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+ | 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. | ||
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+ | 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. | ||
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. | 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. | ||
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+ | 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. | ||
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+ | 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. | * -2 penalty to Bluff, Diplomacy, and Insight. | ||
* Benefits depending on your totem, from the table below. | * Benefits depending on your totem, from the table below. | ||
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+ | 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. | ||
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Revision as of 13:32, 11 October 2008
4th Edition Dungeons & Dragons |
This page describes rituals in development for use with 4th edition Dungeons & Dragons.
Ritual descriptions
Arcane Smite
Level: 10 | Component Cost: 550 |
Category: Exploration | Market Price: 1,600 |
Time: 15 minutes | Key Skill: Arcana |
Duration: 1 round |
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
Level: 3 | Component Cost: 50 gp. |
Category: Exploration | Market Price: 125 gp. |
Time: 10 minutes | Key Skill: Nature |
Duration: Variable |
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.
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.
Totem | Benefit |
Bat | Blindsight 1 (sonic) |
Cat | +2 power bonus to Athletics and Stealth checks. |
Badger | +2 power bonus to Nature and Dungeoneering checks. |
Bear | +2 power bonus to Endurance and Nature checks. |
Bull | +5 power bonus to Strength checks (not Strength based attacks). |
Dolphin | Swim at half land speed. |
Eagle | +2 power bonus to Intimidate and Perception checks. |
Fox | +2 power bonus to Bluff and Diplomacy checks. |
Goat | +2 power bonus to Athletics and Endurance checks. |
Hawk | +2 power bonus to Insight and Perception checks. |
Horse | +1 power bonus to land speed. |
Monkey | +2 power bonus to Athletics and Acrobatics checks. |
Mouse | +2 power bonus to Perception and Stealth checks. |
Owl | +2 power bonus to History checks, low-light vision. |
Otter | +2 power bonus on Athletics and Thievery checks. |
Raccoon | +2 power bonus on Acrobatics and Thievery checks. |
Rat | +2 power bonus on Streetwise and Thievery checks. |
Raven | +2 power bonus to Arcana and Religion checks. |
Shark | +2 power bonus on Nature and Perception checks. |
Snake | +2 power bonus on Heal and Religion checks. |
Wolf | +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.
Arcana Check Result | Area |
9 or lower | 1 hour |
10-19 | 3 hours |
20-29 | 9 hours |
30-39 | 1 day |
40 or higher | 3 days |
Sound of Doom
Level: 15 | Component Cost: 3,900 gp |
Category: Exploration | Market Price: 7,500 gp |
Time: 15 minutes | Key Skill: Religion |
Duration: 1 round |
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
Level: 8 | Component Cost: 250 gp. |
Category: Exploration | Market Price: 600 gp. |
Time: 10 minutes | Key Skill: Nature |
Duration: Variable |
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 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.
Totem | Benefit |
Bat | Blindsight 6 (sonic) |
Badger | +2 power bonus to Nature and Dungeoneering checks. Burrowing speed 1 (tunneling) |
Cat | +2 power bonus to Athletics and Stealth checks. Low-light vision |
Bear | +2 power bonus to Endurance and Nature checks and to healing surge value. |
Bull | +5 power bonus to Strength checks (not Strength based attacks), quintuple carrying capacity |
Dolphin | Swim at land speed, with a +2 power bonus. |
Eagle | +2 power bonus to Intimidate and Perception checks as well as to Initiative checks. |
Fox | +2 power bonus to Bluff, Diplomacy, and Insight checks. Replaces the normal penalties. |
Goat | +2 power bonus to Athletics and Endurance checks. +1 damage on a charge. |
Hawk | +2 power bonus to Insight checks and +5 power bonus to Perception checks. |
Horse | +2 power bonus to Endurance checks and Strength attribute checks. +1 power bonus to land speed. |
Monkey | +2 power bonus to Athletics and Acrobatics checks, climb speed equal to half land speed. |
Mouse | +2 power bonus to Perception checks and +5 power bonus to Stealth checks. |
Owl | +2 power bonus to all Knowledge checks, low-light vision. |
Otter | +2 power bonus on Athletics and Thievery checks. Swim at land speed. |
Raccoon | +2 power bonus on Acrobatics, Perception, Stealth, and Thievery checks. |
Rat | +2 power bonus on Stealth, Streetwise, and Thievery checks. |
Raven | +2 power bonus to Arcana, Nature, Religion, and Spot checks. |
Shark | +2 power bonus on Nature and Perception checks. Swim at land speed. |
Snake | +2 power bonus on Arcana, Insight, Heal, and Religion checks. |
Wolf | +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.
Arcana Check Result | Area |
9 or lower | 30 minutes |
10-19 | 1 hour |
20-29 | 2 hours |
30-39 | 4 hours |
40 or higher | 8 hours |
Call Lightning
Level: 5 | Component Cost: 100 |
Category: Exploration | Market Price: 250 |
Time: 15 minutes | Key Skill: Nature |
Duration: 1 minute |
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.
4th Edition Dungeons & Dragons | |
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