Difference between revisions of "Talk:Rituals (4E)"

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<noinclude>
 
<noinclude>
 
{{Info|Do not use the ritual header template on this page! Doing so causes the rituals on this page to be included in the automagic table.}}
 
{{Info|Do not use the ritual header template on this page! Doing so causes the rituals on this page to be included in the automagic table.}}
== Page Formatting comment ==
 
Adding paranthesises to the level numbers, for example "(angel of valor cohort), 16 (angel of valor veteran), 21 (angel of valor legionnaire)" seriously broke the sorting order of the table, which is very irritating. It previously sorted "1, 2, 3", now it sorts "1, 10, 11... 2, 20, 21 ... 3". Is it possible to get the old sorting behaviour back, for example by moving the paranthesised add-ons to the body instead of having them in the header? --[[User:Mats|Mats]] 11:19, 12 January 2009 (CET)
 
: The summary page used to look much worse. I've cleaned it up by creating separate rituals pages for some ritual groups (such as zombie and skelton creation).  I will do the same for the remaining rituals with broken formating when I feel up to it, but it is not a priority. --[[User:Urban|Urban]] 11:27, 12 January 2009 (CET)
 
: Sorting looks fine to me (Firefox 3 on Windows Vista). '''Edit:''' It seems that you can cycle through several sorting styles when you click on the level sort button. For me, default is alphabetical. First click on level sorts is proper ascending level sort. --[[User:Urban|Urban]] 11:28, 12 January 2009 (CET)
 
::Ok, must have had bad luck with my clicking. Sorry. --[[User:Mats|Mats]] 14:20, 12 January 2009 (CET)
 
  
== Using Rituals ==
+
== Arcane Power ==
=== Rituals and Resting ===
+
Notes about rituals in ''Arcane Power'' and on this wiki.
Rituals with a cast time of 10 minutes can be performed during a short rest.
 
  
=== Deception Rituals & Disbelief ===
+
=== Shrink ===
The disbelief difficulty on deception rituals in the original rule varies too widely. With a good caster check supported by ritual assistants, disbelief is impossible even on an Insight roll of 20. This becomes especially important with illusions that cannot merely be ignored, such Hallucinatory Terrain, Sympathy, and Fairy Debt.
+
'''Shrink''' (level 6) versus [[Shrink Item (4E)|Shrink Item]] (level 5): The official version has smaller size reduction and limited duration. --[[User:Urban|Urban]] 00:34, 3 May 2009 (CEST)
  
A proposed way to resolve this is that the Insight DC is 10 + the Arcana skill bonus of the caster, regardless of the ritual check result. In extreme cases, it is still impossible to disbelieve, but this comes up much more rarely.
+
=== Telepathic Bond ===
 +
'''Telepathic Bond''' (level 14) in ''Arcane Power'' appears to be the official version of [[Telepathic Bond (4E)|Telepathic Bond]] (level 12) and [[Telepathic Message (4E)|Telepathic Message]] (level 7) on this wiki. Interplanar telepathy is not mentioned in the official description, so it probably works. --[[User:Urban|Urban]] 00:34, 3 May 2009 (CEST)
  
=== Rituals as Skill Challenges ===
+
== Casting time and duration ==
In certain cases, it might be necessary to perform a ritual in an action scene, usually because of time constraints or because the opposition interrupted the ritual casting. In such circumstances, one minute of cast time is equal to one success during a skill challenge. The key skill of the ritual is the primary skill of the skill challenge, and other skills can be used depending on the situation and type of ritual. The listed secondary skills generally work, in addition to any creative skill uses players can come up with.
+
The following is some thoughts I have and that were mentioned while painting. --[[User:TexaS|TexaS]] 23:33, 7 April 2009 (CEST
  
The DC of these checks is 15 +2/3 level of the ritual. One character able to cast the ritual must always try and use the key skill each round. Record each such roll; the highest such attempt is used as the ritual check, with a +2 for each other character who contributed at least one success to the ritual.
+
Rituals use minutes and hours when all other time in the game has been made abstract.
  
If the ritual is performed in combat, there is no time limit. If it is performed out of combat, the usual three-round limit on skill challenges applies.
+
Casting time should be "Can be cast during short rest.", "Can be cast during long rest." or "Can be cast as a standard action." and so on.
  
''This is just a first draft of a skill list; I don't even have my books with me''
+
Duration should be handled in much the same way. It should be encounter, until milestone, daily, until the party have a few days, for an adventure arc or permanent and so on.
  
