The Superior Rune of the Monk is a powerful upgrade for characters in the popular online game, Guild Wars 2. This rune is specifically designed for monks, who are supportive healers in the game. The rune provides various benefits to enhance the healing abilities of the monk class. One of the main features of the Superior Rune of the Monk is that it increases the monk's outgoing healing effectiveness. This means that their healing abilities become more powerful, allowing them to keep their allies alive in intense battles. This boost in healing effectiveness is crucial in both PvE (Player versus Environment) and PvP (Player versus Player) scenarios, as it helps the monk to provide constant support to their team.
I think people underestimate the power of divinations as rituals, or in general honestly. If you run a campaign with any downtime, divinations are crazy strong.
The following spells, though part of the spells presented in this book, are specifically meant to be used as rituals and can be learned and mis used by even those with no magical ability. If a group attempts to cast a ritual spell but has no need for survival, then a caster can pour their life force into the ritual, as well as any magic they may have.
This boost in healing effectiveness is crucial in both PvE (Player versus Environment) and PvP (Player versus Player) scenarios, as it helps the monk to provide constant support to their team. In addition to the increased healing effectiveness, the Superior Rune of the Monk also grants a bonus to boon duration. Boons are positive effects that can be applied to friendly characters, such as increased damage or improved defense.
Thudnfer's Improved Ritual Rules
As they currently are, the rules for ritual spells make it nearly impossible to create balanced spells with the ritual tag that are higher than 3rd level. That isn't to say that they can't exist, as many ritual spells are 4th or 5th level, but there is certainly a limit in what can or can't be a ritual. This document aims to rectify this with variant rules to make rituals occur more often.
Rituals, Improved
A 1st level spell cast as a ritual has the casting time extended by 10 minutes; unfortunately, this does not scale with spell level, meaning a 9th level spell with the ritual tag will also take 10 minutes more than normal to cast. Luckily, this can be easily rectified; make ritual time scale with spell level. You can use this handy table below to determine how long it takes to cast a certain spell level as a ritual:
Ritual Spell Times
Spell Level | Ritual Time |
---|---|
1st | 10 minutes |
2nd | 20 minutes |
3rd | 30 minutes |
4th | 40 minutes |
5th | 50 minutes |
6th | 60 minutes |
7th | 80 minutes |
8th | 100 minutes |
9th | 120 minutes |
So, as you can see, the ritual time is equal to ten times the spell's level, until spells reach 7th, 8th and 9th levels. Cantrips have been excepted from this, because ten times zero is still zero, and having cantrips as rituals would go against the flavour around them.
However, while having a single spellcaster spend upwards of an hour to cast a spell is certainly better, there is still one idea that needs to be addressed. Many rituals in fiction do not usually involve one individual; they often include upwards of half a dozen people in the process.
Group Rituals
In order to participate in a group and properly cast a spell as a ritual, an individual needs access to some kind of magic, even if it is as simple as knowing a single cantrip. There are two ways that a group can cast a spell as a group ritual; casting a spell that is known or prepared by all those involved, and casting a spell that requires greater energy than one could amass alone, allowing for higher level casting.
Groups Casting A Known Spell
If a group attempts to ritual cast a spell that all the participants have access to, then the casting time is halved for every suitable creature involved (to a minimum of 1 minute). A creature must be able to use spell slots equal to the level of the spell being cast in order to participate safely.
If the spell being ritual cast requires material components, they must be provided by each participant unless a spellcasting focus is used, the materials are consumed, or the materials have a cost involved.
So if three creatures with access to 9th level spell attempt to cast the spell imprisonment as a ritual, then the ritual will take 30 minutes to cast, and each of the three casters must provide the statuette and special component for the spell.
Groups Casting A Higher Spell
If a group attempts to ritual cast a spell of a level that is higher than that of their highest spell slot, the casting time is double of what is displayed in the Ritual Spell Times table, with every participant involved after the initial ones reducing the ritual's casting time by 5 minutes (to a minimum of 5 minutes). The initial amount of spellcasters necessary to start this ritual process is equal to the spell's level.
The maximum level of spell that can be cast with this method is one level higher than the highest spell slot level of the weakest member of the ritual. For example, a 3rd level wizard and a 20th level wizard can only cast a 2nd level spell safely. Each member must provide material components for the spell, unless a spell focus can be used in its place.
If a group using this method successfully casts a ritual spell, each participant must make a Constitution saving throw, where the DC is equal to 15 + the level of the spell cast. On a fail, a participant gains one level of exhaustion for every two levels of the spell that was cast.
Disregarding Safety
If a group attempts to cast a ritual spell but has no need for survival, then a caster can pour their life force into the ritual, as well as any magic they may have. If a participant chooses to do so, then they double the effective spellcaster class levels they have for that ritual. The higher the spell level, the more energy that needs to be given. A creature killed in this manner needs resurrection magic that is at least one spell level higher than the one they died to cast.
