The Intriguing History of Mythog3aphic Earth

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The concept of the Mythographic Magical Earth refers to the idea of a mythical or magical version of our planet. In this imaginative realm, the Earth is imbued with mystical energy and inhabited by fantastical creatures and beings. The term "mythographic" combines the words "mythology" and "graphics," conveying the idea of visual representation of these mythical elements. In this realm, ancient myths and legends come to life. Greek gods and goddesses, Norse deities, and creatures from folklore inhabit this magical Earth, interacting with one another and shaping the world itself. This mythical version of our planet is filled with enchanted forests, majestic mountains, and mystical landscapes, each with its own story and significance.


I think people underestimate the power of divinations as rituals, or in general honestly. If you run a campaign with any downtime, divinations are crazy strong.

The following spells, though part of the spells presented in this book, are specifically meant to be used as rituals and can be learned and mis used by even those with no magical ability. If a group attempts to cast a ritual spell but has no need for survival, then a caster can pour their life force into the ritual, as well as any magic they may have.

Ritualistic spell of confinement

This mythical version of our planet is filled with enchanted forests, majestic mountains, and mystical landscapes, each with its own story and significance. The Mythographic Magical Earth is a realm where imagination and fantasy intertwine, where the laws of nature can be bent, and where anything is possible. It is a world where humans can learn from magical beings, embark on epic quests, and discover hidden realms.

Thudnfer's Improved Ritual Rules

As they currently are, the rules for ritual spells make it nearly impossible to create balanced spells with the ritual tag that are higher than 3rd level. That isn't to say that they can't exist, as many ritual spells are 4th or 5th level, but there is certainly a limit in what can or can't be a ritual. This document aims to rectify this with variant rules to make rituals occur more often.

Rituals, Improved

A 1st level spell cast as a ritual has the casting time extended by 10 minutes; unfortunately, this does not scale with spell level, meaning a 9th level spell with the ritual tag will also take 10 minutes more than normal to cast. Luckily, this can be easily rectified; make ritual time scale with spell level. You can use this handy table below to determine how long it takes to cast a certain spell level as a ritual:

Ritual Spell Times
Spell Level Ritual Time
1st 10 minutes
2nd 20 minutes
3rd 30 minutes
4th 40 minutes
5th 50 minutes
6th 60 minutes
7th 80 minutes
8th 100 minutes
9th 120 minutes

So, as you can see, the ritual time is equal to ten times the spell's level, until spells reach 7th, 8th and 9th levels. Cantrips have been excepted from this, because ten times zero is still zero, and having cantrips as rituals would go against the flavour around them.

However, while having a single spellcaster spend upwards of an hour to cast a spell is certainly better, there is still one idea that needs to be addressed. Many rituals in fiction do not usually involve one individual; they often include upwards of half a dozen people in the process.

Group Rituals

In order to participate in a group and properly cast a spell as a ritual, an individual needs access to some kind of magic, even if it is as simple as knowing a single cantrip. There are two ways that a group can cast a spell as a group ritual; casting a spell that is known or prepared by all those involved, and casting a spell that requires greater energy than one could amass alone, allowing for higher level casting.

Groups Casting A Known Spell

If a group attempts to ritual cast a spell that all the participants have access to, then the casting time is halved for every suitable creature involved (to a minimum of 1 minute). A creature must be able to use spell slots equal to the level of the spell being cast in order to participate safely.

If the spell being ritual cast requires material components, they must be provided by each participant unless a spellcasting focus is used, the materials are consumed, or the materials have a cost involved.

So if three creatures with access to 9th level spell attempt to cast the spell imprisonment as a ritual, then the ritual will take 30 minutes to cast, and each of the three casters must provide the statuette and special component for the spell.

Groups Casting A Higher Spell

If a group attempts to ritual cast a spell of a level that is higher than that of their highest spell slot, the casting time is double of what is displayed in the Ritual Spell Times table, with every participant involved after the initial ones reducing the ritual's casting time by 5 minutes (to a minimum of 5 minutes). The initial amount of spellcasters necessary to start this ritual process is equal to the spell's level.

The maximum level of spell that can be cast with this method is one level higher than the highest spell slot level of the weakest member of the ritual. For example, a 3rd level wizard and a 20th level wizard can only cast a 2nd level spell safely. Each member must provide material components for the spell, unless a spell focus can be used in its place.

If a group using this method successfully casts a ritual spell, each participant must make a Constitution saving throw, where the DC is equal to 15 + the level of the spell cast. On a fail, a participant gains one level of exhaustion for every two levels of the spell that was cast.

Disregarding Safety

If a group attempts to cast a ritual spell but has no need for survival, then a caster can pour their life force into the ritual, as well as any magic they may have. If a participant chooses to do so, then they double the effective spellcaster class levels they have for that ritual. The higher the spell level, the more energy that needs to be given. A creature killed in this manner needs resurrection magic that is at least one spell level higher than the one they died to cast.

The table below shows the amount of sentient, humanoid lives that need to be given in order to be as effective as a creature with a spell slot of the appropriate level. Each number is equivalent to one creature with that spell slot; more creatures means more lives needed.

