Several FR rituals converted to 4E

Post/Author/DateTimePost
#1

paulstrait

Apr 22, 2010 18:47:27
I have recently converted a couple pre-4E spells into rituals for my campaign.  In my campaign, the PCs are trying to find the Nether Scrolls, so some of these rituals require possession of certain scrolls -- but you could obviously ignore that if you wanted to use these.

Let me know what you think!


Khidell 's Glamour Glove
Level: 2; Category: Warding; Casting Time: 10 minutes; Duration: Special; Component cost: 25 gp; Key Skill: Arcana

This spell wraps the caster's hands in glistening magical fields that protect them from contact with any fell substances, be they poison or magic. While the spell is in effect, the glamour glove spell allows the caster to touch places and things without incurring any ill or beneficial effects, since nothing comes into contact with his hands. The caster can touch portals coated with contact poison and open them safely; this doesn' t apply if the trap 's damage is not limited to the hands of the intruder or if the poisons are injected by a puncturing needle trap. (Gloves protect only the surface of the hand.)

Cursed magical items can be touched or worn (and identified with other spells) without affecting the glamour glove wearer, unless the items remain in contact with the wearer after the duration expires. This spell makes it safe to handle any magical items, but without other magic, the caster cannot determine if the item s effects are good or ill. Magical items worn on the hands at the time of or previous to the casting of this spell continue to operate normally (gauntlets of ogre power or a ring of protection and the like), but if removed and placed on while glamour gloves are in place, they too are negated and do not affect the wearing caster.

The only drawback of this spell is the delay in casting other spells while this continues. All spells cast by a wizard using Khiidel’s glamour gloves require an arcana check, DC=20, or fail, as the magical barrier created around the hands of the caster make concentration critical. 

The caster can cancel the gloves any time before the ritual' s duration expires. Your arcana check determines the duration: 19 or lower: 1 hour; 20-29: 3 hours; 30-39: 1 day; 40 or greater, 1 tenday.



Reincarnation
Level: 8; Category: Creation; Time: 8 hours; Duration: Special; Component Cost: 250 GP, a small drum and a drop of blood; Market Price: 1000 gp; Key Skill: Arcana

Similar to Raise Dead, this ritual allows the caster to restore a dead individual to life. It does not matter how long ago the individual died, nor whether their corpse is still available, nor whether they died of old age or petrification. If a magical trap has imprisoned the soul, reincarnation attempts fail. 

The essence of the dead person is transferred to another body, possibly one very different from his former body. A new incarnation of the person will appear at the end of the ritual. The person reincarnated recalls the majority of his/her former life and form, but the race, if any, of the new incarnation might be different indeed. The new incarnation is determined on the following table. The caster can modify the result of the roll by an amount less than or equal to the arcana check. (For the purposes of modifying the roll, the scale goes ...96, 97, 98, 99, 100, 1, 2, 3, 4....)

D100 Roll: 1-3 Bladeling; 4-6 Bugbear; 7-10 Deva; 11-13 Doppleganger; 14-17 Drow; 18-20 Dwarf; 21-24 Eladrin; 25-27 Elf; 28-30 Genasi; 31-34 Githyanki; 35-37 Githzerai; 38-40 Gnoll; 41-44 Gnome; 45-47 Goblin; 48-50 Goliath; 51-54 Half-elf; 55-57 Halfling; 58-60 Half-orc; 61-63 Hobgoblin; 64-67 Human; 68-70 Kalashtar; 71-73 Kenku; 74-76 Kobold; 77-80 Minotaur; 81-83 Orc; 84-87 Shadar-kai; 88-90 Shifter (longtooth); 91-93 Shifter (razerclaw) 94-97 Tiefling; 98-100 Wilden.

In all cases, death is less inclined to return paragon and epic heroes; the component cost is 2,500 gp for paragon tier characters and 25,000 gp for epic tier characters.



Night's Mantle
Level: 12; Category: Warding; Time: 10 minutes; Duration: Special; Component Cost: 500 GP; Market Price: 2,600 GP; Key Skill: Arcana

This ritual imbues a creature with an invisible shield that protects it from all effects of sunlight. If cast on a vampire or other creature that is normally harmed or destroyed by exposure to sunlight, the spell allows that creature to function in sunlight without hindrance. The spell does not overcome any aversion the target creature may have for sunlight, however.



