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| #1banpaiAug 24, 2008 16:35:09 | This thread is for the conversion of old powers - all editions - into powers and rituals for 4th edition. So if you miss your favorite spell or already have converted some for your home game, just post them here for all to enjoy.

some possible formats, you of course don´t have to use it, but if you want to jump right into the action ;)
Attack Name Class Name power type level Flavor text Frequency ✦ Keywords Action type # Range Targets: Attack: attack stat vs. Defense Hit: Hit effect Effect: Effect Special:
Ritual Name Flavor text Level: 6 Category: Time: Duration: Component Cost: Market Price: Key Skill:
Description
Skill Check Result
9 or lower One
10–19
20–29
30–39 r
40 or higher
From the FRPG except http://www.wizards.com/default.asp?x=dnd/4ex/20080819a
Level Ritual Key Skill
1 Amanuensis Arcana
1 Arcane Mark Arcana
1 Simbul’s Conversion Arcana or Heal
2 Seek Rumor Arcana
4 Dark Light Arcana
4 Feat of Strength Nature
6 Clear the Path Nature
6 Deathly Shroud Arcana or Religion
6 Duplicate Arcana
6 Tiny Lanterns Arcana
8 Analyze Portal Arcana
8 Shadow Bridge Arcana
8 Share Husk Nature
8 Status Arcana
10 Trailblaze Nature
14 Walk Crossroads Nature
14 Waterborn Arcana or Nature
14 Time Ravager Arcana
18 Purify Spellscarred Heal
20 Soulguard Heal
22 Divine Sight Religion
24 Purge Spellplague Arcana
26 Shift Mote Arcana
30 Raise Land Arcana
Simbul’s Conversion
Taking a moment to breathe and concentrate intently on your powers, you convert arcane energy into curing.
Level: 1 Category: Restoration Time: 1 minute Duration: Instantaneous Component Cost: 25 gp Market Price: 125 gp Key Skill: Arcana (no check)
Favored by ritual casters accustomed to long battles and constant warfare, Simbul’s Conversion allows an individual to convert powerful spells into healing reserves. The Simbul taught this ritual to many of her apprentices, and it has since become widely employed as an emergency resource.
After performing this ritual, you sacrifice any number of unused daily arcane powers and regain an equal number of healing surges. You cannot exceed your normal maximum number of healing surges per day.
Walk Crossroads
You raise your hand, holly and mistletoe wrapped around your fingers. Singing a song you hope the guardian finds pleasing, you notice a strange dark hole in the side of a nearby hill. You could swear that the hole wasn’t there a moment before.
Level: 14 Category: Travel Time: 30 minutes Duration: Instantaneous Component Cost: 850 gp Market Price: 4,250 gp Key Skill: Nature
Speckled across Toril are countless portals called fey crossroads. Each such portal forms at a place where the barrier between the Feywild and the world is especially thin.
This ritual allows you and your allies access to a fey crossroads of your choice, enabling you to use the Feywild as a conduit between two locations in the world. Completing the ritual conveys you and your allies a certain distance through the world. These crossroads are undependable means of travel, however, and walkers on these paths never end up exactly where they intend to go. You and your friends exit the crossroads a certain distance away from your intended destination, and the crossroads often deposit their travelers in precarious or interesting locations.
Your Nature check result determines the greatest distance you can travel. You can always choose for your maximum travel to correspond to a lower check result if you desire, and by doing so you can reduce the distance to your intended destination. For example, if you want to travel only 10 miles but your check result is 40, you can apply the outcome for a check result of 21–30. As a result, you end up 1d4 miles away from your intended destination instead of 1d10 miles.
Check Result Maximum Travel (Distance from Target)
[color=Silver]20 or lower 1 mile (1d10 |
| #2colmanAug 25, 2008 9:00:34 | Are there any guidelines for writing new rituals anywhere? |
| #3colmanAug 25, 2008 9:15:54 | Anyway, one I want to do is Wardmist, given in Volo's Guide to the North, a 7th level Wizard spell.
You get:
* 40 foot high, 60 foot wide band of mist that stops sight out of the mist and encloses 600 sq ft per level of the caster - this needs to be converted to an Arcana check, I guess. The mist confuses intruders' sense of direction as well.
* Warnings of intruders' locations and general numbers are sent to a determined location.
* Intruders are those not bearing a token of a certain material marked with a certain rune when a certain secret phrase is being spoken.
* Guardian monsters, if any, (created independently and chosen from a small selection) are teleported within 20 feet of an intruder.
* Non-intruders don't notice the ward.
