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Siroh wrote:I know some people hate the rituals in D&D 4E, but for my money they separate seldom used or extremely powerful abilities from the spells a caster is going to use all the time.
The gist of my implementation of a ritual is that it is a spell that is an advanced action rather than a simple action of spell casting and rather than learning them via class powers or talents, they must be found or purchased, and you have to have the scroll or book on hand to use them. Just as with normal spellcasting in AGE, the issue of material costs is ignored.
When a roll is called for, (because if there is no duress or consequence for failure, the caster will eventually succeed) a ritual once begun must be uninterrupted or fail. This means that if the caster stops casting because of fatigue, attack, or lack of mana the ritual fizzles. Rituals tend to have low mana costs because that amount must be expended on each action. The casting time is the amount of time each casting action takes. If there is no need for a roll, but mana expenditure is important assume it takes the Threshold divided by 3, round down in number of actions to succeed.
Magic School: Divination/Commune; Spell Type: Utility; Mana Cost: 2 MP
Casting Time: 10 Minutes; Target Number: 11; Threshold: 10
Test: None; Value: 25 gp
You use the ritual formula to enter a trancelike state and experience a daydream. You may let the higher powers or fate determine what you see, or you may ask a single question. The answer to this question will play out in the daydream, whether the events unfolding take place in the past, present or future. The daydream may even be a chain of related but separate events. A non-specific vision may be more chaotic and disjointed, but may cover multiple events which could lead to information the caster does not even know he or she needs to learn.
3 Constitution (Stamina)
0 Cunning (Natural Lore)
Speed: 15, Health: 35, Defense: 13, Armor Rating: 0
Battle Axe +5, 2d6+5
Kick +5, 1d6+5
Long Bow +3, 1d6+6
Favored Stunts: Defensive Stance and Skirmish
Weapon Groups: Axes, Bows, Brawling
Battle Axe, Long Bow, Quiver, Pack
0 Communication (Deception)
3 Dexterity (Acrobatics, Stealth)
1 Perception (Hearing, Seeing)
5 Strength (Tentacle)
Speed: 12, Health: 40, Defense: 12, Armor Rating: 2
Weapon Attack Roll Damage
Bite +3, 1d6+7
Tentacle +7, 1d6+5
Dark Vision: Displacer Beasts can see in the dark as if it were daylight. They suffer a -1 penalty to their Perception ability and all attack rolls if total darkness suddenly becomes brightly lit.
Displacement: The creature generates a magical illusion that obscures its true location. This provides it a +3 Defense against ranged fire, and a 50% chance that a melee attack will miss. (Decide each round before attacks are rolled whether Even Number, Odd Numbers, 4 or better or 3 or less will hit, and examine the attacker's dragon die)
Favored Stunts: Defensive Stance and Lightning Strike
Language: They speak and understand common human languages.
Thick Pelt: A Displacer Beast's Thick hide provides it an Armor Rating of 2.
2 Dexterity (Initiative, Traps)
1 Perception (Searching, Smelling)
0 Strength (Spears)
Speed: 10, Health: 16, Defense: 12, Armor Rating: 2
Weapon Attack Roll Damage
Bite +2, 1d6
Dagger +0, (1d6+1)/2
Throwing Spear +2, 1d6+3
Favored Stunts: Defensive Stance and Sieze the Initiative
Scaly Hide: Their scaly, leathery skin provides them an Armor Rating of 2.
Weapon Groups: Brawling, Spears
Dagger, Throwing Spear
4 Constitution (Stamina)
2 Dexterity (Brawling)
Speed: 6, Health: 60, Defense: 10, Armor Rating: 6
Weapon Attack Roll Damage
Fist +4, 1d6+7
Favored Stunts: Dual Strike and Mighty Blow
Highly Combustible: Mummies catch fire and burn with intensity of one d6 less than the fire source that touched them each round until they are consumed or put out.
Horrifying Appearance: Characters who look upon the form of the mummy must succeed at a Willpower (Courage) test versus TN 15 or be paralyzed with fear for 1d2 rounds (use the Dragon Die result divided by 3 to determine). This power has no effect again within 24 hours.
Howling Madness: A mummy automatically passes any Willpower (Morale) tests it is required to take.
Mummified Flesh: The flesh of a mummy is solid and unyielding, and provides an Armor Rating of 6. Furthermore, only fire and magical damage can deal Penetrating damage or bypass this armor rating.
Mummy Rot: The mere touch of a mummy carries the a curse with it. Each round that the mummy touches, or is touched by, a character the character gets a rot token. Once the character has more rot tokens than its Constitution it has contracted the curse. The character suffers 2d6 damage at the end of that round, and takes on a -1 penalty to Dexterity and Constitution. This damage and the penalties to the character's Abilities cannot be healed or counteracted by any means until the curse is removed. Any character who dies while so cursed turns into a pile of dust which blows away at the first good wind.
Some Mummies were priests or noblemen before death. These characters tend to be elite versions of the monster with the ability to cast Divine Spells with a Shadow bias. Treat them as 10th Level Clerics.
jonchappellnow wrote:I really like the work you are doing here!
It would be great if someone would compile a bunch of these conversion rules into a shared, public domain book.
Siroh wrote:Here it is.
- Code: Select all
13.6 mb PDF
I'm working on adversary compendium entries now, but that is moving at the speed of what I think I'll need, so don't expect much anytime soon (although I think I crested 50 pages of monsters a while back.)
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