Creature of Darkness
Level: 14; Category: Binding; Time: 10 minutes; Duration: Special; Component Cost: 750 GP and a black opal gem worth at least 200 gp to be used as a focus; Market Price: 4,000 GP; Key Skill: Religion

This ritual creates a mobile, upright, vaguely human-shaped bipedal field of magical darkness that quenches magical light on contact without itself being affected. This shadow person can be controlled from afar, with a fly speed of 12 (hover), and sent into areas where the caster cannot go. The caster then perceives the shadow person's surroundings dimly, as if seeing through eyes the person does not in fact possess. (This vision is not good enough to read by, see expressions, or recognize the features of a being.

This unintelligent aura of magical gloom cannot be used to carry solid objects or convey magical effects requiring that a target be touched. The shadow person can be used to lure, to warn (pointing to beings, objects, or even markings on a map), or for concealment.

If a living being walks within the creature of darkness, its magic expands to completely cloak the creature and so conceal its identity. Such a cloaked being can see as if the gloom of the creature did not exist. Living beings can attack or freely pass into, out of, and through a creature of darkness without dispelling it. If a creature of darkness is worn in this manner by its creator, the caster can use the magic of this creature to levitate for up to four consecutive rounds (rising up to 20 feet per round) or as a feather fall. Either such usage ends the ritual.

Duration: Roll a Religion check. 20 or less = 1 hour. 20-30 = 12 hours. 30 or greater = 24 hours.



Gate of Doom
Level: 18; Category: Travel; Time: 10 minutes; Duration: 1 hour/religion check; Component Cost: 5,000 GP and the burial shroud of a corpse that was later raised as an undead creature; Market Price: 10,000 GP; Key Skill: Religion

This ritual creates a wall of negative energy that is actually a portal to the Negative Energy Plane. A gate of doom appears as a shimmering curtain of lightless black. Any mortal creature touching a gate of doom suffers 4d12 points of damage and loses two healing surges per round of contact (if the creature has zero healing surges, it is instantly killed and raised as an undead creature). Beings foolish enough to pass through this curtain are instantly transported to the Negative Energy Plane (in my campaign, the Negative Energy Plane:Shadowfell::Shadowfell:Prime Material Plane -- and likewise the positive energy plane is connected to the feywild, in the same direction that the feywild is positioned vs. the prime material plane), almost certainly causing their deaths. The portal is a one-way door, and no parallel opening back to the Prime Material exists on its other side. The spellcaster can cast this spell in any loosely rectangular configuration. Once cast, the location of the gate of doom is fixed and cannot be moved.



Greater Glyph of Warding
Level: 14; Category: Warding; Time: 30 minutes; Duration: Special; Component Cost: 1,500 GP; Market Price: 4,200 GP; Key Skill: Arcana or Religion

This ritual imbues an object with a glyph. The glyph may be programmed to go off if a parcticular area is entered by any creature failing to utter the appropriate password. The arcana/religion check determines how large the warded area may be: 9 or lower = burst 1; 10-19 = burst 3; 20-29 = burst 5; 30-39 = burst 8; 40 or higher = burst 12.

Greater Glyph of Warding
Trap: When a character enters the room without saying the password, bolts of black lightning spread out in a burst.
Perception DC 30: You notice a small charge of electricity ripple over the rock.
Arcana DC 28: The character spots the glyph and provides a +2 bonus to Thievery checks made to disable it.
Trigger: Entering the room without speaking the password
Attack -- Standard Action Close burst (special) Target: All creatures in burst
Attack: +17 vs. Reflex
Hit: 4d6 + 4 lightning damage, and the target is dazed (save ends). On a critical hit, the target is stunned (save ends). 
Miss: Half damage, and the target is not dazed.
Countermeasures: Thievery DC 30, Arcana 27, Religion 27: An adjacent character can disable with a successful check.




Magic Jar
Level: 20; Category: Binding; Time: 1 hour; Duration: Special; Component Cost: 20,000 GP, a gem or large crystal worth at least 500 gp; Market Price: 1000 gp; Key Skill: Arcana

By means of this ritual, the caster can shift his/her life force into a special receptacle. From there, the caster can force an exchange of life forces between the receptacle and another creature, thus enabling the wizard to take over and control the body of another creature, while the life force of the host is confined in the receptacle. While in the magic jar, the caster can sense and attack any life force within burst 2; however, the exact creature type and relative physical positions cannot be determined.

