I think it makes sense for armies to have access to ritual magic as weapons. A war wizard who can sling fireballs at a moment's notice is cool and all, and really useful in a dungeon, but how many of those does the kingdom really have? OTOH, rounding up a squad of apprentices and having them chant doom upon the enemy forces, that could be practical. The idea here is that attack spells are analogous to a gun (a personal weapon that you can quick-draw and shoot with), while warfare rituals are more like heavy artillery (impractical and difficult to set up, but worth it on the battlefield).
Here is an example, that in my campaign is being used by the eladrin artillerie squads. The idea is that the PCs can carry the targeting acorns and use them on important targets.
Elemental Mortar
You and your allies scour the battlefield with arcane destruction.
Level: 3 / Component Cost: 150 gp, plus 4 healing surges
Category: Warfare / Market Price: 650 gp
Time: 10 minutes / Key Skill: Arcana
Duration: 1 hour
You conjure a swirling nodule of elemental destruction. For the duration of the ritual, you are slowed and must spend a Standard action each round to sustain the nodule. Hurling the nodule is a Standard action which ends the ritual and allows you to attack with one of the powers below. You can also end the ritual without attacking as a Standard action. If you fail to spend the Standard action to sustain the nodule, the attack goes off immediately, targeting you, and the ritual ends.
When you perform the ritual, select which type of elemental nodule to conjure, which determines which type of attack you can make when you hurl the nodule.
The attack bonus is based upon your Arcana check result.
When you perform this ritual, you can use an acorn as an additional focus, which becomes a targeting acorn. If an allied creature can throws the targeting acorn at an opponent within 6 squares as a Standard action, you become aware of this event and know the general location of the acorn. If you can see the acorn's square, you can center the attack on that square or target a creature in that square, even if it is beyond your normal range. If you can't see the acorn's square, you can still attack beyond your normal range, but your attack is centered on a random square within 6 squares of the acorn.
Here is an example, that in my campaign is being used by the eladrin artillerie squads. The idea is that the PCs can carry the targeting acorns and use them on important targets.
Elemental Mortar
You and your allies scour the battlefield with arcane destruction.
Level: 3 / Component Cost: 150 gp, plus 4 healing surges
Category: Warfare / Market Price: 650 gp
Time: 10 minutes / Key Skill: Arcana
Duration: 1 hour
You conjure a swirling nodule of elemental destruction. For the duration of the ritual, you are slowed and must spend a Standard action each round to sustain the nodule. Hurling the nodule is a Standard action which ends the ritual and allows you to attack with one of the powers below. You can also end the ritual without attacking as a Standard action. If you fail to spend the Standard action to sustain the nodule, the attack goes off immediately, targeting you, and the ritual ends.
When you perform the ritual, select which type of elemental nodule to conjure, which determines which type of attack you can make when you hurl the nodule.
Blizzard Bomb (Arcane, Cold): Standard action; area burst 2 within 20; special attack bonus vs. Reflex; 5d8+8 cold damage, and the target is slowed (save ends). Miss: half damage.
Fire Bomb (Arcane, Fire): Standard action; area burst 4 within 20; special attack bonus vs. Reflex; 5d6+6 fire damage. Miss: half damage.
Lightning Bomb (Arcane, Lightning, Thunder): Standard action; ranged 20; special attack bonus vs. Reflex; 5d12+12 lighning damage, and creatures adjacent to the target take 1d10+5 thunder damage and are pushed one square away from the target. Miss: half damage.
Toxic Bomb (Arcane, Poison): Standard action; area burst 2 within 20; special attack bonus vs. Reflex; 3d4+4 poison damage. Hit or Miss: Until the end of the encounter, the area becomes a zone of toxic gas, which provides cover. Any creature that enters the zone or starts its turn there takes 2d4+4 poison damage.
Fire Bomb (Arcane, Fire): Standard action; area burst 4 within 20; special attack bonus vs. Reflex; 5d6+6 fire damage. Miss: half damage.
Lightning Bomb (Arcane, Lightning, Thunder): Standard action; ranged 20; special attack bonus vs. Reflex; 5d12+12 lighning damage, and creatures adjacent to the target take 1d10+5 thunder damage and are pushed one square away from the target. Miss: half damage.
Toxic Bomb (Arcane, Poison): Standard action; area burst 2 within 20; special attack bonus vs. Reflex; 3d4+4 poison damage. Hit or Miss: Until the end of the encounter, the area becomes a zone of toxic gas, which provides cover. Any creature that enters the zone or starts its turn there takes 2d4+4 poison damage.
The attack bonus is based upon your Arcana check result.
DC : Attack Bonus
0-9: +3
10-19: +6
20-29: +9
30+: +12
0-9: +3
10-19: +6
20-29: +9
30+: +12
When you perform this ritual, you can use an acorn as an additional focus, which becomes a targeting acorn. If an allied creature can throws the targeting acorn at an opponent within 6 squares as a Standard action, you become aware of this event and know the general location of the acorn. If you can see the acorn's square, you can center the attack on that square or target a creature in that square, even if it is beyond your normal range. If you can't see the acorn's square, you can still attack beyond your normal range, but your attack is centered on a random square within 6 squares of the acorn.