Rituals are complex ceremonies that create magic effects. You don’t memorize or prepare a ritual; a ritual is so long and complex that no one could ever commit the whole thing to memory. To perform a ritual, you need to read from a book or a scroll containing it. A ritual book contains one or more rituals that you can use as often and as many times as you like, as long as you can spare the time and the components to perform the ritual.
A ritual scroll contains a single ritual, and you can perform the ritual from that scroll only once. After that, the magic contained in the scroll is expended, and the scroll turns to dust. Anyone can use a ritual scroll to perform the ritual it contains, as long as the appropriate components are expended. This chapter explains the following:
• Acquiring and Mastering a Ritual: All about ritual books and scrolls, how you acquire them, and
how you master a ritual.
• Performing a Ritual: How to perform a ritual, whether from a ritual book or scroll.
• How to Read a Ritual: The specifics on how to understand a ritual’s description and effects.
• Ritual Descriptions: Descriptions of a wide variety of rituals, from binding rituals to warding rituals.
Acquiring And Mastering A Ritual
Before you can perform a ritual, you need to acquire a ritual book that contains it and master the ritual, or you need to acquire a ritual scroll.
Acquiring a Ritual Book
You can buy ritual books or find them as treasure. You can also make a copy of an existing ritual book, and some classes give you free access to a number of rituals. Wizards hold both their spells and their rituals in their spellbooks.
Buying a Ritual Book: You can buy a ritual book for 50 gp. A ritual book is 128 pages long. Each ritual takes up a number of pages equal to its level. The description of each ritual gives its market price, which is the gold piece cost for a book containing that ritual or the cost to add the new ritual to your existing ritual book or spellbook (if there’s enough room in it).
Finding a Ritual Book: When you explore a ruined library, delve into a lost temple, or do away with a villainous wizard, you might discover tomes on arcane philosophy that contain rituals. Such ritual books are part of the treasure you acquire while adventuring.
Creating a Ritual Book: You can create a new ritual book by copying an existing one. You can’t make a ritual book for a ritual that’s higher level than you are, and you can’t make a book by copying a ritual scroll, because the scroll doesn’t contain the entire ritual.
When you create a ritual book or copy a ritual into an existing book, you don’t just write a series of words on each page; you bind some of the ritual’s magic into the book. Therefore, you need a book of the highest quality, exotic inks, and expensive components, with a total cost equal to the ritual’s market price. You don’t save any gold by creating a ritual book instead of buying it.
In addition to requiring gold, creating a ritual book or copying a ritual into an existing book takes time: 8 hours for a heroic tier ritual (1st–10th level), 16 hours for a paragon tier ritual (11th–20th level), and 24 hours for an epic tier ritual (21st–30th level).
If you copy a ritual that you haven’t already mastered, the time you spend copying it enables you to master the ritual.
Mastering A Ritual
Owning a ritual book isn’t enough to let you perform the ritual or rituals in it. You must first master a ritual by studying it for 8 uninterrupted hours. (If you gained a ritual by creating its book yourself or by obtaining it as a class feature, you have already mastered it.)
You must meet two requirements to master a ritual. You must have the Ritual Caster feat (clerics and wizards get this feat at 1st level), and your level must equal or exceed the ritual’s level. If you meet those requirements and spend 8 hours studying a ritual, you can add it to your list of mastered rituals. As long as you have the ritual’s book handy, you can perform a mastered ritual whenever you want.
There’s no limit to the number of rituals you can master.
Acquiring a Ritual Scroll
A ritual scroll is a single page of parchment, vellum, or paper.
Buying a Ritual Scroll: Like a ritual book, a ritual scroll can be purchased for the given market price.
Finding a Ritual Scroll: Ritual scrolls can also be found as treasure.
Creating a Ritual Scroll: You can create a ritual scroll by transcribing a ritual you have mastered. Creating a ritual scroll takes twice the amount of time as creating a ritual book but costs the same price.
Limitation: Even though a ritual scroll lets you perform a ritual, you can neither master a ritual from a scroll nor copy a scroll into a ritual book. A scroll is a condensed version of a ritual, partially cast and primed so that it only takes up a single page.