{|
+
If casting requires a long rest and duration is encounter perhaps there might be an activation that is quicker that makes sure you use it when you require it, not just for the first encounter.
|-
+
:Agrre on these points, but it is a lot of work to make it so. The best I can do is write guidelines for how they are used - like the rule that 10-minute rituals can be cast during a short break. Anything else would take a full rewrite. --[[User:Starfox|Starfox]] 09:40, 8 April 2009 (CEST)
|valign="top" width="120px"|'''Key Skill'''||'''Secondary Skills'''
+
::Yes, that is probably the only way to handle it practically. I guess that most usual rituals would become "Casting time short rest, duration until next milestone or long rest." An hour would probably be more than an encounter but less than until next long rest. --[[User:TexaS|TexaS]] 22:42, 8 April 2009 (CEST)
|-
 
||Arcana|||Bluff
 
|-
 
||Religion|||Diplomacy
 
|-
 
||Nature|||Athletics
 
|-
 
||Heal|||Endurance
 
|-
 
|valign="top"|'''Ritual Type'''||'''Secondary Skills'''
 
|-
 
||Binding|||Intimidation
 
|-
 
||Creation|||History
 
|-
 
||Deception|||Diplomacy
 
|-
 
||Divination|||Perception
 
|-
 
||Exploration|||Stealth
 
|-
 
||Restoration|||Insight
 
|-
 
||Scrying|||Dungeoneering
 
|-
 
||Travel|||Acrobatics
 
|-
 
||Warding|||Thievery
 
|}
 
 
 
: Many rituals affect "participants". Who counts as participants in this case? (assuming e.g. half the party fights to keep off the monsters while the other half completes the ritual) --[[User:Mats|Mats]] 19:37, 28 December 2008 (CET)
 
::Those who make at least one attempt to support the ritual are participants IMO. This should perhaps be defined, tough 4E leaves many such definitions open.--[[User:Starfox|Starfox]] 12:44, 10 January 2009 (CET)
 
  
: Travel is not a skill. Did you mean Nature? --[[User:Urban|Urban]] 19:55, 28 December 2008 (CET)
+
===Obsolete Rituals===
 
+
The [[Obsolete Rituals (4E)]] page contains rituals not likely to get any more attention or development, but which I still don't want to just delete
== Acquiring Rituals ==
 
Rituals and all associated paraphernalia are considered consumables if there are special campaign rules for such things. Ritual components are an exception; they can never be acquired at less than full price. Residuum can also be sold at full price, and is equivalent to gold as a currency, tough not all traders accept it.
 
 
 
=== Creating Rituals ===
 
Creating a new ritual from scratch is a long, hard, expensive process. It is generally best to see if one can be found somewhere in the world before endeavoring to research it from scratch. Developing high-level rituals is an especially daunting task.
 
 
 
To make a new ritual you need to go trough the following steps.
 
 
 
* Design the ritual rules, making a complete writeup and have the GM agree to it.
 
* Research the ritual for one day per level of ritual, paying five times the market price.
 
* Make a roll using the key skill, with a difficulty of 10 + the level of the ritual.
 
** If this roll fails, it can be attempted again, at the cost of one week and the casting cost of the ritual in components.
 
* Once created, decide if you want to keep the ritual secret, or spread it and gain profit. If you choose the later, you earn back four times the Market Price of the ritual.
 
  
 
== Rituals in Development ==
 
== Rituals in Development ==
 
This section  describes [[rituals (4E)|rituals]] in development for use with {{4EDD}}.
 
This section  describes [[rituals (4E)|rituals]] in development for use with {{4EDD}}.
  
<!-- Onomancy  -->
+
<!-- Remove Magic-->
 
<onlyinclude>
 
<onlyinclude>
 
{{4E ritual
 
{{4E ritual
|name=Onomancy
+
|name=Remove Magic
|fluff=You analyze a name to find information.
+
|fluff=You negate lingering magic.
|level=1
+
|level=5
|category=Divination
+
|category=Exploration
|time=1 hour
+
|time=10 minutes
 
|duration=Instantaneous
 
|duration=Instantaneous
|componentcost=25
+
|componentcost=25 gp.
|marketprice=75
+
|marketprice=300 gp.
 
|keyskill=Arcana
 
|keyskill=Arcana
 
}}
 
}}
  
You need to know the name of a creature in its native language and to be able to read and write that language - either naturally or by using magic. By performing various calculations on the name, you find out information about the creature.
+
You remove the lingering effects of rituals or dispel the lingering effects of powers. The margin of success required depends on the casting time of the ritual or power. In addition, there is a penalty on the Arcana check equal to half the level of the effect.
 +
 
 +
This ritual cannot destroy traps, hazards, creatures, magic items, or artifacts, even if powers or rituals were used to create them. Nor does it affect rituals and powers of instantaneous duration.
  
