Talk:Rituals (4E)
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 | Endurance |
Scrying | Insight |
Travel | Thievery |
Warding | Travel |
- 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)
Mnemonic Alteration
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.
4th Edition Dungeons & Dragons | |
Classes | Artificer • Avenger • Barbarian • Bard • Cleric • Druid • Fighter • Invoker • Paladin • Ranger • Rogue • Shaman • Sorcerer • Swordmage • Warden • Warlock • Warlord • Wizard |
Core | Characters • Feats • Skills • Paragon paths • Weapons • Magic Items • Rituals • Rules • Glossary |
Extra | Traits • Talents • Craft |