Performing a Ritual
To perform a ritual that you have mastered, you spend a certain amount of time (specified in the ritual description) performing various actions appropriate to the ritual. The actions might include reading long passages out of the ritual book, scribing complex diagrams on the ground, burning special incense or sprinkling mystic reagents at appropriate times, or performing a long set of meticulous gestures. The specific activities required aren’t described in most ritual descriptions; they’re left to your imagination.
A ritual requires certain esoteric components, which you purchase before you perform the ritual and which are expended when the ritual is complete. Each ritual specifies the cost of the components you need.
If a ritual requires a skill check, the check usually determines the ritual’s effectiveness. Even if the check result is low, a ritual usually succeeds, but if the result is high, you can usually achieve better effects.
Assisting in a Ritual
Unless a ritual specifies otherwise, up to four of your allies can help you perform a ritual. Everyone assisting you must be within 5 squares of you, and each assistant must actively participate in the ritual for the entire time required to complete it. Your assistants need neither the Ritual Caster feat nor knowledge of the specific ritual.
Your allies can assist you in two ways. First, if the ritual requires spending healing surges or some other resource, willing allies can contribute those resources. (Certain rituals might allow unwilling participants to pay those costs as well, but such rituals involve sacrifices to malevolent gods or demon lords and are not found in the ritual books of most player characters.) Second, your allies can assist with the skill check you make to complete a ritual, using the normal rules for cooperating on another character’s skill check
Interrupting a Ritual
At any time before a ritual is completed, you can stop it and suffer no ill effect. You don’t expend any components or pay any costs until a ritual is completed. You can’t resume a ritual that was interrupted, however, so you do lose the time you spent on an interrupted ritual.
Using a Ritual Scroll
A ritual scroll holds one use of a particular ritual. You can perform a scroll’s ritual even if you don’t have the Ritual Caster feat, regardless of the level of the ritual. You still have to expend the components and supply any focus required by the ritual, and you can enlist your allies’ assistance. Once you have finished performing the ritual on a scroll, the scroll turns to dust. If the ritual is interrupted, the scroll remains intact.
Time: Casting a ritual from a scroll takes half the time indicated in a ritual’s description, since the creation of the scroll has primed the magic.
How to Read a Ritual
Rituals are described in a consistent format, the elements of which are outlined below.
Name a Flavor Text
Beneath a ritual’s name is a short passage of flavor text that tells what a ritual accomplishes, sometimes expressing that information in terms of what the ritual looks like or sounds like as it’s being performed.
Level
Each ritual has a level. You have to be that level or higher to perform the ritual from a book or to copy it.
Category
A ritual is classified in one or more categories, which describe the ritual’s general nature and function. Each
of the nine ritual categories is associated with one or
more skills (given in parentheses in the following list).
Binding (Arcana or Religion): These rituals seek to lure, ensnare, control, or protect you from other beings, sometimes from other planes.
Creation (Arcana or Religion): These rituals are used to craft magic items and other special objects.
Deception (Arcana): Deception rituals cloak reality behind various facades.
Divination (Arcana, Nature, or Religion): These rituals provide advice, information, or guidance.
Exploration (Arcana, Nature, or Religion): A catch-all category, exploration rituals include a variety of effects useful in everyday adventuring.
Restoration (Heal): These rituals remove ill effects from the living or bring back the dead.
Scrying (Arcana): Scrying rituals let the caster spy on locations, objects, or creatures.
Travel (Arcana): Travel rituals transport characters from one place, or plane, to another.
Warding (Arcana): These rituals provide various forms of protection.
Time:
Performing a ritual takes the specified amount of time. Using a scroll cuts that time in half.
Duration
This entry shows how long a ritual’s effects last after the completion of the ritual. The effects of a ritual usually last longer than those of a power.
Component Cost
This is the value of the components that must be expended to perform a ritual. A ritual’s key skill determines the kind of components required.
• Alchemical Reagents (Arcana): Typically these are small vials full of powdered metals, rare earths, acids, salts, or extracts from creatures such as dragons or basilisks.
• Mystic Salves (Heal): Restoration rituals use mystic salves, dabbed or painted on the creatures to be healed. These salves come in small jars and include blessed oils and unguents made from rare spices
• Rare Herbs (Nature): Rare herbs are usually collected and preserved during certain times of year, such as when the moon is full.
• Sanctified Incense (Religion): Sanctified incense is prepared during certain religious rites and is burned as a powder or a stick.
