I'd like to get a description of what my rituals do: Dowsing Rod, Explorer's Fire, Traveler's Camouflage, Make Whole. Sure, they seem relatively straight-forward, but I'd like to know if there's some silly rule about Dowsing Rod only finding distilled water or Make Whole only working on clay pots that were made by black men who stand over 6'4'' tall and wear bones in their noses.
DOWSING ROD
You find a gnarled branch, and it turns as you hold it, pointing the way to a natural feature.
Level: 1
Component Cost: 10 gp
Category: Divination
Market Price: 50 gp
Time: 1 minute Key Skill: Nature (no check) Duration: 12 hours or until discharged You transform a stick or other natural object into a dowsing rod. When you do so, name a natural feature of the environment. such as mountains, rivers, forests, or caves. The whening rod points the way to the nearest place that fits the description. You can't name a specific place, such as Mount Baneflame, and the rod can't find magically concealed locations. When you reach the destination, the ritual is discharged.
Make Whole.
As you finish the ritual, the oaken door stands whole and unblemished as if Orten the Rager hadn’t just burst through it with murder in his eyes. It’s the least you can do after using the inn to ambush the infamous barbarian.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check) A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.
TRAVELER'S CAMOUFLAGE
You and your allies take on the textures and colors of the world around you.
Level: 1
Component Cost: 10 gp
Category: Deception
Market Price: 50 gp
Time: 10 minutes
Key Skill: Nature
Duration: 10 hours
You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
Nature Check Bonus Penalty
Result to Stealth to Find Tracks
19 or lower +2 -2
20-29 +5 -5
30 or higher +10 -10
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter. If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
Because apparently the DM is allowed to zone out when we're camping, but I'm not, and further, because I'm new I'm supposed to have read the book MORE. (whoever said that last bit to me should feel me glaring at them through the internet right now. I had Shaw Cable prepare a standard action to send my gaze through the internet when you read this, just for you.)
Yes, because expecting people playing a game that's heavy on rules to actually know those rules is asking too much.
And, obviously, that goes double for them knowing the features of their class.
And my power card for Winged Horde says "Intelligence vs. Will"; how was I supposed to be able to reference that and go "okay it does 1d6 to all in range"?
Using your power card, perhaps? Or putting (vs Will) in the name of the dice macro?