 
{{4E ritual table
 
{{4E ritual table
 
|keyskill=Arcana
 
|keyskill=Arcana
|resultheader=Information
+
|resultheader=Maximum casting time that can be dispelled
|result9=Race and Gender
+
|result9=1 minute, powers
|result10=Class and/or monster role
+
|result10=10 minutes
|result20=Level
+
|result20=1 hour
|result30=Alignment
+
|result30=1 day
|result40=You can ask three yes/no questions about the innate abilities of the creature.
+
|result40=More than 1 day
 
}}
 
}}
  
<!-- Belomancy -->
 
<onlyinclude>
 
{{4E ritual
 
|name=Belomancy
 
|fluff=You find answers by drawing arrows from a quiver.
 
|level=8
 
|category=Divination
 
|time=10 minutes
 
|duration=10 minutes
 
|componentcost=120
 
|marketprice=350
 
|keyskill=Nature
 
}}
 
 
As a part of this ritual, you prepare a number of arrows, writing a possible answer to a question on each arrow. You must also add at least one blank arrow to the mix. After the ritual is complete and while the duration lasts, you ask a question and draw an arrow; it the ritual was successful, the arrow with the most relevant and correct answer will be drawn. If none of the answers were relevant or correct, you will draw a blank arrow. You can continue to ask questions until you run out of blank arrows in the quiver.
 
  
Belomansy can only answer questions about things you will encounter within the next six ours, and can only give out information you would reasonbly discover during such encounters. Typical questions include "Which way to the dragon" or  "what monster will I meet behind this door". Deeply analythical questions, such as "what is the nature of life" or "should I get married" always draw a blank.
 
  
The DC of the Arcana check is 10 + twice the number of arrows in the quiver; the DM usually rolls this check. On a failure, you get random answers. It is common to first ask a question with a known answer to check the veracity of the ritual.
 
  
The arrows and quiver are needed for the ritual, but are not a part of the ritual cost.
+
=== Detect Thoughts ===
  
<!-- Cleromancy -->
+
===Totem Scout Circle===
<onlyinclude>
 
 
{{4E ritual
 
{{4E ritual
|name=Cleromancy
+
|name=Totem Scout Circle
|fluff=You learn the difficulty of a task by drawing lots.
+
|fluff=Project your spirits in the form of animals.
|level=1
+
|level=8
|category=Divination
+
|category=Exploration
 
|time=10 minutes
 
|time=10 minutes
|duration=Instantaneous
+
|duration=Variable
|componentcost=5
+
|componentcost=150 gp.
|marketprice=10
+
|marketprice=625 gp.
|keyskill=Religion
+
|keyskill=Nature
}}
 
 
 
You can analyze the odds in a certain situation by drawing lots or throwing bones, sticks, or dice (such tools are part of the component cost). You must be thinking of a clearly defined task when using this rite, such as a skill challenge or encounter. If the ritual succeeds, you learn what the DC of each skill involved in the task is and the level of the encounter.
 
 
 
The difficulty of the ritual itsel is equal to the highest difficulty involved in the task or to 10 + encounter level, whichever is higher. If the ritual fails, this sitll imparts some information, as it tells you the task is more difficult than your Arcana check allowed for.
 
 
 
 
 
<!-- Trial by Elements -->
 
<onlyinclude>
 
{{4E ritual
 
|name=Trial by Elements
 
|fluff=You learn of a creature's vulnerabilities by exposing parts of it to the elements.
 
|level=3
 
|category=Divination
 
|time=1 hour
 
|duration=Instantaneous
 
|componentcost=55
 
|marketprice=65
 
|keyskill=Arcana
 
}}
 
 
 
You need a former body part or piece of excrrement from the creature to be analyzed; on a success, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including such things as not being able to regenerate damage of a specific type. You do not learn of any defenses the creatures have against all types of attack.
 
 
 
You can ask about one type of attack for every full 5 points on the Arcana check; a result of 5-9 allows one question, 10-14 two questions, and so on. Damage types analyzed include all types of energy  such as radiant, fire, or thinder, and specific substances like silver.
 
