the Jester
Legend
Anyone have any interesting homebrewed rituals that they would like to share?
I'm compiling all my campaign-specific rituals in preparation of printing them out and adding them to my magic items and paragon paths in a big bound document (it's currently a good inch thick).
I'll start with a couple; obviously I cannot take credit for all of them, as most are conversions of previous-edition spells or effects, but they are handy to have available nonetheless!
Dimensional Lock
With this ritual, you create a large and long-lasting zone that impedes teleportation.
Level: 24 ; Component Cost: 25,000 gp
Category: Warding; Market Price: 105,000 gp
Time: 24 hours; Key Skill: Arcana
Duration: Special
You create a zone that makes teleportation very difficult. While this ritual's effects last, to successfully teleport into, out of or within the zone, a creature must make an Arcana check with a DC equal to the check you make when you perform this ritual. Failure wastes the action, but not the power, and the teleportation fails to take effect. The exact maximum size and duration of the zone is determined by your Arcana check. When you perform this ritual, you can choose to affect a smaller size than maximum, even excluding some areas from this ritual's effect, or for the ritual to have a duration shorter than its maximum; however, once you have made these choices, they are set and may not be revised without re-casting the ritual.
Arcana Check --- Maximum Size and Duration of Zone
9 or lower --- 100 x 100 squares; 1 day
10-19 --- 200 x 200 squares; 1 week
20-29 --- 500 x 500 squares; 1 month
30-39 --- 1000 x 1000 squares; 4 months
40 or higher --- 2000 x 2000 squares; 1 year
Feet to Fins
As you chant, the subjects' bodies start to change, adapting to life in the water.
Level: 4; Component Cost: 25 gp
Category: Exploration; Market Price: 175 gp
Time: 1 hour ; Key Skill: Nature (no check)
Duration: 24 hours
You cause up to six willing creatures that have a land speed but no swim speed to change, polymorphing into a form more suitable for aquatic travel. Your feet and legs become fins and flukes. Each subject's land speed becomes 1 (clumsy), but each subject gains a swim speed equal to its previous land speed. Note that this ritual does not confer water breathing.
Moon Rune
You scribe runes that will only be visible under a specified condition, such as under the light of the moon.
Level: 9 ; Component Cost: 150 gp, plus special
Category: Deception; Market Price: 840 gp
Time: 10 minutes ; Key Skill: Arcana
Duration: Special
Using this ritual, you scribe a message hidden by illusion. You choose whether the surface upon which the message is scriven appears blank or bears another (false) message or image. However, under conditions that you specify, the true message appears. This ritual is often used by druids, fey or other long-lived creatures to leave clues or riddles to long-lasting mysteries or secrets that should be hidden until the time is right.
The conditions you specify may include references to time (including a specific date and time, the seasons, etc), light (including specific types or intensity of light), prophecies or symbols, but may not refer to creatures.
The message you write can be up to 20 words long. You may write a longer message by spending an additional 50 gp for each extra five words. You can choose what surface to scribe the message on and what size the moon runes are, up to filling one square of surface.
A creature that is trained in Arcana that makes an easy check can detect the presence of some sort of magical script. A trained creature that makes a moderate Arcana check can identify the moon runes, and a hard Arcana check can identify the conditions that must be met in order to read the moon runes. A creature can attempt to decipher the moon runes by succeeding at 3 Arcana checks with a DC equal to the check you make when performing the ritual. Each such Arcana check requires a day, and if the character fails three times before succeeding three times, she cannot decipher the runes.
Weighty Chest
The chest upon which you work this ritual becomes warded so that it is very difficult to move.
Level: 3 ; Component Cost: 50 gp
Category: Warding ; Market Price: 125 gp
Time: 10 minutes ; Key Skill: Arcana
Duration: 24 hours
When you perform this ritual, you ward a single chest of up to medium size so that it becomes extremely heavy whenever a creature other than you attempts to move it. A creature can move the chest at half speed by making an Athletics check with a DC equal to the Arcana check you make when performing this ritual as a move action.
Word Lock
This ritual creates a lock that can only be opened by speaking (or singing) the proper word or phrase.
Level: 20 ; Component Cost: 5,000 gp, plus a healing surge
Category: Warding; Market Price: 25,000 gp
Time: 10 minutes; Key Skill: Arcana (plus see text)
Duration: Permanent
This wards a door, window, portal, book, lock, chest or other object that closes so that it is virtually impossible to open without speaking the proper word or phrase while touching it. Even you must speak the password or phrase in order to open the object. The Thievery or Strength DC to open a word locked item is equal to your Arcana check +20.
This ritual is even more potent in the hands of a bard. A bard may choose to key the word lock to a song up to one minute in length. In this case, opening the enclosure requires that a creature perform the song as well as the bard did when performing the ritual. This is determined via a Diplomacy check made by the bard when performing the ritual. To open the enclosure with the song, a creature must equal or exceed the bard's Diplomacy check while singing the correct song.
Attempts to determine the password, phrase or song using rituals or powers of lower than 24th level automatically fail.
