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===Divine Oracle [Ritual]=== '''Requirements:''' Knowledge (Religion) 6 ranks, ability to cast Orisons '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Divine Oracle ritual last for as long as each ritual states. ''Augury (Knowledge (Religion) 6 ranks):'' By performing this ritual, you may attempt to discern the outcome of a future event. An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per rank in Knowledge (Religion), to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: * Weal (if the action will probably bring good results). * Woe (for bad results). * Weal and woe (for both). * Nothing (for actions that don't have especially good or bad results). If the ritual fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. ''Divination (Knowledge (Religion) 10 ranks):'' Similar to augury but more powerful, a divination ritualcan provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per rank you possess in Knowledge (Religion), to a maximum of 90%. If the dice roll fails, you know the ritual failed, unless specific magic yielding false information is at work. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time. In addition, you must be able to cast devotions to use this ritual. ''Commune (Knowledge (Religion) 12 ranks):'' You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. You are allowed one such question per two ranks you possess in Knowledge (Religion). The answers given are correct within the limits of the entity's knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The ritual, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the ritual ends. This ritual requires the expenditure of 100 XP. In addition, you must be able to cast supplications to use this ritual. ===Last Rites [Ritual]=== '''Requirements:''' Knowledge (Religion) 5 ranks, ability to cast Orisons '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Last Rites ritual last for as long as each ritual states. Any potential participants require at least one rank in Knowledge (Religion) in order to be able to participate in a Last Rites ritual. ''Gentle Repose (Knowledge (Religion) 5 ranks):'' By performing this ritual and touching a dead creature, you preserve the remains of the creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see the Raise Dead ritual below). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. ''Raise Dead (Knowledge (Religion) 12 ranks):'' By performing this ritual and touching a dead creature, you restore life to the creature. You can raise a creature that has been dead for no longer than one day per rank you possess in Knowledge (Religion). In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the ritual does not work. Coming back from the dead is an ordeal. The subject of the ritual loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this ritual. A creature who has been turned into an undead creature or killed by a death effect can't be raised by this ritual. Constructs, elementals, outsiders, and undead creatures can't be raised. This ritual cannot bring back a creature that has died of old age. This ritual requires diamonds worth a total of least 5,000 gp. In addition, you must be able to cast devotions to use this ritual. ''Resurrection (Knowledge (Religion) 17 ranks):'' This ritual functions like the Raise Dead ritual above, except that you are able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a disintegrated creature count as a small portion of its body.) The creature can have been dead no longer than 10 days per rank you possess in Knowledge (Religion). Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means. You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected. This ritual requires a sprinkle of holy water and diamonds worth a total of at least 10,000 gp. In addition, you must be able to cast supplications to use this ritual.
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