 
 
<!-- Omen  -->
 
<onlyinclude>
 
{{4E ritual
 
|name=Omen
 
|fluff=You ask for a sign, and an omen appears that tells about the future.
 
|level=13
 
|category=Divination
 
|time=6 hours
 
|duration=1 week
 
|componentcost=900
 
|marketprice=2,900
 
|keyskill=Religion
 
}}
 
 
 
You ask for an omen, and one appears over the duration of the ritual; this can be in the form of a comet, odd weather phenomena, animals behaving strangely, a rain of toads, as a dream shared by many and important people, or in some other ominous form. It is always clearly noticeable by a large number of people, and clearly recognizible as an omen, but hard to interpret. You can alwasy interpret an omen you caused, and so can someone else of your level or higher who uses this ritual. When used in this way, the ritual does not have a component cost, but neither does it cause a new omen to occur.
 
 
 
You have no direct control over what kind of event the omen portents, but after interpreting it you gain a distinct idea of what events are going to happen on the grand scale, tough you have few details. For example, you might learn that a drught is coming, who it will affect, and that it is caused by an evil cult - but not which cut or where their secret temple lies. You also have an approximate idea of when this event will occur.
 
 
 
This ritual is is an invitation to the DM to use the oment as an adventure hook, placing you square in the middle of the action. It alwasy succeeds as log as there is some interesting event coming up in the campaign. Besides its use as an adventure hook, it also serves to etablish you as an oracle, able to interpret what so many people saw but could not understand.
 
 
 
<!-- Fairy Debt -->
 
<onlyinclude>
 
{{4E ritual
 
|name=Fairy Debt
 
|fluff=You invoke a debt to call a creature to come to you.
 
|level=5
 
|category=Deception
 
|time=10 minutes
 
|duration=Sustain Standard
 
|componentcost=100
 
|marketprice=150
 
|keyskill=Arcana
 
}}
 
 
 
Select a creature you know by name. If that creature carries any object that formerly belonged to you, you can call that creature to you. The target is overcome with a compulsion to move towards you and return the object. You must sustain the effect of the ritual with a standard action each round. You know if the power is still working or has been broken, but nothing more.
 
 
 
The target is dominated, and will move towards you. It knows what direction you are in, and will select what it thinks is the best path. If prevented from moving, the creature will fight to be able to move on, under the limits of domination. Once the target arrives, it will follow you around but obey no other orders.
 
 
 
Anyone who sees the creature is allowed an Insight roll against DC 15 to realize the target is dominated. The target is allowed an Insight roll against the Arcana check result of the ritual upon first being affected, whenever a particular creature first tries to get them to stop, and each round when in combat or other direct danger. On a success, the effect is broken.
 
 
 
The range of the power depends on the result of the Arcana check.
 
 
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Range
 
|result9=Ranged 50
 
|result10=Ranged 200
 
|result20=Ranged 1,000 (one mile)
 
|result30=Ranged 5,000 (five miles)
 
|result40=Ranged 25,000 (twenty-five miles)
 
 
}}
 
}}
  
<!-- Arcane smite -->
+
This is the same as the Totem Scout ritual, except each participant in the ritual can posses an animal based on their totem.
{{4E ritual
 
|name=Arcane Smite
 
|fluff=Arcane force pulverizes everything in a small area.
 
|level=10
 
|category= Exploration
 
|time=15 minutes
 
|duration=1 round
 
|componentcost=550
 
|marketprice=1,600
 
|keyskill=Arcana
 
}}
 
  
You must specify a target spot when you begin the ritual, and it strikes in a burst 5 area with a range of 40, using the Arcana check as an attack against Fortitude inflicting a number of d6 of damage equal to the Arcana check. This is usually enough to reduce everything in the target area to rubble.
+
===Totem Scout ===
 
 
<!-- Essence of the Totem -->
 
 
{{4E ritual
 
{{4E ritual
|name=Essence of the Totem
+
|name=Totem Scout
|fluff=The target draws power from his totem spirit.
+
|fluff=You project your spirit in a totem animal.
|level=3
+
|level=6
|category= Exploration
+
|category=Exploration
 
|time=10 minutes
 
|time=10 minutes
 
|duration=Variable
 
|duration=Variable
|componentcost=50 gp.
+
|componentcost=75 gp.
|marketprice=125 gp.
+
|marketprice=325 gp.
 
|keyskill=Nature
 
|keyskill=Nature
 
}}
 
}}
  
The first time this ritual is used, the target can choose to select an animal totem. Failing to do so means the ritual fails. Depending on the totem selected, this offers different benefits. You can only change totem while advancing in level.
+
This is a [[Glossary (4E)#Totem|Totem]] ritual.
  