Level 16? Cost of 7500gp, casting time of 1 day? |
| #4banpaiAug 29, 2008 7:40:24 | Sounds like the Safeguard ritual from Dragon - of course with some changes.
Found the free pdf http://www.wizards.com/default.asp?x=dnd/dnd/downloads
So from the guide:
Appendix II:
Wards of the North
As Volo notes, magical wards are used extensively in human and elven habitations in the North. Elven magics are beyond the scope of this book. Elminster warns that they’re also more powerful than the wards
addressed here. Some are akin to the spell-altering and/or banning
mythals laid in such cities as Myth Drannor. For example, one such
elven ward denies the passage of magical items. Human wardings,
though, are almost all variants of one basic magic, the 7th-level
wizard spell wardmist.
Such wards exist primarily to keep wolves, trolls, orcs, and larger,
less intelligent predators from stalking inhabitants and livestock in
settled, protected areas. Wards also discourage brigands or unwanted
wanderers from disturbing the privacy of cloistered clergy, wizards
who value seclusion over the maintenance of a large defensive
force, or places deemed sacred to a religion. Some warded areas are
simply made safer for the exclusive use of a trading or political group,
clan, or adventuring band.
Wardmist
(Evocation, Alteration, Enchantment/
Charm)
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: Special
This spell requires the use of an amount of silver larger in total volume
than the caster’s fist. Other material components are phase spider silk and
three powdered pieces of amber of no less than 500 gp value each. (All the
spell components are destroyed in the casting of the spell.) The caster must
stand in an area that will become part of the ward and visualize the route of
the desired ward boundary. An area of 600 square feet per level of the caster
may be enclosed. If the wizard tries to enclose too large an area, the spell
fails and is wasted. Mages casting simultaneous wardmists may combine
their protections.
The spell creates a wardmist. This is a 40-foot-high, 60-foot-wide band of
permanent mist that must rest on the ground, floor, or other solid surface (it
need not be level). The area protected by the ward is measured from the
inner edge of the wardmist; the thickness of the mist is not included.
The ward extends 40 feet beneath the surface of the ground, and may be
narrower than 60 feet in width wherever desired. Its boundaries can
twist and turn corners as sharply and as often as desired to protect a certain
area, and they may exclude whatever areas the caster desires. Once cast, a
wardmist can’t be moved.
A wardmist can always be freely entered or left. Beings entering it are
sensed by the spell, which reacts by flashing a radiant or audible warning
(or both, as desired) to a specific spot or being. The spot or being is set upon
casting and it cannot be changed thereafter. Such a warning would still
function in the location of a destroyed room or inside the tomb of a dead
being.
Warnings classify those who enter the wardmist into two categories:
those who bear ward tokens, and intruders. Wardmist warnings
transmit numbers and general locations of all intruders.
Sight and all known magical and psionic means of scrying won’t work
through the boundaries of a wardmist. A being in the mist can see through
the mist to a distance of about 10 feet in darkness, and 40 feet when light is
present. One cannot see out of the mist though, even if one is only inches
away from its edge. One cannot see out of the mist to either the area it
excludes or the area it encloses. A wardmist can be seen over freely by
anyone tall enough or stationed high enough to be able to do so.
Wardmist Guardian
Monsters
d8 Number & Type Monsters
1 2d6 baneguards*
2. 1d3 blazing bones†
3. 2d8 bonebats*
4 3d4 helmed horrors*
5 3d4 skeletons or 2d4 monster
skeletons (MC1)
6 1d2 watchghosts‡
7 1d2 wraiths (MC1)
8 2d12 zombies (MC1)
Monsters marked with an asterisk
(*) appear in the revised FORGOTTEN
REALMS® Campaign Set box. Those
marked with a dagger (†) appear in the
Ruins of Myth Drannor boxed set. A
diesis (‡) denotes those in the Ruins of
Undermountain boxed set. Those
appearing in the MONSTROUS
COMPENDIUM® volumes have the volume
number appended to the abbreviation
“MC.” DMs lacking a particular
source should substitute another
monster from the list.
When visibility is reduced by darkness, intruders in a wardmist who
don’t use lamps, markers, or other means of proceeding in a straight path
will move in a random direction each round of movement in which they fail
a secret Intelligence check. It is possible to wander, lost, in a wardmist for
quite some time.
While in a wardmist, intruders are subject to attack from guardian monsters
linked to the spell during casting if the intruders fail a saving throw vs.
spell. Guardians are teleported to within 20 feet of an intruder.
Guardian monsters are kept in stasis by the wardmist when not active.
