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

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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)
 
: 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)
  
 
: Travel is not a skill. Did you mean Nature? --[[User:Urban|Urban]] 19:55, 28 December 2008 (CET)
 
: Travel is not a skill. Did you mean Nature? --[[User:Urban|Urban]] 19:55, 28 December 2008 (CET)

Revision as of 11:44, 10 January 2009

Using Rituals

Rituals and Resting

Rituals with a cast time of 10 minutes can be performed during a short rest.

Rituals as Skill Challenges

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 DC of these checks is 10 +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.

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.

This is just a first draft of a skill list; I don't even have my books with me

Key Skill Secondary Skills
Arcana Bluff
Religion Diplomacy
Nature Athletics
Heal Endurance
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) --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.--Starfox 12:44, 10 January 2009 (CET)
Travel is not a skill. Did you mean Nature? --Urban 19:55, 28 December 2008 (CET)

Rituals in development

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

Arcane Smite

Arcane force pulverizes everything in a small area.
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

The target draws power from his totem spirit.
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

Angelic trumpets blast the target area.
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

The target allows himself to be possessed by his totem spirit.
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

You call the wrath of nature to strike like a siege engine.
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.

Mnemonic Alteration

Originally created to the legendary arch-mage Rary, this ritual lets a wizard change his spell repertoire.
Level: 7 Component Cost: 200 gp
Category: Binding Market Price: 500 gp
Time: 10 minutes Key Skill: Arcana
Duration: Instantanerous

Choose a single, unspent wizard daily attack power or utility power. You can exchange this power from another power from your spellbook, just as if you had prepared that power instead for today.

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