While under its ritual, the target takes on slight features of his totem animal, perhaps pointed ears, beast eyes, animal teeth, or even a vestigial tail. The game effects game effects depend on your totem.
+
You gain control of an animal of your totem species and can see trough its senses. This animal must start within a thousand squares (one mile) of you. If there is no animal of the correct species in range, the ritual fails. Sustaining the ritual is a standard action, and allows you to control the totem scout and perceive through its senses. There is no need for line of sight or line of effect.
 +
 
 +
The totem scout uses your attributes except as outlined below, but is a minion and cannot make attacks. It cannot speak, manipulate objects, open doors, or otherwise interact intelligently with creatures or objects. The ritual ends if the totem scout takes any damage. The size of the totem scout is the same as that of a natural animal of its type. The totem scout gains a special bonus depending on your totem.
  
 
{|style="width:30em;"
 
{|style="width:30em;"
Line 253: Line 101:
 
|valign="top"|'''Totem'''||valign="top" |'''Benefit'''
 
|valign="top"|'''Totem'''||valign="top" |'''Benefit'''
 
|-
 
|-
|valign="top"|'''Bat'''||valign="top" |Blindsight 1 (sonic)
+
|valign="top"|'''Gatherer'''||valign="top" |Totem Scout can manipulate objects and open doors
|-
 
|valign="top"|'''Cat'''||valign="top" |+2 power bonus to Athletics and Stealth checks.
 
|-
 
|valign="top"|'''Badger'''||valign="top"|+2 power bonus to Nature and Dungeoneering checks.
 
|-
 
|valign="top"|'''Bear'''||valign="top"|+2 power bonus to Endurance and Nature checks.
 
|-
 
|valign="top"|'''Bull'''||valign="top" |+5 power bonus to Strength checks (not Strength based attacks).
 
|-
 
|valign="top"|'''Dolphin'''||valign="top" |Swim at half land speed.
 
 
|-
 
|-
|valign="top"|'''Eagle'''||valign="top" |+2 power bonus to Intimidate and Perception checks.
+
|valign="top"|'''Grazer'''||valign="top"|Ritual does not end when the totem scout is damaged; it can take as much damage as you can.
 
|-
 
|-
|valign="top"|'''Fox'''||valign="top" |+2 power bonus to Bluff and Diplomacy checks.
+
|valign="top"|'''Hunter'''||valign="top" |+4 speed
 
|-
 
|-
|valign="top"|'''Goat'''||valign="top" |+2 power bonus to Athletics and Endurance checks.
+
|valign="top"|'''Pouncer'''||valign="top"|+2 speed, +4 initiative
 
|-
 
|-
|valign="top"|'''Hawk'''||valign="top" |+2 power bonus to Insight and Perception checks.
+
|valign="top"|'''Prey'''||valign="top" |+2 Speed, +5 Perception
 
|-
 
|-
|valign="top"|'''Horse'''||valign="top" |+1 power bonus to land speed.
+
|valign="top"|'''Stalker'''||valign="top" |+5 Stealth
|-
 
|valign="top"|'''Monkey'''||valign="top" |+2 power bonus to Athletics and Acrobatics  checks.
 
|-
 
|valign="top"|'''Mouse'''||valign="top" |+2 power bonus to Perception and Stealth checks.
 
|-
 
|valign="top"|'''Owl'''||valign="top" |+2 power bonus to History checks, low-light vision.
 
|-
 
|valign="top"|'''Otter'''||valign="top" |+2 power bonus on Athletics and Thievery checks.
 
|-
 
|valign="top"|'''Raccoon'''||valign="top" |+2 power bonus on Acrobatics and Thievery checks.
 
|-
 
|valign="top"|'''Rat'''||valign="top" |+2 power bonus on Streetwise and Thievery checks.
 
|-
 
|valign="top"|'''Raven'''||valign="top" |+2 power bonus to Arcana and Religion checks.
 
|-
 
|valign="top"|'''Shark'''||valign="top" |+2 power bonus on Nature and Perception checks.
 
|-
 
|valign="top"|'''Snake'''||valign="top" |+2 power bonus on Heal and Religion checks. 
 
|-
 
|valign="top"|'''Wolf'''||valign="top" |+2 power bonus to Endurance and Perception checks.
 
 
|-
 
|-
 
|}
 
|}
The duration depends on the result of the ritual check, and you can end it at any time as a minor action.
 
