Talk:Rituals (4E)

From Action
Revision as of 23:19, 27 December 2008 by Urban (talk | contribs) (→‎Rituals and Resting: Terminologi.)
Jump to navigation Jump to search

Using Rituals

Rituals and Resting

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

Rituals in Combat

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 +1/2 level of the ritual. The main caster must always use the key skill each round. Record each use of the key skill by someone who can cast the ritual; 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.

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

Template:4E ritual header

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.

Template:4E tags