I'm compiling all my campaign-specific rituals in preparation of printing them out and adding them to my magic items and paragon paths in a big bound document (it's currently a good inch thick).
I'll start with a couple; obviously I cannot take credit for all of them, as most are conversions of previous-edition spells or effects, but they are handy to have available nonetheless!
Dimensional Lock
With this ritual, you create a large and long-lasting zone that impedes teleportation.
Level: 24 ; Component Cost: 25,000 gp
Category: Warding; Market Price: 105,000 gp
Time: 24 hours; Key Skill: Arcana
Duration: Special
You create a zone that makes teleportation very difficult. While this ritual's effects last, to successfully teleport into, out of or within the zone, a creature must make an Arcana check with a DC equal to the check you make when you perform this ritual. Failure wastes the action, but not the power, and the teleportation fails to take effect. The exact maximum size and duration of the zone is determined by your Arcana check. When you perform this ritual, you can choose to affect a smaller size than maximum, even excluding some areas from this ritual's effect, or for the ritual to have a duration shorter than its maximum; however, once you have made these choices, they are set and may not be revised without re-casting the ritual.
Arcana Check --- Maximum Size and Duration of Zone
9 or lower --- 100 x 100 squares; 1 day
10-19 --- 200 x 200 squares; 1 week
20-29 --- 500 x 500 squares; 1 month
30-39 --- 1000 x 1000 squares; 4 months
40 or higher --- 2000 x 2000 squares; 1 year
Feet to Fins
As you chant, the subjects' bodies start to change, adapting to life in the water.
Level: 4; Component Cost: 25 gp
Category: Exploration; Market Price: 175 gp
Time: 1 hour ; Key Skill: Nature (no check)
Duration: 24 hours
You cause up to six willing creatures that have a land speed but no swim speed to change, polymorphing into a form more suitable for aquatic travel. Your feet and legs become fins and flukes. Each subject's land speed becomes 1 (clumsy), but each subject gains a swim speed equal to its previous land speed. Note that this ritual does not confer water breathing.
Moon Rune
You scribe runes that will only be visible under a specified condition, such as under the light of the moon.
Level: 9 ; Component Cost: 150 gp, plus special
Category: Deception; Market Price: 840 gp
Time: 10 minutes ; Key Skill: Arcana
Duration: Special
Using this ritual, you scribe a message hidden by illusion. You choose whether the surface upon which the message is scriven appears blank or bears another (false) message or image. However, under conditions that you specify, the true message appears. This ritual is often used by druids, fey or other long-lived creatures to leave clues or riddles to long-lasting mysteries or secrets that should be hidden until the time is right.
The conditions you specify may include references to time (including a specific date and time, the seasons, etc), light (including specific types or intensity of light), prophecies or symbols, but may not refer to creatures.
The message you write can be up to 20 words long. You may write a longer message by spending an additional 50 gp for each extra five words. You can choose what surface to scribe the message on and what size the moon runes are, up to filling one square of surface.
A creature that is trained in Arcana that makes an easy check can detect the presence of some sort of magical script. A trained creature that makes a moderate Arcana check can identify the moon runes, and a hard Arcana check can identify the conditions that must be met in order to read the moon runes. A creature can attempt to decipher the moon runes by succeeding at 3 Arcana checks with a DC equal to the check you make when performing the ritual. Each such Arcana check requires a day, and if the character fails three times before succeeding three times, she cannot decipher the runes.
Weighty Chest
The chest upon which you work this ritual becomes warded so that it is very difficult to move.
Level: 3 ; Component Cost: 50 gp
Category: Warding ; Market Price: 125 gp
Time: 10 minutes ; Key Skill: Arcana
Duration: 24 hours
When you perform this ritual, you ward a single chest of up to medium size so that it becomes extremely heavy whenever a creature other than you attempts to move it. A creature can move the chest at half speed by making an Athletics check with a DC equal to the Arcana check you make when performing this ritual as a move action.
Word Lock
This ritual creates a lock that can only be opened by speaking (or singing) the proper word or phrase.
Level: 20 ; Component Cost: 5,000 gp, plus a healing surge
Category: Warding; Market Price: 25,000 gp
Time: 10 minutes; Key Skill: Arcana (plus see text)
Duration: Permanent
This wards a door, window, portal, book, lock, chest or other object that closes so that it is virtually impossible to open without speaking the proper word or phrase while touching it. Even you must speak the password or phrase in order to open the object. The Thievery or Strength DC to open a word locked item is equal to your Arcana check +20.
This ritual is even more potent in the hands of a bard. A bard may choose to key the word lock to a song up to one minute in length. In this case, opening the enclosure requires that a creature perform the song as well as the bard did when performing the ritual. This is determined via a Diplomacy check made by the bard when performing the ritual. To open the enclosure with the song, a creature must equal or exceed the bard's Diplomacy check while singing the correct song.
Attempts to determine the password, phrase or song using rituals or powers of lower than 24th level automatically fail.