They become inactive again 2d4 rounds after an intruder is slain or
leaves the warded area. Guardians may be magically healed at any time by
the application of potions or spells. If a guardian monster is slain, though, it’s
gone forever and can’t be resurrected or replaced by the wardmist spell. Only
the types of magically created or undead monsters listed in the boxed
text on the previous page can be linked to a wardmist.
In some rare cases, a wardmist may contain more powerful guardians. For
example, one powerful known wardmist contains a lich accompanied by
two or more skeletons augmented by a imbue with spell ability spell that
enables them to cast magic missile, lightning bolt, and other combat spells.
These skeletons are robed and hooded as if they were mages, and behave as
such. They even speak to intruders in cryptic challenges using magic mouth
spells. Their task is to reveal and neutralize any priests who intrude into the
ward, so that the lich can act freely to deal with other intruders. (This particular set of guardians is linked to the ward around the Talonmist Towers, a haunted castle northwest of Westbridge in the foothills north of Kryptgarden Forest. The castle is the seat of an evil family of sorcerers, the Talonmists.) word is uttered. The material, the rune, and the word are all set during the ward’s casting, and they cannot be changed thereafter. For convenience, tokens to a particular ward are usually of a common shape and size, but the wardmist will recognize anything of the right material that bears the right rune. In some large holdings, warders carry rings of varying tokens just as they do rings of keys. Tokens can be made freely after the casting of a wardmist —but the requirements for a valid token can’t be changed without using another wardmist spell.
A being bearing a valid token can’t see or be affected by a wardmist, and
isn’t subject to attacks by any guardian monsters linked to the
wardmist. An intruder who seizes a valid token from another being, even
while in battle with a guardian, will be instantly free of such guardian
monster attacks.
Only one wardmist spell can exist in a given area. If a dispel magic is
cast on a wardmist, it increases visibility around the caster by 20 feet, delays
the appearance of any guardian monsters by a round, and sets off an
immediate warning. Only a limited wish or wish can destroy a wardmist.
Even repeated dispel magics will fail, and an anti-magic shell cannot form
within a wardmist. If this is attempted, the anti-magic shell is wasted, and the wardmist is unaffected.
A wardmist doesn’t seem to exist for The most common addition to a
a being who carries the proper token. wardmist is a band of armed human
Ward tokens must be made of a cer- guards assigned to respond to the
tain material, and they must bear a magic’s warnings. Spell triggers are
certain rune, drawn while a secret also popular; these are spells that have
228
specific preset conditions to set them The common use of wardings
off. They then launch the effects of began in the North, probably in
other “hanging” spells, also cast earlier. ancient Netheril. The most ancient
A good example of a spell trigger wards are found in tombs, in storage
attached to a wardmist is one set in areas under ruins, or in deep glades
the back pantry window of a certain in the various forests of the North.
private home in Everlund. If a being These ancient wards often have
without a ward token tries to get in through the window, they’ll suffer the
effects of an 8d6 lightning bolt that springs from it. A paper strip has
been stretched across the inside of the window frame. If it is torn, a
second lightning bolt of the same strength leaps out through the frame.
Elminster warns that similar wards are used all over the Realms, especially
by the more powerful wizards and priests, and that Volo has
encountered only a very few of them. mythal-like magical alterations. These
include wild magic effects and prohibitions against magical items. In the
latter case, magical items simply can’t enter the wardmist. Some of the later
wards from the ancient period included prohibitions against spells of
a specific school or type, such as those involving heat, fire, or lightning.
There are also rare instances of gigantic blade barrier- like magics that
encompass an entire wardmist around a castle or temple.
I still have to read it, but it looks like you would need several applications to affect the area the spell covered. |
| #5banpaiSep 04, 2008 19:48:02 | First draft, not all that happy with it, but its a tough one to convert.
Wardmist You cover an area with a Wardmist. Level: 19 Category: Binding, Deception, Warding Time: 2 hours Duration: 24 hours Component Cost: not quite sure yet Market Price: 25 000 Key Skill:Arcana
Description
This Ritual creates a protective mist. The mist can surround an area depending on the check result, but several castings can increase area. The Area can be completely covered (enshrouding a whole city/ruin/forest) or can cover only parts of the area, however the area covered by the mist must be unbroken (think town wall made of mist)..
Skill Check Result
9 or lower One Burst 1
10–19 Burst 3
20–29 Burst 5
30–39 Burst 8
40 or higher Burst 12
The mist is 8 squares high.
