Magic of Dungeons & Dragons - Rituals

Rituals

There are two clear concepts which developed into 4th edition rituals. First, the idea of the quest spell in the Tome of Magic and Dragon Magic in the second edition Dark Sun book, Dragon Kings, are ritual-like though only for high-level characters. This idea is revisited in a few other places, such as the Second Edition Arcane Age book Cormanthyr: Empire of the Elves. The third edition book Unearthed Arcana presents invocations, which are a predecessor of 4th edition rituals. These invocations are not restricted to high-level casters, but still remain potent spells that further the story.

In 4e, rituals are non-combat spells. There are nine categories: binding, creation, deception, divination, exploration, restoration, scrying, travel and warding. Each ritual has a key skill, Arcana, Heal, Nature or Religion, some rituals have multiple key skills, allowing a player to choose which key skill to use. Each ritual has a casting time and a component cost. There are five classes of ritual components: alchemical reagents can be used for arcana rituals, mystic salves can be used for heal rituals, rare herbs can be used for nature rituals, sanctified incense can be used for religion rituals and residuum can be used for any ritual. Rituals are performed from books or scrolls, unlike spells, rituals are not learned and are not restricted by class, a ritual can be performed by any character who has the Ritual Caster feat and meets the ritual's level requirement. Using a ritual scroll halves the time required to perform a specific ritual, however doing so expends the scroll, causing it to crumble to dust once the ritual has been performed.

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