Excerpts Archive | 9/25/2009
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Excerpts: Primal Power Rituals

In today's Primal Power preview, we present new primal rituals focusing on the nature skill -- including one to trap your enemies and one to take sanctuary from them!

As a primal character, you have access to the same wide range of rituals available to any other ritual caster. The new rituals here expand the options available to you and all other ritual casters, with an emphasis on rituals that invoke the power of primal spirits.


Rituals By Level

Level Ritual Key Skill
1 Dowsing Rod Nature
1 Portend Weather Nature
1 Traveler’s Camouflage Nature
5 Starshine Nature
10 Eagles' Flight Nature
10 Water's Gift Nature
14 Primal Prison Nature
19 Primal Grove Nature

Primal Prison

Your foe is swallowed up by the land, to be entrapped and taunted by spirits.

Level: 14
Category: Binding
Time: 1 hour
Duration: Permanent (special)
Component Cost: 1,600 gp
Market Price: 4,200 gp
Key Skill: Nature

You imprison an adjacent creature in a tree, a boulder, or another solid natural object. The subject must be helpless or willing, and the object you imprison it inside must be larger than it. Your Nature check determines the maximum level of the subject.

Nature Check Result Maximum Level
14 or lower Your level – 5
15–24 Your level
25 or higher Your level + 2

The subject remains imprisoned until you choose to discharge the ritual or until you die. In addition, you must take a personal effect from the subject and hide it or carry it with you. If the personal effect is brought to the subject’s location, the subject can be released.

You choose whether the subject ages while imprisoned, and the subject is unaware of its surroundings. Destroying the imprisoning object releases the subject, who appears in the object’s space, bloodied and unconscious. You know if the object is destroyed, regardless of your distance from it.

The imprisoning object you takes on a faint resemblance to the subject. Knots in the shape of the subject’s face might form on a tree, or a stone might take on coloration faintly depicting the subject’s silhouette.

Primal Grove

You create a hidden grove, concealed by primal spirits, which grows lush and peaceful and awaits your return.

Level: 19
Category: Travel
Time: 10 minutes
Duration: Permanent (special)
Component Cost: 12,000 gp to create a grove and entrance; 4,000 gp to create an entrance
Market Price: 21,000 gp
Key Skill: Nature

A primal grove is a haven that is magically hidden by primal spirits. You use this ritual either to create a grove and an entrance to it or to create an entrance to a grove that you or someone else created.

Creating a Grove: When you create a grove, it appears in a hidden location in the world or the Feywild, and you determine its password. You also create an entrance to it (see "Creating an Entrance" below).

A grove generates enough food and drink to sustain its occupants and has a moderate, unchanging climate. If you move objects into a grove, they remain there when you leave, but food and other resources created by the grove disappear when removed. Your Nature check determines the grove’s size in squares and how many creatures it can accommodate.

Nature Check Result Size Capacity
24 or lower 5 × 5 25 Medium creatures
25–34 7 × 7 50 Medium creatures
35–44 10 × 10 100 Medium creatures
45 or higher 14 × 14 200 Medium creatures

Creating an Entrance: A primal grove is inaccessible, except to those who know its password and pass through an entrance to it. You use this ritual to create an entrance to a primal grove, the password of which you must know.

When you create an entrance to a grove, the entrance appears in a square adjacent to you. If a creature that knows the grove’s password enters that square, the creature can teleport to a square in the grove. Anyone inside the grove can exit it as part of a move action, teleporting either to an active entrance or to the most recent entrance if none are active.

Your Nature check determines the duration of the entrance. When you create a grove, you use a single check to create both the grove and an entrance to it. As aminor action, you can close an entrance you created.

Nature Check Result Entrance Duration
24 or lower 1 hour
25–34 24 hours
35–44 1 month
45 or higher 1 year

Extraordinary magic might allow someone to enter a grove against the creator's will.

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