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| {{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.}} |
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| + | == Arcane Power == |
| + | Notes about rituals in ''Arcane Power'' and on this wiki. |
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− | == Using Rituals == | + | === Shrink === |
− | === Participants ===
| + | '''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) |
− | Many rituals mention participants. A participant is someone who tried to support the success of the ritual, whether successful or not.
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− | === Rituals and Resting === | + | === Telepathic Bond === |
− | Rituals with a cast time of 10 minutes can be performed during a short rest.
| + | '''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) |
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− | === Deception Rituals & Disbelief === | + | == Casting time and duration == |
− | 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. | + | The following is some thoughts I have and that were mentioned while painting. --[[User:TexaS|TexaS]] 23:33, 7 April 2009 (CEST |
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− | 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.
| + | Rituals use minutes and hours when all other time in the game has been made abstract. |
| | | |
− | === Rituals as Skill Challenges ===
| + | 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. |
− | 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.
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− | 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.
| + | 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. |
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− | 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. | + | 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) |
| + | ::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) |
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− | ''This is just a first draft of a skill list; I don't even have my books with me''
| + | ===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 |
− | {|
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− | |-
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− | |valign="top" width="120px"|'''Key Skill'''||'''Secondary Skills'''
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− | |-
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− | ||Arcana|||Bluff
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− | |-
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− | ||Religion|||Diplomacy
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− | |-
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− | ||Nature|||Athletics
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− | |-
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− | ||Heal|||Endurance
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− | |-
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− | |valign="top"|'''Ritual Type'''||'''Secondary Skills'''
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− | |-
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− | ||Binding|||Intimidation
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− | |-
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− | ||Creation|||History
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− | |-
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− | ||Deception|||Diplomacy
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− | |-
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− | ||Divination|||Perception
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− | |-
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− | ||Exploration|||Stealth
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− | |-
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− | ||Restoration|||Insight
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− | |-
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− | ||Scrying|||Dungeoneering
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− | |-
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− | ||Travel|||Acrobatics
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− | |-
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− | ||Warding|||Thievery
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− | |}
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− | | |
− | : 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)
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− | ::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)
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− | | |
− | : Travel is not a skill. Did you mean Nature? --[[User:Urban|Urban]] 19:55, 28 December 2008 (CET)
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− | | |
− | == 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.
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− | | |
− | === Creating Rituals ===
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− | 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.
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− | | |
− | To make a new ritual you need to go trough the following steps.
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− | | |
− | * Design the ritual rules, making a complete writeup and have the GM agree to it.
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− | * Research the ritual for one day per level of ritual, paying five times the market price.
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− | * Make a roll using the key skill, with a difficulty of 10 + the level of the ritual.
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− | ** If this roll fails, it can be attempted again, at the cost of one week and the casting cost of the ritual in components.
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− | * 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.
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| | | |
| == 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}}. |
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− | <!-- Spirit Gossip--> | + | <!-- Remove Magic--> |
| <onlyinclude> | | <onlyinclude> |
| {{4E ritual | | {{4E ritual |
− | |name=Spirit Gossip | + | |name=Remove Magic |
− | |fluff=You learn of things significant to spirits in the area. | + | |fluff=You negate lingering magic. |
− | |level=4 | + | |level=5 |
− | |category=Divination | + | |category=Exploration |
− | |time=1 hour | + | |time=10 minutes |
| |duration=Instantaneous | | |duration=Instantaneous |
− | |componentcost=75 gp | + | |componentcost=25 gp. |
− | |marketprice=35 gp
| + | |marketprice=300 gp. |
− | |keyskill=Nature
| |
− | }}
| |
− | | |
− | You talk to spirits and listen to what they have to say; the result is similar to that of using Streetwise to listen for rumors, only you learn of things relevant to spirits and not people.
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− | | |
− | You listen to rumors in one spirit locale, which is generally about 10 miles in radius, but if there is a distinct territorial division in the area the ritual's effects do not cross such a boundary. Examples of such borders include city/countryside limits, a shore separating land and sea, or the limits of a major forest. The ritual must be performed in the locale you wish to inquire about, and involves wandering around and actually conversing with spirits, which incurs a risk of encountering hostile creatures if such are present.
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− | | |
− | Depending on the success of your Nature check, you learn more or less useful information. If you have a history of aiding spirits and nature in this area, you gain a +5 bonus to the Nature check.
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− | | |
− | {{4E ritual table
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− | |keyskill=Nature
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− | |resultheader=Information gained
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− | |result9=The mood of the area and the dominant alignment, if any.
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− | |result10=Environmental problems or dangers to the environment in the area.
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− | |result20=A general description of what kind of creatures live in the area. If there are any creatures that are unusual for the terrain or locale, you learn of their location.
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− | |result30=A detailed description of the flora and fauna of the area, as well as any environmental dangers.