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Area
 
|result9=1 hour
 
|result10=3 hours
 
|result20=9 hours
 
|result30=1 day
 
|result40=3 days
 
}}
 
 
<!-- Sound of Doom -->
 
{{4E ritual
 
|name=Sound of Doom
 
|fluff=Angelic trumpets blast the target area.
 
|level=15
 
|category= Exploration
 
|time=15 minutes
 
|duration=1 round
 
|componentcost=3,900 gp
 
|marketprice=7,500 gp
 
|keyskill=Religion
 
}}
 
 
You must specify a target spot when you begin the ritual, and it strikes in a burst 4 area with a range of 20, using the Religion check as an attack against Fortitude inflicting a number of d6 of thunder damage equal to the Religion check. This is usually enough to reduce everything in the target area to rubble and create difficult ground. The target area becomes obvious during the last minute of the ritual.
 
 
<!-- Totemic Possession -->
 
{{4E ritual
 
|name=Totemic Possession
 
|fluff=The target allows himself to be possessed by his totem spirit.
 
|level=8
 
|category= Exploration
 
|time=10 minutes
 
|duration=Variable
 
|componentcost=250 gp.
 
|marketprice=600 gp.
 
|keyskill=Nature
 
}}
 
  
While under this ritual, you take on major features of your totem animal, typically growing fur on parts of the body, getting pointed ears, beast eyes, sharp teeth, or even a tail. You retain full control, but the possession is distracting and makes you behave in an animalistic manner. See [[#Essence of the Totem|Essence of the Totem]] for totem selection rules. This has the following game effects:
+
The maximum range and duration of the ritual depends on the result of the Nature check.
* -2 penalty to Bluff, Diplomacy, and Insight.
 
* Benefits depending on your totem, from the table below.
 
  
 
{|style="width:30em;"
 
{|style="width:30em;"
 
|-style="background:#eee;"
 
|-style="background:#eee;"
|valign="top"|'''Totem'''||valign="top" |'''Benefit'''
+
|valign="top"|'''Nature Check Result'''||valign="top" |'''Duration'''||valign="top" |'''Range'''
|-
 
|valign="top"|'''Bat'''||valign="top" |Blindsight 6 (sonic)
 
|-
 
|valign="top"|'''Badger'''||valign="top" |+2 power bonus to Nature and Dungeoneering checks. Burrowing speed 1 (tunneling)
 
|-
 
|valign="top"|'''Cat'''||valign="top" |+2 power bonus to Athletics and Stealth checks. Low-light vision
 
|-
 
|valign="top"|'''Bear'''||valign="top"|+2 power bonus to Endurance and Nature checks and to healing surge value.
 
|-
 
|valign="top"|'''Bull'''||valign="top" |+5 power bonus to Strength checks (not Strength based attacks), quintuple carrying capacity
 
|-
 
|valign="top"|'''Dolphin'''||valign="top" |Swim at land speed, with a +2 power bonus.
 
|-
 
|valign="top"|'''Eagle'''||valign="top" |+2 power bonus to Intimidate and Perception checks as well as to Initiative checks.
 
|-
 
|valign="top"|'''Fox'''||valign="top" |+2 power bonus to Bluff, Diplomacy, and Insight checks. Replaces the normal penalties.
 
 
|-
 
|-
|valign="top"|'''Goat'''||valign="top" |+2 power bonus to Athletics and Endurance checks. +1 damage on a charge.
+
|valign="top"|0-9||valign="top" |10 minutes ||valign="top"|1,000 (1 mile)
 
|-
 
|-
|valign="top"|'''Hawk'''||valign="top" |+2 power bonus to Insight checks and +5 power bonus to Perception checks.
+
|valign="top"|10-19||valign="top" |1 hour||valign="top"|5,000 (5 miles)
 
|-
 
|-
|valign="top"|'''Horse'''||valign="top" |+2 power bonus to Endurance checks and Strength attribute checks. +1 power bonus to land speed.
+
|valign="top"|20-29||valign="top" |2 hours||valign="top"|10,000 (10 miles)
 
|-
 
|-
|valign="top"|'''Monkey'''||valign="top" |+2 power bonus to Athletics and Acrobatics checks, climb speed equal to half land speed.
+
|valign="top"|30-39||valign="top" |4 hours||valign="top"|15,000 (15 miles)
 
|-
 
|-
|valign="top"|'''Mouse'''||valign="top" |+2 power bonus to Perception checks and +5 power bonus to Stealth checks.
+
|valign="top"|40 or more||valign="top" |8 hours||valign="top"|20,000 (20 miles)
|-
 
|valign="top"|'''Owl'''||valign="top" |+2 power bonus to all Knowledge checks, low-light vision.
 