Ritual Spell Sacrifices
Spell Slot Level Lives Needed
1st 10
2nd 25
3rd 40
4th 60
5th 75
6th 100
7th 125
8th 250
9th 500

If a creature has levels in a class with the Spellcasting feature (which includes Pact Magic for the purposes of this document), then it counts as a number of lives equal to twenty-five times the highest level of spell slot they have access to.

For example, if two 5th level sorcerers chooses to sacrifice themselves in order to ritual cast storm of vengeance, then that would mean that they would count as one 20th level sorcerer for the ritual's casting. Alternatively, those same two sorcerers could sacrifice 1,000 humanoid creatures for the same amount of energy, since it would cost 500 humanoids to be as effective as a creature with a 9th level spell slot.

A creature that is of a good alignment is unable to utilize this method to ritual cast spells.

New Ritual Spells

Armed with this new information, we can determine what spells can now be given the ritual tag without upsetting the spell's balance too much. A spell with an asterisk (*) next to it denotes that a spell is not found in the Player's Handbook, and is instead found in either Xanathar's Guide to Everything (X) or Tasha's Cauldron of Everything (T).

1st Level
  • beast bond
  • create or destroy water
  • detect evil and good
  • disguise self
  • protection from evil and good
  • mage armor
  • snare* (X)
2nd Level
3rd Level
3rd Level (Cont'd.)
  • summon fey* (T)
  • summon shadowspawn* (T)
  • summon undead* (T)
  • tiny servant* (X)
  • tongues
4th Level
  • arcane eye
  • fabricate
  • find greater steed* (X)
  • hallucinatory terrain
  • Mordenkainen's private sanctum
  • summon abberation* (T)
  • summon construct* (T)
  • summon elemental* (T)
5th Level
  • dispel evil and good
  • geas
  • summon celestial* (T)
  • wrath of nature
6th Level
  • bones of the earth* (X)
  • druid grove* (X)
  • find the path
  • move earth
  • planar ally
  • summon fiend* (T)
  • word of recall
7th Level
8th Level
9th Level

While wish can be added to this list, it is not a decision that can be made hastily, since it means that almost anyone can cast the spell if they have enough resources, regardless of their class, or lack thereof. Be sure to carefully consider whether wish would be a ritual spell in your campaign.

Mythog3aphic magical earth

One can picture majestic dragons soaring through the skies, powerful wizards harnessing the elements, and ancient warriors battling legendary beasts. The Mythographic Magical Earth invites us to explore our imagination, to delve into the realm of fantasy, and to embrace the wonder and awe that arise from such a world. This concept has inspired numerous works of literature, art, and popular culture. From J.R.R. Tolkien's Middle-earth to the magical world of Harry Potter, the notion of a mythical and magical Earth has captivated people's imaginations for generations. In conclusion, the Mythographic Magical Earth presents an alternative vision of our planet, one where mythology and magic envelop the world. It is a world of wonder, where the familiar becomes extraordinary, and where our imagination can run wild. This idea invites us to expand our creative horizons and explore the limitless possibilities of a mythical and magical Earth..

Reviews for "The Mythical Creatures that Inhabit the Magical Earth"

1. John - 1 out of 5 stars - I found "Mythog3aphic Magical Earth" to be incredibly boring and confusing. The storyline was all over the place, and the characters lacked depth and development. The magical elements were poorly explained, leaving me feeling lost and disconnected from the world. Overall, I was extremely disappointed with this book and would not recommend it to others.
2. Sarah - 2 out of 5 stars - I was expecting a thrilling and enchanting adventure with "Mythog3aphic Magical Earth," but unfortunately, it fell flat for me. The writing style felt forced and cliche, and the pacing was incredibly sluggish. The author seemed to focus more on descriptive passages than actually advancing the plot, making it a tedious read. I struggled to connect with the characters, who felt one-dimensional and lacked any real depth. Overall, I found this book underwhelming and not worth the hype.
3. David - 2 out of 5 stars - "Mythog3aphic Magical Earth" had an intriguing premise, but it failed to deliver. The world-building felt haphazard and disjointed, making it difficult to fully immerse myself in the story. The writing style was overly flowery and convoluted, often sacrificing clarity for poetic language. I found myself confused and uninterested in the meandering plot, and the resolution felt rushed and unsatisfying. Overall, this book did not live up to my expectations and left me feeling dissatisfied.
4. Emily - 1 out of 5 stars - I really did not enjoy "Mythog3aphic Magical Earth" at all. The characters were extremely shallow and lacked any real substance. The dialogue was awkward and forced, and the romantic subplot felt forced and unnecessary. The author seemed more focused on trying to be profound and philosophical than actually crafting a cohesive and engaging story. I struggled to finish this book and would not recommend it to others.
5. Mark - 2 out of 5 stars - "Mythog3aphic Magical Earth" had an interesting concept, but the execution was lacking. The pacing was slow and dragged on, making it difficult to stay engaged. The dialogue felt stilted and unrealistic, and the interactions between the characters were forced. The descriptive passages were excessive and often took away from the plot rather than enhancing it. Overall, I was disappointed with this book and feel it could have been much better with tighter editing and more compelling storytelling.

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