FireLance
Legend
This is basically an attempt at developing a more flexible and freeform magic system as an alternative to 4e's rituals. I'm not really a fan of the current ritual system for non-combat magic. I think that many of the rituals are not attractive enough because they are too specific and require too much accounting, and I think that a more skill-like system would work better with 4e's skill challenge framework for resolving non-combat challenges.
Basic Concepts and Mechanics
Each ritual seed is a feat that allows a character to create magical effects related to a specific theme. A character must have the Ritual Caster feat to select ritual seed feats.
Using a ritual seed is physically and mentally tiring: a character must spend a healing surge as a free action to gain the ability to create magical effects related to the ritual seed for five minutes or until the end of the encounter.
Creating an effect is normally a standard action. A list of standard effects will be provided, but the DM should allow the player a certain amount of flexibility in coming up with creative uses for his ritual seed. The DM may require the player to make a successful skill check, and should use his judgment to determine the DC needed.
Basic Concepts and Mechanics
Each ritual seed is a feat that allows a character to create magical effects related to a specific theme. A character must have the Ritual Caster feat to select ritual seed feats.
Using a ritual seed is physically and mentally tiring: a character must spend a healing surge as a free action to gain the ability to create magical effects related to the ritual seed for five minutes or until the end of the encounter.
Creating an effect is normally a standard action. A list of standard effects will be provided, but the DM should allow the player a certain amount of flexibility in coming up with creative uses for his ritual seed. The DM may require the player to make a successful skill check, and should use his judgment to determine the DC needed.