If the ritual is repeated immediately after the first casting the burst increases by 2 (however it has to be the same caster). When you create the Wardmist, chose a material and a rune. Creatures wearing the rune on the chosen material do not trigger the mists defensive effect (see below). Chose a square within the wardmist, in this square the warnings are given (see below).
The warding effect lasts for 24 hours, but the ritual caster (not any assistants) can extend this duration by expending a healing surge every 24 hours to sustain it. The caster
does not need to be in the same area or even on the same plane to sustain the effect. If the ritual’s effect is sustained without interruption for a year and a day, the effect becomes permanent.
The mist blocks line of sight for creatures looking inside the mist from outside. Once inside the mist line of sight to the outside are blocked, max range of vision within the mist is 8 squares if there is light, in dimn light 2 squares and in total darkness range is 0 and a Perception check DC 35 is required to walk in the intended direction. If the check fails roll 1d10 to determine the direction of the movement (reroll1s).
Creatures that enter the Wardmist and do not have the correct item (rune on the correct material) are attacked by creatures bound to the Wardmist. Once the Wardmist triggers it sends an audible and/or visual warning to the square chosen. It conveys the number of creatures and their general location.
Once the ward triggers the creatures bound to the ward are teleported within 4 squares of the intruders and attack them. The don´t leave the mist and won´t follow enemies that escape from the mist. Once the creatures are defeated or driven away, the creatures linger for 2d4 rounds and are teleported back to the place where they are bound. Binding creatures to a Wardmist is a separate ritual.
EDIT: Have to add an effect like Eye of alarm - auto detect doesn´t fit the edition. I guess |
| #6lohnpondaiSep 09, 2008 16:41:55 | Well, this is something i came up with after reading Class Acts from Dragon Magazine 364. When we began playing 4th edition my players were missing a lot of cool spells from the previous edition. After we read this article about the Illusionist School spells, we decided to rework the old spells to the 4E (at least the low level ones). This was our take on the Necromancy School.
Necromancy School
Level 1 Wizard At-Will Spells
Ray of Enfeeblement Wizard Attack 1
A coruscating green ray springs from your hand.
At-Will ✦ Arcane, Necromancy
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: Target is weakened until the end of your next turn.
Level 1 Wizard Encounter Spells
Cause fear Wizard Attack 1
Your dark words instill fear inside the heart of a nearby enemy.
Encounter ✦ Arcane, Necromancy
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Target is pushed 5 squares and immobilized (save ends).
Level 1 Wizard Daily Spells
Chill Touch Wizard Attack 1
Your hand glows with white energy, disrupting the life force of living creatures.
Daily ✦ Arcane, Necromancy
Standard Action
Target: One creature adjacent to the caster
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage and the target is weakened (save ends). Undead are not affected.
Miss: Half damage.
Level 2 Wizard Utility Spells
Darkness Wizard Utility 2
You create an aura of utter darkness to confuse your foes.
Daily ✦ Arcane, Necromancy
Standard Action Area burst 2 within 10 squares
Effect: You create an aura of impenetrable darkness. Not even creatures who can normally see in the dark (darkvision) can see in the area of magical darkness. Normal lights (torches, candles, lanterns) do not work, nor do light spells of lower level. Darkness and the level 2 wizard spell Daylight cancel each other, leaving normal light conditions in the area. Higher level light spells are not affected by darkness.
Sustain Minor: You can sustain this power until the end of the encounter.
Level 3 Wizard Encounter Spells
Halt Undead Wizard Attack 3
You force your will onto the undead creatures, halting their advancement.
Encounter ✦ Arcane, Necromancy
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The undead target is immobilized (save ends).
Level 5 Wizard Daily Spells
Vampiric Touch Wizard Attack 5
Your hand glows with bright red energy, absorbing the life energy of living creatures.
Daily ✦ Arcane, Illusion, Implement
Standard Action
Target: One creature adjacent to the caster
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage.
Effect: You may heal yourself as if you had spent a healing surge; you don’t spend the healing surge.
Level 6 Wizard Utility Spells
False Life Wizard Utility 6
You harness the power of unlife to grant yourself a limited ability to avoid death.
Daily ✦ Arcane, Necromancy
Inmediate Interrupt Personal
Trigger: You damaged by an attack and the damage reduces you to 0 or fewer hit points.
Effect: You gain 10 temporary hit points. Damage from the attack is first substracted from these hit points.
Level 7 Wizard Encounter Spells
Fear Wizard Attack 7
You utter dark words that send your enemies running in fear.
Encounter ✦ Arcane, Necromancy
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: Targets are pushed 5 squares and immobilized (save ends).