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− | |result40=Detailed information of the locations of all creatures, settlements, and locations of interest in the area, as well as general information about the nature of each.
| |
− | }}
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− | </onlyinclude>
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− | | |
− | ===Mindbending===
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− | <onlyinclude>
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− | {{4E ritual
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− | |name=Mindbending
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− | |fluff=You bend the mind of a creature, making it see you in a favorabe light.
| |
− | |level=6
| |
− | |category=Binding
| |
− | |time=10 minutes
| |
− | |duration=Variable
| |
− | |componentcost=100 gp
| |
− | |marketprice=300 gp | |
| |keyskill=Arcana | | |keyskill=Arcana |
| }} | | }} |
| | | |
− | Perform this ritual on a willing or helpless creature. Your Arcana check suffers a penalty equal to half the target's level. Depending on the result, the ritual lasts for variable lengths of time. A result of zero or less is a failure.
| + | 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. |
− | {{4E ritual table
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− | |keyskill=Arcana
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− | |resultheader=Duration
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− | |result9=One hour
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− | |result10=24 hours
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− | |result20=3 days
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− | |result30=One week
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− | |result40=A fortnight
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− | }}
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− | While the effect lasts, the creature will see you as a trusted friend and companion and will regard you actions and suggestions in the best possible light. It will trust you over its other friends and will tolerate your other friends and companions.
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| | | |
− | The works like a power with the Charm keyword. You can give the subject orders, but you must succeed at a Charisma vs. Will attack to convince it to do anything it wouldn't ordinarily do. The rite does not provide communication or language skills. The target gets a save against the effect in every round when you or one of your allies puts it in danger. Any effect that grants an additional save can be used to give the target a chance to break free, but the target cannot use such effects on himself. It is generally a good idea to keep the charmed creature well away from combat.
| + | 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. |
− | </onlyinclude>
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| | | |
− | ===Mental Puppet===
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− | <onlyinclude>
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− | {{4E ritual
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− | |name=Mental Puppet
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− | |fluff=You control the target like a puppet on a string.
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− | |level=11
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− | |category=Binding
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− | |time=10 minutes
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− | |duration=Variable
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− | |componentcost=500 gp
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− | |marketprice=1,500 gp
| |
− | |keyskill=Arcana
| |
− | }}
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− |
| |
− | Perform this ritual on a willing or helpless creature. Your Arcana check suffers a penalty equal to half the target's level. Depending on the result, the ritual lasts for variable lengths of time. A result of zero or less is a failure.
| |
| {{4E ritual table | | {{4E ritual table |
| |keyskill=Arcana | | |keyskill=Arcana |
− | |resultheader=Duration | + | |resultheader=Maximum casting time that can be dispelled |
− | |result9=One hour
| + | |result9=1 minute, powers |
− | |result10=24 hours
| + | |result10=10 minutes |
− | |result20=3 days
| + | |result20=1 hour |
− | |result30=One week
| + | |result30=1 day |
− | |result40=A fortnight
| + | |result40=More than 1 day |
− | }}
| |
− | While the effect lasts, you control the creature like a puppet, its every action controlled by you. The works like a power with the Domination, and Implement keywords. If you spend a standard action, you can make it perform a specific action, otherwise its only action is to follow you around at a distance of 2 squares. If you wish the target to make an attack in combat or otherwise do something highly dangerous, you must make an Charisma vs. Will attack; if this fails the target does nothing this round.
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− | | |
− | The target does not normally get so makes saves to end the effect, but any effect that grants an additional save can be used to give the target a saving throw to break free. Trying to force the target to do actions that go completely against its nature grants it an immediate chance to save against the effect.
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− | </onlyinclude>
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− | | |
− | ===Mind Switch===
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− | <onlyinclude>
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− | {{4E ritual
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− | |name=Mind Switch | |
− | |fluff=You possess a creature, forcing its spirit into your own body.
| |
− | |level=13 | |
− | |category=Binding | |
− | |time=1 hour
| |
− | |duration=Variable | |
− | |componentcost=1,000 gp | |
− | |marketprice=3,000 gp
| |
− | |keyskill=Arcana
| |
| }} | | }} |
− | Perform this ritual on a willing or helpless creature. Your Arcana check must exceed the creature's Will defense. If you are successful, the duration depends on the result of the Arcana check (not the margin).
| |
− | {{4E ritual table
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− | |keyskill=Arcana
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− | |resultheader=Duration
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− | |result9=One hour
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− | |result10=6 hours
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− | |result20=24 hours
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− | |result30=3 days
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− | |result40=One week
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− | }}
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− | Once successful, the ritual makes you and the target exchange bodies. In the new body, you can use all the target's abilities, just as if you were that creature, while you lose all of your original abilities. The target can use none of your class abilities, powers, skills, or feats, but retain your hit points and attributes. You each keep your personality and motivations.
