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<blockquote data-quote="Cleon" data-source="post: 7352402" data-attributes="member: 57383"><p>Do we use CL requirements or separate spells for the various models of juggernaut? I'm thinking <em>maybe</em> the create wicker guardian is a separate spell while the wooden/stone/winged guardians just use the "standard" spell. i.e. either:</p><p></p><p>"The type of juggernaut the caster can create is based on their caster level; at 7th level the caster can create a wooden juggernaut, at 9th level they can create a winged guardian and at 11th level they can create a stone guardian…"</p><p>or</p><p><em>create wooden guardian</em> (4th level spell)</p><p><em>create winged guardian</em> (5th level spell)</p><p><em>create stone guardian</em> (4th level spell)</p><p></p><p></p><p></p><p>I'm not inclined to bother converting the <em>good will</em> ritual so I think we should either substitute an appropriate spell (i.e. <em>bless</em>) or just incorporate it into the juggernaut totem's preparation rules of the <em>create guardian</em> spell we're working on.</p><p></p><p>Here's the original ritual:</p><p></p><p>Good Will (Enchantment/Charm)</p><p>Reversible</p><p>Sphere: Ritual</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Duration: Special</p><p>Performing Time: 1 rd.</p><p>Area of Effect: 1 kinsman</p><p>Ability Check: Wisdom</p><p>Saving Throw: Special</p><p>Frequency: Once per week</p><p>Slots: 4</p><p></p><p>By conducting this ritual at his family hearth, the performer may grant good luck to any one kinsman who is present. The performer takes a pinch of ashes from the hearth and sprinkles them on the recipient while clapping him on the shoulder and wishing him good fortune and the protection of the clan. The effect lasts until the recipient's good luck runs out. (The optional rules for luck, as described in Chapter Five, are necessary in order for this ritual to be useful.)</p><p></p><p>The reverse, <em>ill will</em>, is performed in a similar manner at the family hearth, but ale is thrown on the recipient while the performer hurls disparaging remarks at him. The recipient is allowed a saving throw to avoid the effect. If the ritual succeeds, bad luck is bestowed upon the victim until his luck turns.</p><p></p><p></p><p>Incidentally, the Ritual rules in the book work something like non-weapon skills in 2E AD&D - the rituals occupy Non-Weapon Proficiency slots and require ability checks to succeed. Apart from having supernatural effects they also can be freely swapped around, so a clansman with 4 NWP slots unassigned to regular skills can learn four 1-slot rituals and then 'forget' them in order to learn the 4-slot ritual <em>good will</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7352402, member: 57383"] Do we use CL requirements or separate spells for the various models of juggernaut? I'm thinking [I]maybe[/I] the create wicker guardian is a separate spell while the wooden/stone/winged guardians just use the "standard" spell. i.e. either: "The type of juggernaut the caster can create is based on their caster level; at 7th level the caster can create a wooden juggernaut, at 9th level they can create a winged guardian and at 11th level they can create a stone guardian…" or [I]create wooden guardian[/I] (4th level spell) [I]create winged guardian[/I] (5th level spell) [I]create stone guardian[/I] (4th level spell) I'm not inclined to bother converting the [I]good will[/I] ritual so I think we should either substitute an appropriate spell (i.e. [I]bless[/I]) or just incorporate it into the juggernaut totem's preparation rules of the [I]create guardian[/I] spell we're working on. Here's the original ritual: Good Will (Enchantment/Charm) Reversible Sphere: Ritual Range: Touch Components: V, S, M Duration: Special Performing Time: 1 rd. Area of Effect: 1 kinsman Ability Check: Wisdom Saving Throw: Special Frequency: Once per week Slots: 4 By conducting this ritual at his family hearth, the performer may grant good luck to any one kinsman who is present. The performer takes a pinch of ashes from the hearth and sprinkles them on the recipient while clapping him on the shoulder and wishing him good fortune and the protection of the clan. The effect lasts until the recipient's good luck runs out. (The optional rules for luck, as described in Chapter Five, are necessary in order for this ritual to be useful.) The reverse, [I]ill will[/I], is performed in a similar manner at the family hearth, but ale is thrown on the recipient while the performer hurls disparaging remarks at him. The recipient is allowed a saving throw to avoid the effect. If the ritual succeeds, bad luck is bestowed upon the victim until his luck turns. Incidentally, the Ritual rules in the book work something like non-weapon skills in 2E AD&D - the rituals occupy Non-Weapon Proficiency slots and require ability checks to succeed. Apart from having supernatural effects they also can be freely swapped around, so a clansman with 4 NWP slots unassigned to regular skills can learn four 1-slot rituals and then 'forget' them in order to learn the 4-slot ritual [I]good will[/I]. [/QUOTE]
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