|-
 
|valign="top"|'''Otter'''||valign="top" |+2 power bonus on Athletics and Thievery checks. Swim at land speed.
 
|-
 
|valign="top"|'''Raccoon'''||valign="top" |+2 power bonus on Acrobatics, Perception, Stealth, and Thievery checks.
 
|-
 
|valign="top"|'''Rat'''||valign="top" |+2 power bonus on Stealth, Streetwise, and Thievery checks.
 
|-
 
|valign="top"|'''Raven'''||valign="top" |+2 power bonus to Arcana, Nature, Religion, and Spot checks.
 
|-
 
|valign="top"|'''Shark'''||valign="top" |+2 power bonus on Nature and Perception checks. Swim at land speed.
 
|-
 
|valign="top"|'''Snake'''||valign="top" |+2 power bonus on Arcana, Insight, Heal, and Religion checks. 
 
|-
 
|valign="top"|'''Wolf'''||valign="top" |+2 power bonus to Endurance and Perception checks. +1 power bonus to speed.
 
 
|-
 
|-
 
|}
 
|}
  
The duration of the possession depends on the result of the ritual check, and you can end it at any time as a minor action.
+
The totem scout is magically linked to you, even after it has been defeated, and counts as a personal possession for the purpose of targeting powers and rituals.
 
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Area
 
|result9=30 minutes
 
|result10=1 hour
 
|result20=2 hours
 
|result30=4 hours
 
|result40=8 hours
 
}}
 
 
 
<!-- Call Lightning -->
 
{{4E ritual
 
|name=Call Lightning
 
|fluff=You call the wrath of nature to strike like a siege engine.
 
|level=5
 
|category= Exploration
 
|time=15 minutes
 
|duration=1 minute
 
|componentcost=100
 
|marketprice=250
 
|keyskill=Nature
 
}}
 
 
 
As you perform the ritual a small thundercloud gathers, cumulating in a lightning strike. It becomes obvious where the lightning will strike one minute before it actually strikes. You must specify a target spot when you begin the ritual, and it strikes in a burst 1 area with a range of 100, using the Nature check as an attack against Reflex. It strikes the same area each round for one minute (10 rounds), each time inflicting lightning damage equal to the Nature check. Make a separate check for each round of the duration. In most cases, it can be assumed to destroy whatever is in the area, reducing it to rubble.
 
 
 
<!-- Reincarnate-->
 
{{4E ritual
 
|name=Reincarnate
 
|fluff=You give the target a new chance at life, a chance to live again in a new shape.
 
|level=23
 
|category= Binding
 
|time=1 hour
 
|duration=Instantaneous
 
|componentcost=60,000 gp
 
|marketprice=60,000 gp
 
|keyskill=Nature (no check)
 
}}
 
 
 
Select a living, undead, or dead creature that is either helpless or willing. The target is restored to life, health, and youth, but in a different form.
 
 
 
Re-create the target as a brand new character of his level. Re-select all abilities, gender, race, class, powers, skills, and feats. It is as if you were creating a new character from scratch, only memories and experience points remain. Even if you select to make the character identical to how it was before, the body is still completely new and physical details differ. Old friends, acquaintances, and enemies will not recognize the target until shared experiences show who it is. For all practical purposes, the target is now a new person.
 
 
 
To perform this on a dead creature, you must have a part of
 
the corpse of a creature that died no more than 30 days
 
ago. The subject returns to life at full health and with all harmful conditions removed. The subject’s soul must be free and willing to return to
 
life. Some magical effects trap the soul and thus prevent
 
Reincarnate from working, and the gods can intervene to
 
prevent a soul from journeying back to the realm of the
 
living.
 

Latest revision as of 19:30, 20 November 2009

Template:Info

Arcane Power

Notes about rituals in Arcane Power and on this wiki.

