Rituals Index Exploration: These Rituals Include a Variety of Effects Useful in Adventuring
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The widely used magic of rituals is multifaceted and ever expanding in the world. Well known or obscure, the right ritual can save your hide and those of your companions. The trouble is often finding the right ritual for the job. This document gathers the diverse array of ceremonial magic in the Dungeons & Dragons® game into one comprehensive reference. With this list, you have the basic function and location of every ritual in the game at your fingertips. This reference also goes on to place rituals in basic practical categories that might aid you in discovering an edge for future adventuring. For more on using rituals, see Player’s Handbook, page 296. Categories Each ritual belongs to a category of similar magic, describing the ritual’s general nature. Each category serves as a basic guide to a ritual’s function. Binding: These rituals lure, ensnare, control, or imprison other beings. Creation: These rituals allow the crafting and changing of items, as well as the creation of servants and tools. Deception: These rituals provide disguises, mis- lead foes, and can provide ways to thwart divination and scrying. Divination: These rituals allow you to discern the truth, find out facts, and sort good choices from bad. Rituals Index Exploration: These rituals include a variety of effects useful in adventuring. Compiled by Chris Sims Martial Practice: These ritual-like practices Illustration by Ralph Horsley include a variety of effects accomplished through extraordinary skill rather than magical power. restoration: These rituals remove ill effects or bring back the dead. TM & © 2011 Wizards of the Coast LLC. All rights reserved. Apr il 2011 | Dragon 398 1 Rituals Index Scrying: These rituals let you spy from a distance Di: Diplomacy Source: The publication the ritual can be found in, on other locations, objects, or creatures. E: Endurance followed by issue (if any) in parenthesis and page Travel: These rituals transport characters from He: Heal number. one place, or plane, to another. They commonly allow Hi: History AC: Seekers of the Ashen CrownTM long-distance teleportation. Int: Intimidate AP: Arcane PowerTM Warding: These rituals provide various forms of N: Nature AV: Adventurer’s VaultTM protection and security. R: Religion DCD: Draconomicon: Chromatic DragonsTM Ste: Stealth Dem: DemonomiconTM Ritual Table Str: Streetwise DP: Divine PowerTM This table of rituals is intended to help you grasp the T: Thievery Dr: Dragon online ® nature of a given ritual at a glance. It uses shorthand Duration: How long the ritual lasts. DSCS: Dark Sun Campaign Setting described below. (D): The ritualist and/or subject can dismiss the Du: Dungeon online ® Component: The component cost. ritual’s effects. EPg: EbErron Player’s Guide ® +: The ritual can be extended beyond the indi- FrCg: ForgottEn rEalmS Campaign Guide By Level: The component cost depends on the ® item and its level. cated duration. FrPg: ForgottEn rEalmS Player’s Guide ® Broken: Until the result is broken. MM: Monster Manual ƒ: Focus with cost of the focus in parenthesis. TM Check: Varies by check result. MotP: Manual of the Planes Surge: Healing surges. TM Consumable and (C): Until the result is MP: Martial Power Varies: Variable by desired results. See the ritual TM description. consumed. MP2: Martial Power 2 TM Skills: Required skills, used to determine variables Discharged: Until the ritual performs its purpose OG: Open Grave ® or duration of the ritual. and ends. PH: Player’s Handbook ® Ex. rest: Until an extended rest. PH2: Player’s Handbook 2 (n): No check required. TM Ac: Acrobatics Instant: Instantaneous. PP: Primal Power TM Ar: Arcana Perform: Until a performance ends. RG: Revenge of the Giants TM At: Athletics Special: Usually until the ritualist is finished with TPB: The Plane Below B: Bluff the ritual. See the ritual. Apr il 2011 | Dragon 398 2 Rituals Index Alchemical Lvl Alchemical Comp. Market Skills Description Duration Source 1 Alchemist’s Acid by item 70 gp Ar, T (n) Create a flask or ammunition containing volatile acid. Consumable AV 24 1 Alchemist’s Fire by item 70 gp Ar, T (n) Create a flask or ammunition containing volatile fire. Consumable AV 24 1 Alchemist’s Frost by item 70 gp Ar, T (n) Create a flask or ammunition containing volatile frost. Consumable AV 25 1 Antivenom by item 70 gp He, N (n) Create a liquid that grants a +2 bonus to saving throws against poisons. Consumable AV 25 1 