• Residuum (Any): The concentrated magical substance that results from performing the Disenchant Magic Item ritual, residuum can be used as a component for any ritual. You can’t usually buy it on the open market; you acquire it by draining it out of magic items.
You can use the components associated with a key skill for any ritual that uses that skill. For example, if you stock up on alchemical reagents, you can use them when you perform any Arcana-based ritual. Ritual components are not interchangeable; you can’t use alchemical reagents to perform a ritual requiring sanctified incense, for example. But you can use residuum for any ritual.
You can buy ritual components at some shops, your allies can provide them (sharing the cost of a ritual with you), or you might find them as treasure. However you acquire components, record their value on your character sheet. When you perform a ritual, mark off the ritual’s cost from the appropriate components.
Some rituals’ descriptions note other costs, including healing surges or a focus item (such as a mirror or a crystal ball for a scrying ritual). A focus item is not expended when you perform a ritual.
Market Price
This entry is the cost to purchase a ritual book containing the ritual or to copy a ritual into an existing ritual book. A scroll containing a ritual costs the same amount.
Key Skill
A ritual’s key skill determines the type of components required to perform the ritual, and if a ritual requires a skill check, the key skill is used for the check. If this entry ends with “(no check),” then the ritual does not require a skill check.
If a ritual has more than one key skill, you choose which skill to use. Your choice determines both the components you use and the skill you use for any checks required by the ritual.
Unless a ritual’s description says otherwise, you make your skill check when you finish performing a ritual. You can’t take 10 on one of these skill checks.
Effects
The text that follows the foregoing information describes what happens when you finish performing a ritual.
Ritual Descriptions
The ritual descriptions use the words “character” and “creature” interchangeably.
Rituals
Lvl | Ritual | Key Skill |
1 | Animal Messenger | Nature |
1 | Comprehend Language | Arcana |
1 | Create Campsite | Nature |
1 | Gental Repose | Heal |
1 | Glib Limerick | Arcana |
1 | Magic Mouth | Arcana |
1 | Purify Water | Arcana or Religion |
1 | Traveler's Chant | Arcana |
1 | Unseen Servant | Arcana |
1 | Wake Whole | Arcana |
1 | Secret Page | Arcana |
1 | Silence | Arcana |
1 | Tenser’s Floating Disk | Arcana |
2 | Endure Elements | Arcana or Nature |
2 | Bloom | Nature |
2 | Pyrotechnics | Arcana |
2 | Eye of Alarm | Arcana |
2 | Lower Water | Nature |
2 | Tree Shape | Nature |
2 | Water Walk | Nature |
3 | Detect Secret Doors | Arcana |
3 | Affect Normal Fire | Arcana or Nature |
3 | Lullaby | Arcana |
3 | Fool's Gold | Arcana |
4 | Arcane Lock | Arcana |
4 | Beast Growth | Nature |
4 | Call of Friendship | Diplomacy |
4 | Enchant Magic Item | Arcana |
4 | Hand of Fate | Religion |
4 | Knock | Arcana |
4 | Snare | Nature |
4 | Traveler's Feast | Nature |
5 | Animal Friendship | Nature |
5 | Brew Potion | Arcana or Religion |
5 | Hallucinatory Item | Arcana |
5 | Magic Circle | Arcana |
5 | Object Reading | Arcana |
5 | Speak with Nature | Nature |
6 | Commune with Nature | Nature |
5 | Cure Disease | Heal |
6 | Call Wilderness Guide | Nature |
6 | Discern Lies | Religion |
6 | Disenchant Magic ITem | Arcana |
6 | Fool’s Speech | Arcana |
6 | Ironwood | Nature |
6 | Leomund’s Secret Chest | Arcana |
6 | Phantom Steed | Arcana |
6 | Preserve Flame | Arcana |
6 | Sending | Arcana |
6 | Shrink | Arcana |
6 | Speak with Dead | Religion |
6 | Tree Stride | Arcana |
6 | Wyvern Watch | Arcana |
8 | Anthem of Unity | Diplomacy |
8 | Linked Portal | Arcana |
8 | Raise Dead | Heal |
8 | Remove Affliction | Heal |
8 | Song of Sustenance | Arcana |
8 | Water Breathing | Arcana or Nature |
8 | Wizard's Sight | Arcana |
9 | Detect Treasure | Arcana |
9 | Magic Map | Arcana |
9 | Tune of Merriment | Arcana |
10 | Aria of Revelation | Arcana |
10 | Consult Mystic Sage | Religion |
10 | Chorus of Truth | Arcana |
10 | Detect Object | Arcana |
10 | Song of Restfulness | Arcana |
11 | History Revealed | Arcana |
12 | Arcana Barrier | Arcana |
12 | Drawmij's Instant Summons | Arcana |