The table below shows the amount of sentient, humanoid lives that need to be given in order to be as effective as a creature with a spell slot of the appropriate level. Each number is equivalent to one creature with that spell slot; more creatures means more lives needed.
Ritual Spell Sacrifices
Spell Slot Level | Lives Needed |
---|---|
1st | 10 |
2nd | 25 |
3rd | 40 |
4th | 60 |
5th | 75 |
6th | 100 |
7th | 125 |
8th | 250 |
9th | 500 |
If a creature has levels in a class with the Spellcasting feature (which includes Pact Magic for the purposes of this document), then it counts as a number of lives equal to twenty-five times the highest level of spell slot they have access to.
For example, if two 5th level sorcerers chooses to sacrifice themselves in order to ritual cast storm of vengeance, then that would mean that they would count as one 20th level sorcerer for the ritual's casting. Alternatively, those same two sorcerers could sacrifice 1,000 humanoid creatures for the same amount of energy, since it would cost 500 humanoids to be as effective as a creature with a 9th level spell slot.
A creature that is of a good alignment is unable to utilize this method to ritual cast spells.
New Ritual Spells
Armed with this new information, we can determine what spells can now be given the ritual tag without upsetting the spell's balance too much. A spell with an asterisk (*) next to it denotes that a spell is not found in the Player's Handbook, and is instead found in either Xanathar's Guide to Everything (X) or Tasha's Cauldron of Everything (T).
1st Level
- beast bond
- create or destroy water
- detect evil and good
- disguise self
- protection from evil and good
- mage armor
- snare* (X)
2nd Level
3rd Level
3rd Level (Cont'd.)
- summon fey* (T)
- summon shadowspawn* (T)
- summon undead* (T)
- tiny servant* (X)
- tongues
4th Level
- arcane eye
- fabricate
- find greater steed* (X)
- hallucinatory terrain
- Mordenkainen's private sanctum
- summon abberation* (T)
- summon construct* (T)
- summon elemental* (T)
5th Level
- dispel evil and good
- geas
- summon celestial* (T)
- wrath of nature
6th Level
- bones of the earth* (X)
- druid grove* (X)
- find the path
- move earth
- planar ally
- summon fiend* (T)
- word of recall
7th Level
8th Level
9th Level
While wish can be added to this list, it is not a decision that can be made hastily, since it means that almost anyone can cast the spell if they have enough resources, regardless of their class, or lack thereof. Be sure to carefully consider whether wish would be a ritual spell in your campaign.
With the boon duration bonus, the monk can extend the duration of these boons, ensuring that their team receives the benefits for a longer period of time. This can make a significant difference in battles, as longer-lasting boons can give the team a competitive edge. Furthermore, the Superior Rune of the Monk improves the monk's self-sustainability. It provides a healing bonus specifically for the monk, allowing them to heal themselves more effectively. This is particularly useful in situations where the monk may be targeted by enemies, as they can rely on their enhanced healing abilities to keep themselves alive. Overall, the Superior Rune of the Monk is a valuable upgrade for any monk player in Guild Wars 2. It enhances their healing effectiveness, extends boon durations, and improves their self-sustainability. With these benefits, monks can become even more effective supports for their teams, ensuring victory in battles and challenging encounters..
Reviews for "The Path of the Monk: Unleashing the Superior Rune's Potential"
1. John - 2/5 stars - I was really disappointed with "Superior Rune of the Monk." The book promised an action-packed adventure filled with martial arts and mystical powers, but what I got was a slow and tedious story. The characters lacked depth, and the plot was predictable. Overall, it felt like a generic and forgettable read. I would not recommend it to anyone looking for an exciting and engaging fantasy novel.
2. Sarah - 3/5 stars - "Superior Rune of the Monk" had its moments, but it failed to leave a lasting impression. The writing was decent, and the fight scenes were well-described, but the pacing was inconsistent. There were times when the story dragged on, and other times when it felt rushed. The character development was also lacking, making it difficult to connect with the protagonists. While it wasn't a terrible book, it certainly fell short of my expectations.
3. Michael - 2/5 stars - I found "Superior Rune of the Monk" to be an underwhelming read. The world-building was lackluster, and the magic system felt poorly explained. The dialogue was dull, and the characters lacked depth. Additionally, the plot was convoluted and confusing, making it hard to stay engaged. Overall, I felt that the book had potential, but it failed to deliver a captivating story. I wouldn't recommend it to fans of the fantasy genre.
4. Emma - 2/5 stars - I struggled to get through "Superior Rune of the Monk." The writing style was clunky, with awkward descriptions and repetitive phrases. The pacing was off, with long stretches of nothing happening followed by sudden bursts of action. The characters were one-dimensional, and their motivations felt forced. The plot was predictable, and the twists were underwhelming. Overall, I found the book to be unoriginal and lacking in substance. I would advise readers to look elsewhere for a more engaging fantasy read.