House Rules - New Rituals

Along with the altered rules for using rituals, rituals below are available to players to learn and perform. Unless otherwise noted, these rituals can be learned as normal any time a character is able to learn a new ritual.

Hide Injury

Bouyed by magical energy, the subject feels less of the pain of their injury, and can almost act normally - for a time.

  1. Level: 4
  2. Category: Restoration
  3. Time: 5 minutes
  4. Duration: 24 hours
  5. Component Cost: 25 gp and 1 healing surge from both the caster and the target
  6. Market Price: 125 gp
  7. Key Skill: Heal

The Hide Injury ritual allows a subject to ignore some, or all, of the penalties from their wounds for the duration, but doesn't heal the wound, and only partially protects the subject from the repercussions of potentially aggravating it. This ritual requires energy to fuel the enhanced strength of the subject - energy that comes from both the caster and the subject themselves.

Upon completing this ritual, make a Heal check, applying half the level of the highest wound as a penalty to this check. The result indicates the number of steps the target can move up the wound track. If the target has multiple wounds, it must spread the number of improvement steps amongst them so that all wounds are as close to the same stage as possible. (That is, they must apply the steps up the track to the most damaging wound first, until it is at the same step as the second-most damaging wound, and then must raise both of those as equally as possible, and so on.) Higher results on the Heal check also grant a bonus to aggravation checks made while the ritual is active.

While the ritual is active, aggravation checks are made as normal (with a potential modifier based on the result of the ritual), but have no effect until the ritual expires. At that point, wounds revert to their original stage, and any failed aggravation checks are applied immediately.

If this ritual allows the target to move from a stage that reduced its number of hit points, max hit points, or healing surges, they are not immediately granted, but must be regained normally. A subject cannot be under the effects of multiple instances of this ritual at any one time - the newest performance takes precedence.

Heal Check Result Total Stage Increases Bonus on Aggravation Checks
0 or lower One wound moves down on the condition track -2
1-5 One wound moves down on the condition track 0
6-10 No effect 0
11-15 One step 0
16-20 One step +2
21-25 Two steps +2
26-30 Three steps +2
31-35 Three steps +4
36-40 Four steps +4
Wound Type Check modifier
Moderate wound +0
Significant wound -3
Severe wound -6

Mend Flesh

Mystical power infuses the body of the recipient, seeking out a wound you direct and forcing the body to heal itself.

  1. Level: 8
  2. Category: Restoration
  3. Time: 10 minutes
  4. Duration: Instantaneous
  5. Component Cost: 25 gp and 3 healing surges
  6. Market Price: 275 gp
  7. Key Skill: Heal

The Mend Flesh ritual lessens the impact a single wound afflicting the subject. At the conclusion of the ritual, the caster choses a single wound the target is suffering from; the subject immediately moves up one step on the wound track.

This ritual is physically taxing on the caster - magic never comes without a cost, and the effort of healing deadly injuries on another drains the caster's stamina. Upon completing this ritual, make a Heal check, using half the level of the wound affected as a penalty to this check. The result indicates the amount of damage the caster takes. Assuming the caster survives, this damage can be healed normally.

Heal Check Result Effect on Caster
0 or lower Death
1-9 Damage equal to the caster’s maximum hit points
10-19 Damage equal to one-half of the caster's maximum hit points
20-29 Damage equal to one-quarter of the caster's maximum hit points
30 or higher No damage
Wound Type Check modifier
Moderate wound +0
Significant wound -5
Severe wound -10

If you know that your subject is suffering from multiple wounds, you must choose which one this ritual will cure. Otherwise, the ritual affects whichever single wound you knew about. You learn the wound level when you begin the ritual, and at that point you can choose not to continue, without expending any components.