• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Rituals

I'm very happy with the rituals in Azagar's Book of Rituals. At $15 it's a must-buy if you want to get more out of rituals. (My opinion is biased, as I was a contributor, but all mine are in the travel section so my admiration for the rituals in the rest of the book is pure).

Rituals are a good source for both houseruling (because they generally don't interact with the combat system, you can make changes without breaking balance) and custom-selecting (the common-sense writing style of rituals makes it's easy to guess what a ritual's impact on your campaign will be and whether it's right for your game). LostSoul's use of ritual components as a treasure is a great suggestion IMO, especially if you make special kinds of components do special things (like speeding up casting time) or encourage players to "harvest" monsters to generate ritual components (like taking blood from a monster to power appropriate rituals, at maybe a value of 10 gp ritual component per 1 HP of monster).
 

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