12 | Hallucinatory Creature | Arcana |
12 | Passwall | Arcana |
12 | Reverse Portal | Arcana |
12 | Shadow Walk | Arcana |
14 | Control Weather | Nature |
14 | Eye of Warning | Arcana |
14 | Telepathic Bond | Arcana |
14 | View Location | Arcana |
14 | Whispers of Edifice | Arcana |
16 | Consult Oracle | Religion |
16 | Farsight | Arcana |
18 | Guards and Wards | Arcana |
18 | Planar Portal | Arcana |
18 | View Object | Arcana |
20 | Forbiddance | Arcana |
22 | Loremaster's Bargain | Religion |
24 | Observe Creature | Arcana |
26 | Voice of Fate | Religion |
28 | Imprisonment | Arcana |
28 | True Portal | Arcana |
Affect Normal Fire
Fire leaps and dances at your command, brightening or dimming.
Level: 3
Component Cost: 25 gp
Category: Exploration Market Price: 125 gp
Time: 1 minute
Key Skill: Arcana or Nature Duration: 8 hours (no check)
You gain mastery over nonmagical fire. For the ritual’s duration, or until you take an extended rest, you can manipulate nonmagical flames within 10 squares of you as a minor action. You can make a fire that normally provides dim light produce an equal amount of bright light, or you can double the radius of bright light a fire produces. Alternatively, you can diminish a fire’s light, reducing its area of bright light to an equal amount of dim light, or reducing its area of dim light to darkness. Reducing a fire’s light to produce no light does not extinguish the flame. You can extinguish 1 square of nonmagical fire as a minor action.
Animal Friendship
The animal nuzzles your hand, returning the friendship you offer.
Level: 5 Component Cost: 50 gp
Category: Binding
Market Price: 250 gp
Time: 1 minute
Key Skill: Nature
Duration: Special
When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action.
Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the animal is unable to carry the object due to the item’s size or weight, the animal enlists the aid of other creatures of its kind to fulfill the task.
Perform: The animal performs a simple trick, such as rolling over or playing dead.
Seek: The animal scouts ahead and examines an area for anything that’s alive or animate. The animal can travel up to 20 squares away from you and uses your passive Perception check to determine if it notices hidden creatures in the area. When the animal returns, you learn from it whether a creature occupies the area. The animal cannot communicate any other information aside from the presence or absence of a creature.
Watch: The animal remains in its current location and watches that area. When you assign the animal the task, you designate creatures that are allowed to enter the location. If a creature that you have not designated enters
the location, the watching animal informs you by coming to you and making a noise. If you move more than 20 squares away from the area, the animal leaves its post and rejoins you.
Unless otherwise commanded, the animal accompanies you for the ritual’s duration, perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed attack never damages the animal.
Your Nature check determines the length of time the animal remains in your service, but you can release an animal from your service as a minor action.
Nature Check | Result Duration |
19 or lower | 1 hour |
20—29 | 8 hours |
30—39 | 1 day |
40 or higher | 1 week |
At the heroic tier, you can have one animal at a time bound to your service using the ritual. At the paragon tier, you can have two animals bound using the ritual. At the epic tier, you can have three animals bound using the ritual. You must complete a separate ritual for each animal you bind.
Animal Messanger
You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result | Duration |
19 or Lower | 6 Hours |
20-29 | 12 Hours |
30 - 39 | 18 Hours |
40 or Higher | 25 Hours |
Anthem of Unity
Aria of Revelation
Your operatic notes spark new ideas, helping your allies overcome a challenging problem.
Level: 10
Component Cost: 400 gp,
Category: Divination plus a focus worth 1,000 gp
Time: 10 minutes
Market Price: 1,000 gp
Duration: Instantaneous Key Skill: Arcana
Prerequisite: Bard
When you finish performing the ritual, each ally who heard it can make an Arcana, a Dungeoneering, a History, a Nature, or a Religion check to uncover a clue or recall a bit of useful information. The ally must be trained in the skill and gains a bonus to the check based on your Arcana check result.
