Earlier this year Goodman Games held an open call for 4E rituals to be included in their upcoming publication Book of Rituals. They were kind enough to accept a few of my submissions. There were a few they did not accept and I now present them to you.
False Tracks
As you scatter the ashes of the Tilkbush you had just spent precious time preparing, the path behind you changes. The hoof prints behind you vanish from view. Identical hoof prints appear, only this time they are leading off to the east. Broken branches also suddenly appear along that new path. You mount up, eager to gain some distance from your pursuers.
Level: 2 Component Cost: 30 gp
Category: Warding Market Price: 100 gp
Time: 10 minutes Key Skill: Nature
Duration: 1 hour
This ritual has two main effects. First is that your own tracks, and those of everyone within 3 squares of you at the time of the casting, are hidden from view for the duration of the ritual, imposing a -5 penalty to Perception checks to spot you. The second effect is that any new tracks you would have made instead show up going in a completely different direction. This new direction is chosen by you at the time of the casting. If the false trail encounters terrain that you have not, such as crossing a river when you have not, the ritual will compensate for the terrain.
At the end of the duration, the false trail disappears and your real trail reappears.
If you recast this ritual before the current ritual ends, using new components, the effect of the ritual will continue and the duration will go for another hour.
Detect Creature
The mists of the primal world gather in a whirlwind of animal sounds and smells, finally coalescing in the form of a fierce natural beast.
Level: 14 Component Cost: 1,600 gp
Category: Exploration Market Price: 4,200 gp
Time: 10 minutes Key Skill: Arcana
Duration: Instantaneous
Expanding your senses beyond yourself you can discern if there are other beings nearby and what types they are. By making an Arcana check you will be able to determine the range your senses can reach. Within that range, you will learn what Origin and Type of creatures are nearby. Origins can consist of Aberrant, Elemental, Fey, Immortal, Natural or Shadow. Type can consist of Animate, Beast, Humanoid or Magical Beast.
The ritual does not reveal how many of each creature there is nor the directions from your location they are. The ritual only works on a horizontal field and can not detect creatures on higher or lower levels.
Arcana Check Result Range
9 or lower 5 squares
10-19 10 squares
20-29 15 squares
30-39 20 squares
40 or higher 30 squares
Track Item
Never lose your house keys again.
Level: 5 Component Cost: 70gp
Category: Divination Market Price: 225gp
Time: 10 minutes Key Skill: Arcana
Duration: Special
Having a slight bond with an item you once held in your possession, you are able to discern the current direction of said item. The item to be the target of the ritual is chosen at the time of the casting.
The range is dependent on how long the item was in your possession. If the item does not fall within this range the ritual still succeeds, as you gain the knowledge that the item is not within a certain range, and components are expended as per normal. If the item is within the range, you gain a tingling sensation in your head that indicates the general direction of the item. Once within 5’ or 1 square of the item, you gain the knowledge of which square the item is in, but the ritual does not reveal hidden objects. Therefore, the item may still be concealed within a box or similar object.
Time in Possession Range
1 hour or less 25’ or 5 squares
1 day 100’
1 week 1 mile
1 year 10 miles
5 years or more 100 miles
Once the ritual is cast it can be sustained as a Sustain Standard action for a duration based on an Arcana roll. If the item moves within this duration, and you are still sustaining the ritual, you gain knowledge of the new direction.
Arcana Check Result Duration
9 or lower 1 round
10-19 10 minutes
20-29 1 hour
30-39 5 hours
40 or higher 1 day
Bane
The creature stands before you in a crouch, poised to spring. A dribble of slavering drool escapes its jaws. The rest of the party stands back, amazed by your confidence. This confidence comes from knowing the creature’s weak point. One you will exploit.
Level: 8 Component Cost: 250 gp
Category: Exploration Market Price: 700 gp
Time: 10 minutes Key Skill: Nature
Duration: 1 hour (Special)
At the time of the casting the caster must choose one origin and type of creature. Origins must be chosen from Aberrant, Elemental, Fey, Immortal, Natural or Shadow. Type must be chosen from Animate, Beast, Humanoid or Magical Beast. For 1 hour or until the end of the next encounter, whichever comes first, the caster gains a bonus to To-Hit and Damage versus creatures of the chosen kind.
Nature Check Result Bonus to To-Hit and Damage
9 or lower +1
10-19 +2
20-29 +3
30-39 +4
40 or higher +5
Insight
The cloying fumes go up, stinging your nose. Your mind clears and it’s suddenly plain that by moving along the left cable and swinging onto the middle cable at midpoint, it will be easy to reach the lever on the far side and lower the bridge.
Level: 10 Component Cost: 400 gp
Category: Exploration Market Price: 1000 gp
Time: 10 minutes Key Skill: Arcana
Duration: 5 minutes
At the outset of the ritual the caster chooses one skill. Make an Arcana check. The result is added to any skill checks made with that chosen skill for the duration.
Enchant Weapon
The mace begins to glow a bright cold light, blinding if looked at too long. Now the fire elementals have something a little extra to fear.
Level: 3 Component Cost: 25 gp
Category: Creation Market Price: 125 gp
Time: 10 minutes Key Skill: Arcana
Duration: 24 hours (Special)
This ritual allows you to designate a specific damage type for a chosen weapon. The target weapon can be one of yours or one of an ally. Once the weapon is chosen the caster chooses one Damage Type; Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. For one encounter within 24 hours that weapon is considered to deal the chosen Damage Type. This confers no special abilities, but creatures affected in special ways by a Damage Type will take those effects.
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