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| | | |
− | You can end the ritual at ay time as a minor action. If either of you should start to die the effect ends. You also return once the duration is up. Regardless of how the effect ends, each of you end up in your original body in its current condition, possibly dead or dying.
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− | </onlyinclude>
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| | | |
− | ===Body Theft===
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− | <onlyinclude>
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− | {{4E ritual
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− | |name=Body Theft
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− | |fluff=You possess a creature, forcing its spirit into your own body.
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− | |level=23
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− | |category=Binding
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− | |time=1 hour
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− | |duration=Instantaneous
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− | |componentcost=25,000 gp
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− | |marketprice=75,000 gp
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− | |keyskill=Arcana
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− | }}
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− | Perform this ritual on a willing or helpless creature. Your Arcana check must exceed the creature's Will defense. The target must be a creature of the same race, gender and with the same highest physical attribute; if Strength is your highest physical attribute, target's Strenth must also be his highest physical attribute.
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− | Once successful, the ritual makes you and the target exchange bodies. You do not exchange any attributes or abilities, but you do change age and appearance. Any conditions and effects stay with the body, making this a way to get rid of a curse, disease, or other affliction. You do not have access to each other's memories, but appearance, voice, and mannerisms stay with the body, giving you a +5 bonus to Bluff checks to impersonate each other.
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− | When you touch, it is possible for either of you to end the ritual by forcing his way back into the old body with a Charisma vs. Will attack. This is a standard action when within melee reach and the only way to end the ritual.
| + | === Detect Thoughts === |
− | </onlyinclude>
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| | | |
− | ===Magic Jar=== | + | ===Totem Scout Circle=== |
− | <onlyinclude>
| |
| {{4E ritual | | {{4E ritual |
− | |name=Magic Jar | + | |name=Totem Scout Circle |
− | |fluff=You possess a creature, forcing its spirit into a prison. | + | |fluff=Project your spirits in the form of animals. |
− | |level=18
| + | |level=8 |
− | |category=Binding
| + | |category=Exploration |
− | |time=1 hour
| + | |time=10 minutes |
− | |duration=Variable
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− | |componentcost=5,000 gp
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− | |marketprice=15,000 gp
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− | |keyskill=Arcana
| |
− | }}
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− | | |
− | Perform this ritual on a willing or helpless creature. Your Arcana check must exceed the creature's Will defense. If you are successful, the duration depends on the result of the Arcana check (not the margin).
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− | {{4E ritual table
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− | |keyskill=Arcana
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− | |resultheader=Duration
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− | |result9=One hour
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− | |result10=24 hours
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− | |result20=3 days
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− | |result30=1 week
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− | |result40=1 month
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− | }}
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− | When casting this ritual, you transfer the target's spirit into a container, usually a small urn, jar, or a large gemstone (included in the component cost). Your own spirit enters the target's body, while your own body body falls into a state of suspended animation.
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− | | |
− | In the new body, you can use all the target's abilities, just as if you were that creature, while you lose all of your original abilities. You keep your personality and motivations.
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− | | |
− | You can end the ritual at ay time as a minor action. If either body should start to die the effect ends. You also return once the duration is up. Regardless of how the effect ends, each of you end up in your original body in its current condition, possibly dead or dying.
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− | </onlyinclude>
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− | | |
− | | |
− | ===Ambiance Adaption===
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− | <onlyinclude>
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− | {{4E ritual
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− | |name=Ambiance Adaption
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− | |fluff=You become resistant to ambient energies. Sunlight and searing air will not burn you, arctic cold will not chill you, toxic air will not poison you.
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− | |level=11 | |
− | |category=Warding | |
− | |time=30 minutes | |
| |duration=Variable | | |duration=Variable |
− | |componentcost=250 gp | + | |componentcost=150 gp. |
− | |marketprice=15,600 gp | + | |marketprice=625 gp. |
| |keyskill=Nature | | |keyskill=Nature |
| }} | | }} |
| | | |
− | You are immune to any effect that does damage over a time of more than rounds. A superhot desert that inflicts damage every minute will not harm you; a fire that inflicts damage per round will. You do not need to eat, drink, breathe or excrete.
| + | This is the same as the Totem Scout ritual, except each participant in the ritual can posses an animal based on their totem. |
| | | |
− | The duration of the effect depends on the result of the Nature check.