Clearsense Powder by item 80 gp He, N (n) Create a powder that removes blinded and deafened conditions. Consumable AV 26 1 Clearwater Solution by item 100 gp Ar, N, R (n) Create a solution that purifies toxic liquids. Consumable AV 26 2 Panther Tears 25 gp 100 gp He, N (n) Create drops that allow a user to gain low-light vision. Consumable EPG 102 2 Tanglefoot Bag by item 100 gp Ar, T (n) Create a bag of gel that explodes on impact and expands when exposed to air. Consumable AV 30 3 Alchemist’s Spark by item 120 gp Ar, T (n) Create a flask or ammunition containing volatile lightning. Consumable EPG 99 3 Blinding Bomb by item 120 gp Ar, T (n) Create a ceramic sphere that flashes when shattered. Consumable AV 26 3 Bloodstinger Poison by item 120 gp N, T (n) Create weapon poison that deals ongoing poison damage. Consumable AV 26 3 Bravery Powder by item 30 gp Ar, N (n) Create powder that helps a user resist fear. Consumable Dr (376) 30 3 Corrosive Oil by item 400 gp Ar, N (n) Create armor oil that reduces the effectiveness of weapons used against Consumable Dr (376) 29 the wearer. 3 Dragonfire Tar by item 120 gp N, T (n) Create a container holding volatile tar that deals ongoing fire damage. Consumable AV 27 3 Ghoststrike Oil by item 500 gp N, R, T (n) Create weapon oil that can allow the user to ignore the insubstantial trait. Consumable AV 28 3 Heartflow by item 90 gp N, T (n) Create poison that lowers Insight and Will defense. Consumable EPG 100 3 Herbal Poultice by item 90 gp N (n) Create a curative that helps a user regain more hit points during a short rest. Consumable AV 28 3 Slow-Step Oil by item 120 gp Ar, N, T (n) Create weapon oil that can cause the slowed condition. Consumable AV 29 3 Tethercord by item 120 gp Ar, N, T (n) Create a device that can keep a target within 3 squares of the user. Consumable EPG 103 3 Woundpatch by item 120 gp He, N (n) Create a curative that allows a user regain more hit points on one surge. Consumable EPG 103 4 Beastbane by item 160 gp He, N (n) Create easily ignited incense that holds beasts at bay. Consumable AV 25 4 Blastpatch by item 120 gp Ar, T (n) Create a volatile patch that makes a square into a dangerous trap. Consumable AV 26 4 Clarity Salts by item 120 gp He, N (n) Create a curative that helps a user resist dazed and stunned conditions. Consumable Du (186) 4 Clockwork Bomb by item 160 gp Ar, T (n) Create a volatile, mobile box that explodes based on a timer you set. Consumable EPG 99 4 Lockburst Chalk by item 160 gp Ar, T (n) Create a chalk stick that expands to break locks. Consumable AV 29 4 Resonance Crystal by item 160 gp Ar, N (n) Create a throwable crystal that imposes thunder vulnerability on a target. Consumable EPG 102 4 Suppression Crystal by item 120 gp Ar, N (n) Create a crystal that grants its user resistance to thunder and lightning. Consumable EPG 103 4 Tension Wheel by item 120 gp Ar, T (n) Create a complex device that increases the effectiveness of a crossbow. Consumable EPG 103 4 Tracking Dust by item 160 gp N, T (n) Create dust that grants a fixed bonus to spot tracks where the dust is spread. Consumable AV 31 5 Acidic Fire by item 200 gp Ar, T (n) Create a vial of volatile agents that deal fire damage and ongoing acid damage. Consumable EPG 99 5 Alchemical Silver by item 200 gp N, R, T (n) Create weapon oil that temporarily grants the silvered property. Consumable AV 23 5 Inferno Oil by item 200 gp Ar, N, T (n) Create weapon oil that temporarily imposes fire vulnerability on a target. Consumable EPG 100 5 Lodret Leaf by item 200 gp He, N (n) Create a curative that grants a bonus to Fortitude defense against diseases. Consumable EPG 101 5 Rust Bomb by item 200 gp Ar, N (n) Create a flask of volatile liquid that can temporarily degrade armor. Consumable Dr (376) 29 5 Thunderstone by item 200 gp Ar, N, T (n) Create a volatile stone that cracks with a deafening burst of thunder. Consumable AV 30 5 Walking Death by item 400 gp N, T (n) Create a poison that deals ongoing poison damage after 1d6 hours. Consumable Du (186) 6 Goodnight Tincture by item 750 gp N, T (n) Create a poison that can knock those who eat or drink it unconscious. Consumable AV 28 Apr il 2011 | Dragon 398 3 Rituals Index Lvl Alchemical Comp. Market Skills Description Duration Source 6 Smokestick by item 450 gp Ar, T (n) Create a volatile stick that, when broken, emits a 1-square zone of smoke. Consumable AV 30 8 Clear-Path Mist by item 375 gp Ar, N (n) Create a powder that damages plant creatures and removes difficult terrain Consumable EPG 99 due to normal foliage.