Level 9 Wizard Daily Spells
Disrupt Undead Wizard Attack 9
You strike the undead with a wave of positive energy.
Encounter ✦ Arcane, Necromancy
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier radiant damage, and the targets take ongoing 5 damage (save ends).
Miss: Half damage and no ongoing damage.
Level 10 Wizard Utility Spells
Contagion Wizard Utility 10
You sicken the body of your foes, inflicting a disease that strikes inmediately.
Daily ✦ Arcane, Necromancy
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Effect: You infect the target with a Level 10 or lower disease. The target immediately suffers the Initial Effect. |
| #7banpaiSep 09, 2008 17:46:14 | Well, this is something i came up with after reading Class Acts from Dragon Magazine 364. When we began playing 4th edition my players were missing a lot of cool spells from the previous edition. After we read this article about the Illusionist School spells, we decided to rework the old spells to the 4E (at least the low level ones). This was our take on the Necromancy School.
Necromancy School
Level 1 Wizard At-Will Spells
Ray of Enfeeblement Wizard Attack 1
A coruscating green ray springs from your hand.
At-Will ✦ Arcane, Necromancy
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: Target is weakened until the end of your next turn.
Level 1 Wizard Encounter Spells
Cause fear Wizard Attack 1
Your dark words instill fear inside the heart of a nearby enemy.
Encounter ✦ Arcane, Necromancy
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Target is pushed 5 squares and immobilized (save ends).
Level 1 Wizard Daily Spells
Chill Touch Wizard Attack 1
Your hand glows with white energy, disrupting the life force of living creatures.
Daily ✦ Arcane, Necromancy
Standard Action
Target: One creature adjacent to the caster
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage and the target is weakened (save ends). Undead are not affected.
Miss: Half damage.
Level 2 Wizard Utility Spells
Darkness Wizard Utility 2
You create an aura of utter darkness to confuse your foes.
Daily ✦ Arcane, Necromancy
Standard Action Area burst 2 within 10 squares
Effect: You create an aura of impenetrable darkness. Not even creatures who can normally see in the dark (darkvision) can see in the area of magical darkness. Normal lights (torches, candles, lanterns) do not work, nor do light spells of lower level. Darkness and the level 2 wizard spell Daylight cancel each other, leaving normal light conditions in the area. Higher level light spells are not affected by darkness.
Sustain Minor: You can sustain this power until the end of the encounter.
Level 3 Wizard Encounter Spells
Halt Undead Wizard Attack 3
You force your will onto the undead creatures, halting their advancement.
Encounter ✦ Arcane, Necromancy
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The undead target is immobilized (save ends).
Level 5 Wizard Daily Spells
Vampiric Touch Wizard Attack 5
Your hand glows with bright red energy, absorbing the life energy of living creatures.
Daily ✦ Arcane, Illusion, Implement
Standard Action
Target: One creature adjacent to the caster
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage.
Effect: You may heal yourself as if you had spent a healing surge; you don’t spend the healing surge.
Level 6 Wizard Utility Spells
False Life Wizard Utility 6
You harness the power of unlife to grant yourself a limited ability to avoid death.
Daily ✦ Arcane, Necromancy
Inmediate Interrupt Personal
Trigger: You damaged by an attack and the damage reduces you to 0 or fewer hit points.
Effect: You gain 10 temporary hit points. Damage from the attack is first substracted from these hit points.
Level 7 Wizard Encounter Spells
Fear Wizard Attack 7
You utter dark words that send your enemies running in fear.
Encounter ✦ Arcane, Necromancy
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: Targets are pushed 5 squares and immobilized (save ends).
Level 9 Wizard Daily Spells
Disrupt Undead Wizard Attack 9
You strike the undead with a wave of positive energy.
Encounter ✦ Arcane, Necromancy
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier radiant damage, and the targets take ongoing 5 damage (save ends).
Miss: Half damage and no ongoing damage.
Level 10 Wizard Utility Spells
Contagion Wizard Utility 10
You sicken the body of your foes, inflicting a disease that strikes inmediately.
Daily ✦ Arcane, Necromancy
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Effect: You infect the target with a Level 10 or lower disease. The target immediately suffers the Initial Effect.
Nice spells, I am not sure how balanced, but nice -false life seems kinda weak. |
| #8lohnpondaiSep 10, 2008 13:52:09 | Another option for False Life mmm... would be mantaining the character up while on negative HP... could be a Sustain Minor kinda spell so that if the character gets stunned or affected by some other conditions, like dazed, its likely to end. How does it sound? |