Ritual List

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MikeLemmer
Giant
Posts: 205
Joined: Tue Oct 30, 2007 4:30 am

Ritual List

Post by MikeLemmer »

A list of rituals Masoom knows for our reference in future plans. Feel free to make suggestions what I should get next, but note it takes 8 hours to learn one.

Travel
  • Portend Weather (10g): Know the weather for the next day, granting an Endurance check bonus.
  • Explorer's Fire (10g): Hides campfire from sight.
  • Endure Elements (20g): Protects party against temperature & precipitation for a day.
  • Linked Portal (135/50g, Arcana): Conjure a portal to a known teleportation circle.
  • Find the Path (144g): Travel 10 extra miles towards a visited destination for a day.
  • Song of Sustenance (135g): Nourish the party for 2 days & grants an Endurance bonus.
  • Water's Gift (400g, Nature): Your party can breathe underwater & doesn't take penalties for underwater combat for up to a day.
  • Traveler's Chant (10g): Speeds group travel by +2 for a day.
  • Summon Winds (50g): Conjures a wind that increases sailing speed by 2 MPH for a day.
  • Phantom Steed (70g, Arcana): Summons magical mounts for a day.
  • Enhance Vessel (learning, 400g): A vehicle gains +2 to defenses & speed for a day.
Social
  • Glib Limerick (10g): Reroll personal Bluff checks for 10 minutes.
  • Call of Friendship (50g, Diplomacy): Target acts like a friend for up to a day.
  • Tune of Merriment (learning, 160g): Party can reroll Diplomacy checks for 10 minutes against someone who heard the entire tune.
  • History Revealed (learning, 600g, Arcana): See up to 5 pivotal scenes from a willing or helpless creature's life.
  • Seeming (680g, Arcana): Disguises the party as generic humanoids. Insight checks go against the ritual Arcana check; deception realized if touched.
Stealth
  • Traveler's Camouflage (10g, Nature): Grants a noncombat Stealth bonus & penalizes Perception checks to track you for a day.
  • Dark Light (30g): Creates a dim light for a day that others can't see.
  • Silence (30g): Ward a single room against listening from outside for a day.
  • Wizard's Escape (150g): For 10 minutes, party can squeeze through any space a Tiny creature can.
Other
  • Comrades' Succor (10g): Pay a healing surge to rearrange healing surges among the party.
  • Amanuensis (10g): Copy a written text.
  • Arcane Mark (10g): Set a permanent arcane mark on an object.
  • Tenser's Floating Disk (10g, Arcana): Create a hovering disk for a day.
  • Pyrotechnics (20g): Creates a barrage of colorful explosions that can be seen from a mile away during the day.
  • Affect Normal Fire (25g): Manipulate nonmagical flames for a day.
  • Transfer Enchantment (25g): Transfer an enchantment to a similar item.
  • Disenchant Magic Item (25g): Destroys a magic item into residuum.
  • Cure Disease (150g, Heal): Cures a single disease, but may harm the recipient.
-Mike Lemmer

Skype: mikelemmer
RPGA #109520551

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