Certain wards may protect one from takeover, and the victim gains a saving throw modified by the ritual's arcana check according to the following: 20 and under, -0; 21-25, -1; 26-30, -2; 31-35, -3; 35-40, -4; 41 or greater, -5.

If successful, the caster's life force occupies the host body and the host's life force is confined to the magic jar receptacle. The caster can call upon rudimentary or instinctive knowlege of the subject creature, but not upon its real or acquired knowledge. The caster retains his own attack rolls, class knowledge, and training, and his intelligence score, but otherwise adopts the ability scores and hit points of the target creature. The caster can shift freely from host to receptacle if within burst 2. If the host body is slain, the caster returns to the receptacle if it is withing range; if not, both host and caster die. Any life force with nowhere to go is slain. If the body of the caster is slain, he can only survive within the receptacle or host. If the receptacle is destroyed, the occupying soul is irevocably slain.



Velsharoon's Death Fleet
Level: 25; Category: Creation; Time: Special; Duration: Special; Component Cost: 100,000 GP per ship, one or more sunken ships, and the corpse of a renowned sea captain; Market Price: Priceless; Key Skill: Arcana.

One or more sunken ships must be in range (1000 feet) for this ritual to have any effect. 'Velsharoon's Death Fleet' will cause up to one ship per spellcaster to rise to the surface of the sea, where they will be magically seaworthy and under full control of the spellcaster. Any type of ship may be raised, and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ships have lain at the bottom of the sea for more than a year. The ship(s) and crew will remain until destroyed; a destroyed ship cannot be raised from the sea again.

Special: When casting the ritual, make an arcana check after every hour. You must beat DC 40 in order to succesfully complete the ritual. The ritual caster must have studied the Ars Factum nether scrolls for at least 6 dedicated months.

 

Ioulaum's Weave Mythal
Level: 27; Category: Creation; Time: 1 day; Duration: Special; Component Cost: 3,000,000 GP, a large supply of crystal; Market Price: Priceless; Key Skill: Arcana

You create and enchant a mythallar, a magical device that looks much like a crystal ball but is 150 feet in diameter. The globe sheds a very bright light—almost as blinding as looking directly into the disc of the sun—with dimmer shadows and shapes moving across its surface. An ornate stand keeps the perfectly spherical device in place. Anyone touching a mythallar is instantly slain, and their body is completely incinerated by positive energy. Any item touching the mythallar (except for the stand) is instantly destroyed. 

An arcana check determines the area of effect: 29 or lower:1/2 mile radius; 30-39: 1 mile radius; 41 or higher: 2 mile radius.

The mythallar converts raw magic from the weave and sends that power throughout its area of effect to provide the magical energies required for quasimagical items to continue operating. A quasi-magical item can be made for 1/10th the component cost of a magical item, but only functions with the mythallar's area of effect. 

If the caster wishes, the mythallar can be made to oppose evil (or good) -- if so, E/CE (or G/LG) creatures within the enclave take a -2 penalty to attack rolls, checks, and saving throws, and cannot use effects that have the 'teleportation' keyword. Any creature that activates a spellscar is affected for the rest of the day as if he/she were of the opposed alignment (taking the -2 penalty). Creatures allied to the creator of the mythallar gain a +2 bonus to saving throws. All attempts to teleport into the mythallar's area of effect alert wizards who are linked to it; such attempts fail unless they are specifically allowed. Those permitted to enter arrive at a location designated by the creator of the mythallar. 

Special: The ritual caster must have studied the Maior Creare nether scrolls for at least 6 dedicated months. 
#2

18DELTA

Apr 23, 2010 23:49:51
Interesting.

Looks good.
#3

Nai_Calus

Apr 26, 2010 23:19:17

I'd alter the Reincarnation table significantly. Monster races should have at most a 2% chance, mostly 1%, and it makes absolutely no sense for Tiefling to be more likely than Elf, just as an example.


Reminds me, I've been wanting to try working out rituals/utility powers for the Corellite spells from Demihuman Deities. Maybe I should work those out and some fluff ideas and submit it to Dragon so if it got accepted we could have a real CD: Corellon. (Or to be utterly confusing since most people don't seem able to tell them apart, CD: Corellon Larethian. XP)