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Break a Ritual!
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<blockquote data-quote="Wolfwood2" data-source="post: 4374415" data-attributes="member: 39394"><p>It's a D&D tradition to find creative uses for magic that makes spells achieve ends for which they weren't originally intended. Let's take a look at 4E rituals and see if we can find non-obvious uses for them.</p><p> </p><p>Animal Messenger - This ritual is very non-specific in defining such terms as "recipient" and "location". Could it potentially be used to track down a fugitive by following the animal? Can you use it to harrass by having the animal whisper insulting messages?</p><p> </p><p>Arcane Lock - You can dismiss your arcane lock at any time, and you instantly know when your arcane lock has been defeated. With a little preparatory work, this could be a great means of coded communication across vast distances.</p><p> </p><p>Consult Oracle - You could potentially make this a combat ritual by summoning the Oracle right before a fight and using it to get useful tactical information during the battle.</p><p> </p><p>Drawmihj's Instant Summons - There's nothing actually saying you have to have the object present when conducting the ritual. (Still, it's going be a hard sell to convince the DM to let you use it to steal stuff.)</p><p> </p><p>Eye of Alarm - Anything that can be extended indefinitely is open to fun. I especially like that you can designate the sound as you like. There must be room for fun there.</p><p> </p><p>Forbiddance - Because it can eventually be made permanent, you can probably _rent_ a Forbidden location in any large city. Don't waste your cash casting it yourself!</p><p> </p><p>Hallucinatory Item - Use it to cover up an item that actually is there. Who will bother touching your treasure if it looks like a pile of cow dung?</p><p> </p><p>Leomund's Secret Chest - So a level 6 teleportation spell. Cool. Just make a chest big enough for the whole party to climb into, and it's like your own personal Word of Recall. It can also be used to transport creature to where you are, if you have them climb in at a prearranged time.</p><p> </p><p>Magic Circle - 1 minute to inscribe per square inside the circle is tough, but with a little prep work you could easily capture an entire building full of people. This seems tailor-made for storybased traps. You create the circle in advance, lure your enemy inside, and then distract him there long enough to keep him... forever.</p><p> </p><p>Magic Mouth - No limitation whatsoever on "conditions you set". 'Nuff said.</p><p> </p><p>Observe Creature - The blurb at the top makes it sound like this is about spying, but it's really about a different kind of info gathering. "Show me the one who murdered my servant Bob!" would be a perfectly reasonable way of specifying the creature intended. And one you know his face, you order your minions to go grab him based on your description.</p><p> </p><p>Phantom Steed - At paragon tier and higher, is there any reason that every party member shouldn't start every combat on a phantom steed? Sure they pop when hit, but the ritual specifically says you land on your feet. Have that extra movement at the beginning of combat can be crucial. This is going to be a must-have ritual for every party.</p><p> </p><p>Secret Page - Something to do with the fact that the size of the page is nowhere specified, only the number of words?</p><p> </p><p>Shadow Walk - No numerical limitation on "allies". Could you lead an army through the Shadowlands?</p><p> </p><p>Any others?</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 4374415, member: 39394"] It's a D&D tradition to find creative uses for magic that makes spells achieve ends for which they weren't originally intended. Let's take a look at 4E rituals and see if we can find non-obvious uses for them. Animal Messenger - This ritual is very non-specific in defining such terms as "recipient" and "location". Could it potentially be used to track down a fugitive by following the animal? Can you use it to harrass by having the animal whisper insulting messages? Arcane Lock - You can dismiss your arcane lock at any time, and you instantly know when your arcane lock has been defeated. With a little preparatory work, this could be a great means of coded communication across vast distances. Consult Oracle - You could potentially make this a combat ritual by summoning the Oracle right before a fight and using it to get useful tactical information during the battle. Drawmihj's Instant Summons - There's nothing actually saying you have to have the object present when conducting the ritual. (Still, it's going be a hard sell to convince the DM to let you use it to steal stuff.) Eye of Alarm - Anything that can be extended indefinitely is open to fun. I especially like that you can designate the sound as you like. There must be room for fun there. Forbiddance - Because it can eventually be made permanent, you can probably _rent_ a Forbidden location in any large city. Don't waste your cash casting it yourself! Hallucinatory Item - Use it to cover up an item that actually is there. Who will bother touching your treasure if it looks like a pile of cow dung? Leomund's Secret Chest - So a level 6 teleportation spell. Cool. Just make a chest big enough for the whole party to climb into, and it's like your own personal Word of Recall. It can also be used to transport creature to where you are, if you have them climb in at a prearranged time. Magic Circle - 1 minute to inscribe per square inside the circle is tough, but with a little prep work you could easily capture an entire building full of people. This seems tailor-made for storybased traps. You create the circle in advance, lure your enemy inside, and then distract him there long enough to keep him... forever. Magic Mouth - No limitation whatsoever on "conditions you set". 'Nuff said. Observe Creature - The blurb at the top makes it sound like this is about spying, but it's really about a different kind of info gathering. "Show me the one who murdered my servant Bob!" would be a perfectly reasonable way of specifying the creature intended. And one you know his face, you order your minions to go grab him based on your description. Phantom Steed - At paragon tier and higher, is there any reason that every party member shouldn't start every combat on a phantom steed? Sure they pop when hit, but the ritual specifically says you land on your feet. Have that extra movement at the beginning of combat can be crucial. This is going to be a must-have ritual for every party. Secret Page - Something to do with the fact that the size of the page is nowhere specified, only the number of words? Shadow Walk - No numerical limitation on "allies". Could you lead an army through the Shadowlands? Any others? [/QUOTE]
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