Shrink

Shrink (level 6) versus Shrink Item (level 5): The official version has smaller size reduction and limited duration. --Urban 00:34, 3 May 2009 (CEST)

Telepathic Bond

Telepathic Bond (level 14) in Arcane Power appears to be the official version of Telepathic Bond (level 12) and Telepathic Message (level 7) on this wiki. Interplanar telepathy is not mentioned in the official description, so it probably works. --Urban 00:34, 3 May 2009 (CEST)

Casting time and duration

The following is some thoughts I have and that were mentioned while painting. --TexaS 23:33, 7 April 2009 (CEST

Rituals use minutes and hours when all other time in the game has been made abstract.

Casting time should be "Can be cast during short rest.", "Can be cast during long rest." or "Can be cast as a standard action." and so on.

Duration should be handled in much the same way. It should be encounter, until milestone, daily, until the party have a few days, for an adventure arc or permanent and so on.

If casting requires a long rest and duration is encounter perhaps there might be an activation that is quicker that makes sure you use it when you require it, not just for the first encounter.

Agrre on these points, but it is a lot of work to make it so. The best I can do is write guidelines for how they are used - like the rule that 10-minute rituals can be cast during a short break. Anything else would take a full rewrite. --Starfox 09:40, 8 April 2009 (CEST)
Yes, that is probably the only way to handle it practically. I guess that most usual rituals would become "Casting time short rest, duration until next milestone or long rest." An hour would probably be more than an encounter but less than until next long rest. --TexaS 22:42, 8 April 2009 (CEST)

Obsolete Rituals

The Obsolete Rituals (4E) page contains rituals not likely to get any more attention or development, but which I still don't want to just delete

Rituals in Development

This section describes rituals in development for use with 4th edition Dungeons & Dragons.


Remove Magic

You negate lingering magic.
Level: 5 Component Cost: 25 gp.
Category: Exploration Market Price: 300 gp.
Time: 10 minutes Key Skill: Arcana
Duration: Instantaneous

You remove the lingering effects of rituals or dispel the lingering effects of powers. The margin of success required depends on the casting time of the ritual or power. In addition, there is a penalty on the Arcana check equal to half the level of the effect.

This ritual cannot destroy traps, hazards, creatures, magic items, or artifacts, even if powers or rituals were used to create them. Nor does it affect rituals and powers of instantaneous duration.

Arcana Check Result Maximum casting time that can be dispelled
9 or lower 1 minute, powers
10-19 10 minutes
20-29 1 hour
30-39 1 day
40 or higher More than 1 day



Detect Thoughts

Totem Scout Circle

Totem Scout Circle

Project your spirits in the form of animals.
Level: 8 Component Cost: 150 gp.
Category: Exploration Market Price: 625 gp.
Time: 10 minutes Key Skill: Nature
Duration: Variable

This is the same as the Totem Scout ritual, except each participant in the ritual can posses an animal based on their totem.

Totem Scout

Totem Scout

You project your spirit in a totem animal.
Level: 6 Component Cost: 75 gp.
Category: Exploration Market Price: 325 gp.
Time: 10 minutes Key Skill: Nature
Duration: Variable

This is a Totem ritual.

You gain control of an animal of your totem species and can see trough its senses. This animal must start within a thousand squares (one mile) of you. If there is no animal of the correct species in range, the ritual fails. Sustaining the ritual is a standard action, and allows you to control the totem scout and perceive through its senses. There is no need for line of sight or line of effect.

The totem scout uses your attributes except as outlined below, but is a minion and cannot make attacks. It cannot speak, manipulate objects, open doors, or otherwise interact intelligently with creatures or objects. The ritual ends if the totem scout takes any damage. The size of the totem scout is the same as that of a natural animal of its type. The totem scout gains a special bonus depending on your totem.

Totem Benefit
Gatherer Totem Scout can manipulate objects and open doors
Grazer Ritual does not end when the totem scout is damaged; it can take as much damage as you can.
Hunter +4 speed
Pouncer +2 speed, +4 initiative
Prey +2 Speed, +5 Perception
Stalker +5 Stealth

The maximum range and duration of the ritual depends on the result of the Nature check.

Nature Check Result Duration Range
0-9 10 minutes 1,000 (1 mile)
10-19 1 hour 5,000 (5 miles)
20-29 2 hours 10,000 (10 miles)
30-39 4 hours 15,000 (15 miles)
40 or more 8 hours 20,000 (20 miles)

The totem scout is magically linked to you, even after it has been defeated, and counts as a personal possession for the purpose of targeting powers and rituals.