus of armor by +1, but imposing an additional –2 to the Armor check penalty.
Duration: rounds.
• Provide energy resistance 2 against acid damage. Each additional +2 DC that you add to your Knowledge(arcane lore) check increases this by one point of energy resistance.
Duration: rounds.
• Grant a +1 enhancement bonus to Strength and Constitution.
Duration: rounds.
Fire
Flame, heat, electricity, lightning, passion, action, force, healing life, destruction—the element of Fire is filled with contradictions. On one hand, it is a force of destruction, with devastating forest fires and terrible lightning. On the other, Fire provides heat, cooks food, and is the source of the forge. Those that dabble in the element of Fire should be careful, as its fickle nature can cause more than fingers to be burned. Those that specialize in Fire magic tend to be capricious, exuberant, passionate, spontaneous, and have a tendency towards violence. It is said that the element of Fire is the source of creativity and inspiration. Animals associated with Fire are known for being “proud,”powerful, and destructive, such as the lion, the salamander, and lizards of the desert. Fire is found in plants and herbs that are vibrant in color or powerful to the taste, such as cinnamon, peppers, nutmeg, and tobacco. The colors of Fire are red, orange, and brilliant yellow.
Knowledge (Arcana) DC: 15
Range: 10 feet +5 feet per level, or touched creature or object of up to 200lb;
Area/Target: One living creature, or object up to 200lb, or area of 10 ft. diameter;
Duration: Instantaneous or 5 rounds +1 round per level (see text);
Saving Throw: Reflex half (see text);
Spell Resistance: Yes
This lesser seed affects the element of Fire and is associated with the schools of evocation and necromancy. It is used to create flame and light, as well as affecting speed, coordination, and dexterity. A Ritualist who uses the Fire seed by itself may perform one of the following effects:
• Create a glowing sphere of light and heat, equivalent to a torch, in your hand or on an object. If you succeed at a touch attack, this sphere deals 1d4 points of fire damage +1d4 per 2 caster levels.
Duration: rounds, or until successful attack.
• Provide energy resistance 2 against cold damage. Each additional +2 DC that you add to your Knowledge(Arcane) check increases this by one point of energy resistance.
• Grant a temporary +2 enhancement bonus to Dexterity.
Duration: rounds.
Spirit
Spirit is the most difficult element to describe as it is both the sum total of all the other elements and the glue that holds them (and thus the universe) together. Spirit goes by many different names—prana, mana, and akasha—and represents a general life force of some kind. In essence, Spirit is the raw stuff of magic, and it includes spells that directly affect magical fields, such as
dispel magic. Spirit is decidedly “neutral,” encompassing all of the elements as one, and yet being distinct from them all. However, those who delve too deeply into Spirit risk madness, peering into the blank void of universe and often finding it staring back. There are few animals associated with Spirit, as it is the most ephemeral element to describe. Creatures of the moon, such as moths and owls, are the most common, along with snakes, which, while reptiles, and thus part of Fire, are more in tune with the power of Spirit. On the darker side, Spirit gives “life” to undead and can thus be twisted into creating these horrible creatures. Scents and herbs associated with Spirit include frankincense, myrrh, and other uplifting incenses. The colors of Spirit are white (which includes all the colors of the spectrum), black (which is the absence of color), and clear (such as crystal).
Knowledge (arcane lore) DC: 15
Range: 10 feet +5 feet per level, or touched creature or object of up to 200 lb
Area: One living creature,or object up to 200 lb., or area of 10 ft. diameter
Duration:Instantaneous or 5 minutes +5 minute per level (see text);
Saving Throw: Reflex half (see text);
Spell Resistance:Yes
This lesser seed affects the element of Spirit. It directly manipulates magical fields, and when combined with one of the mode lesser seeds, can make them do unusual things. The element of Spirit is associated with the school of Necromancy as well as Summon (healing). A Ritualist who uses this seed by itself may perform one ofthe following effects:
• Provide SR 13 to a single target.
Duration: rounds.
• Grant a temporary +2 enhancement bonus to Charisma.
Duration: rounds.
Water
The element of Water represents the vast oceans that cover our planet, along with rain, streams, rivers, and ponds, and even the blood within our bodies. Being fluid, Water is subtle, changeable, mutable, and difficult to grasp, both literally and figuratively—its own shape is described by the container that holds it. In its beneficial form, Water nourishes and supports life. In it's destructive form, Water can be insidious and insinuating, such as the decay caused by moisture or the gradual destructed caused by erosion, or it can be violent and consuming, as in a flash flood. On a spiritual level, Water governs the emotions, mystery, wisdom, and intuition. It governs enchantments, mind-altering effects, and illusions. Those with an affinity with Water tend to be mysterious, obtuse, insightful, and contemplative. Plants and herbs affiliated with Water are those filled with fluid or those that have a subtle taste and smell to them— apple, lemon, lily, myrrh, and sandalwood. Obviously, aquatic creatures are symbolic of Water, notably fish, but also dolphins and whales (creatures whose intelligence mankind is only just now realizing). The colors of Water are blue, sea green, and aquamarine.
Knowledge (Arcana) DC: 15
Range: 10 feet+ 5 feet per level, or touch 1 creature or object of up to 200 lb;
Area: One living creature, or object up to 200 lb., or 1 cubic feet of water (see text);
Duration: Instantaneous or 5 minutes +5 minutes per level (see text)
Saving Throw: Reflex half (see text);
Spell Resistance:Yes
This lesser seed affects the element of Water. It affects both pure water and other liquids. It is associated with the schools of enchantment and illusion. A Ritualist who uses this seed by itself may perform one of the following effects:
• Create a 1 cubic feet of water per 2 caster levels.
Duration: instantaneous.
• Provide energy resistance 2 against fire damage.
Duration: minutes.
• Grant a temporary +2 enhancement bonus to Wisdom.
Duration: minutes.
There are a few examples of classes with As many At-Will abilities as they want. The Truenamer and The Warlock.
Now, you list 9th level incantations, but 9th level incantations can't be as good as 9th level spells, cause spells are limited and Incantations are not.
I could approve this class on the basis that every ritual would have to be approved beforehand, and I'd have to really feel that you could spam it all day and the campaign would not be seriously impacted.