| + | ===Totem Scout === |
− | | |
− | {{4E ritual table
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− | |keyskill=Nature
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− | |resultheader=Duration
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− | |result9=2 hours
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− | |result10=8 hours
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− | |result20=24 hours
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− | |result30=3 days
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− | |result40=1 week
| |
− | }}
| |
− | </onlyinclude>
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− | | |
− | ===Arcane smite===
| |
| {{4E ritual | | {{4E ritual |
− | |name=Arcane Smite | + | |name=Totem Scout |
− | |fluff=Arcane force pulverizes everything in a small area. | + | |fluff=You project your spirit in a totem animal. |
− | |level=10
| + | |level=6 |
− | |category= Exploration
| + | |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. | |
− | | |
− | ===Essence of the Totem===
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− | {{4E ritual
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− | |name=Essence of the Totem
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− | |fluff=The target draws power from his totem spirit.
| |
− | |level=3 | |
− | |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. |
| + | |
| + | 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. |
| | | |
− | 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.
| + | 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. |
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| {|style="width:30em;" | | {|style="width:30em;" |
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| |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 |
− | |-
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− | |valign="top"|'''Cat'''||valign="top" |+2 power bonus to Athletics and Stealth checks.
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− | |-
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− | |valign="top"|'''Badger'''||valign="top"|+2 power bonus to Nature and Dungeoneering checks.
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− | |-
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− | |valign="top"|'''Bear'''||valign="top"|+2 power bonus to Endurance and Nature checks.
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− | |-
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− | |valign="top"|'''Bull'''||valign="top" |+5 power bonus to Strength checks (not Strength based attacks).
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− | |-
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− | |valign="top"|'''Dolphin'''||valign="top" |Swim at half land speed.
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− | |-
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− | |valign="top"|'''Eagle'''||valign="top" |+2 power bonus to Intimidate and Perception checks.
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− | |-
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− | |valign="top"|'''Fox'''||valign="top" |+2 power bonus to Bluff and Diplomacy checks.
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| |- | | |- |
− | |valign="top"|'''Goat'''||valign="top" |+2 power bonus to Athletics and Endurance 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"|'''Hawk'''||valign="top" |+2 power bonus to Insight and Perception checks. | + | |valign="top"|'''Hunter'''||valign="top" |+4 speed |
| |- | | |- |
− | |valign="top"|'''Horse'''||valign="top" |+1 power bonus to land speed. | + | |valign="top"|'''Pouncer'''||valign="top"|+2 speed, +4 initiative |
| |- | | |- |
− | |valign="top"|'''Monkey'''||valign="top" |+2 power bonus to Athletics and Acrobatics checks. | + | |valign="top"|'''Prey'''||valign="top" |+2 Speed, +5 Perception |
| |- | | |- |
− | |valign="top"|'''Mouse'''||valign="top" |+2 power bonus to Perception and Stealth checks. | + | |valign="top"|'''Stalker'''||valign="top" |+5 Stealth |
− | |-
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− | |valign="top"|'''Owl'''||valign="top" |+2 power bonus to History checks, low-light vision.
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− | |-
| |
− | |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===
| + | The maximum range and duration of the ritual depends on the result of the Nature check. |
− | {{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:
| |
− | * -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"|'''Hawk'''||valign="top" |+2 power bonus to Insight checks and +5 power bonus to Perception checks.
| |
− | |-
| |
− | |valign="top"|'''Horse'''||valign="top" |+2 power bonus to Endurance checks and Strength attribute checks. +1 power bonus to land speed.
| |
− | |-
| |
− | |valign="top"|'''Monkey'''||valign="top" |+2 power bonus to Athletics and Acrobatics checks, climb speed equal to half land speed.
| |
− | |-
| |
− | |valign="top"|'''Mouse'''||valign="top" |+2 power bonus to Perception checks and +5 power bonus to Stealth checks.
| |
| |- | | |- |
− | |valign="top"|'''Owl'''||valign="top" |+2 power bonus to all Knowledge checks, low-light vision. | + | |valign="top"|0-9||valign="top" |10 minutes ||valign="top"|1,000 (1 mile) |
| |- | | |- |
− | |valign="top"|'''Otter'''||valign="top" |+2 power bonus on Athletics and Thievery checks. Swim at land speed. | + | |valign="top"|10-19||valign="top" |1 hour||valign="top"|5,000 (5 miles) |
| |- | | |- |
− | |valign="top"|'''Raccoon'''||valign="top" |+2 power bonus on Acrobatics, Perception, Stealth, and Thievery checks. | + | |valign="top"|20-29||valign="top" |2 hours||valign="top"|10,000 (10 miles) |
| |- | | |- |
− | |valign="top"|'''Rat'''||valign="top" |+2 power bonus on Stealth, Streetwise, and Thievery checks. | + | |valign="top"|30-39||valign="top" |4 hours||valign="top"|15,000 (15 miles) |
| |- | | |- |
− | |valign="top"|'''Raven'''||valign="top" |+2 power bonus to Arcana, Nature, Religion, and Spot checks. | + | |valign="top"|40 or more||valign="top" |8 hours||valign="top"|20,000 (20 miles) |
− | |-
| |
− | |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.
| |
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.