Arcana Check | Result Bonus |
19 or lower | +5 |
20—29 | +10 |
30—39 | +15 |
40 or higher | +20 |
The information learned is equivalent to that gained from a successful knowledge check or monster knowledge check.
Focus: A musical instrument you play as part of performing the ritual.
Arcane Lock
You bind a door so that intruders can’t easily pass. The door is limned with amber light, which fades to a soft glow, marking it as impassible to anyone other than you and your allies.
Level: 4
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 25 gp
Market Price: 150 gp
Key Skill: Arcana
You lock a door, a window, a gate, a portcullis, or some other means of ingress. You can open the door normally, but those who don’t have your permission to use it find it locked. Your Arcana check, with a +5 bonus, sets the DC for Thievery checks or Strength checks made to open the door.
When you perform the ritual, you can allow for certain other creatures or types of creatures to pass through the door normally, ignoring the ward’s effect. You can choose any or all (or none) of the following options:
Password: You can set a verbal password. If uttered within 5 squares of the portal, the speaker can ignore the ward for the next minute.
Individuals: You can designate up to ten other specific individuals who can ignore the ward at all times.
Descriptions: You can describe one or more categories of creatures who can ignore the ward at all times, using specific, observable characteristics such as species, type, size, or equipment carried or worn.
The Arcane Lock remains until you dismiss it, the door is destroyed, or until the ward is defeated, such as by the Knock ritual or a successful Strength or Thievery check. Wherever you are, you instantly know if your Arcane Lock is defeated by one of these methods.
Bloom
Grass grows, trees bear fruit, and the land’s bounty is available to all.
Level: 2 Component Cost: 20 gp
Category: Exploration
Market Price: 100 gp
Time: 10 minutes
Key Skill: Nature (no check)
Duration: Instantaneous
Upon completion of the ritual, you cause all outdoor terrain within 20 squares of you to bloom with new growth and foliage. The entire area becomes difficult terrain. Alternatively, the ritual causes crops and fruit-bearing plants within 20 squares of you to yield food. The plants produce enough food to feed five people for a week.
Brew Potion
Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink.
Level: 5
Category: Creation
Time: 1 hour
Duration: Permanent until consumed
Component Cost: Special
Market Price: 75 gp
Key Skill: Arcana or Religion (no check)
You create a potion or an elixir ([[Chapter 6 - Equipment]]) of your level or lower. The ritual’s component cost is equal to the price of the potion or the elixir you create
Call Wilderness Guide
An animal native to the local wilderness answers your call, approaching you and then walking away. A moment later it pauses, looking over its shoulder as if to make sure you are following.
Level: 6 Component Cost: 144 gp
Category: Exploration
Market Price: 360 gp
Time: 30 minutes Key Skill: Nature
Duration: Special
You call a nature spirit into your service to act as a guide. The guide takes the form of a Medium or smaller natural beast, with defenses equal to yours at the time you perform the ritual. The guide has 1 hit point, and a missed attack never damages it. It has a speed of 8, but it measures its pace so that you and your party can keep up with it.
The guide leads you to a location you name as you perform the ritual. The destination must be a specific place, such as Shathrax’s Lair or the Tower of Kettenor. The guide cannot lead you to a general location, such as “a cave full of treasure,” or to an unknown place, such as “the secret lair of the dragon Arrythis.” For the ritual’s duration, the guide leads you to the destination by the shortest (although not necessarily the safest) route.
Your Nature check determines how long the guide serves you. If you can’t reach the specified destination within the allotted time, the guide leads you as far as it can along the way and then vanishes.
Nature Check | Result Duration |
19 or lower | 1 hour |
20—29 | 4 hours |
30—39 | 8 hours |
40 or higher | 16 hours |
Chorus of Truth
Falsehood rings like dissonance against the beautiful harmonies of your instrument.
Level: 10 Component Cost: 200 gp,
Category: Exploration plus a focus worth 1,000 gp
Time: 10 minutes
Market Price: 1,000 gp
Duration: 30 minutes Key Skill: Arcana
Prerequisite: Bard
Make an Arcana check. Creatures within 5 squares of you while you perform the ritual take a penalty to Bluff checks determined by your check result. The penalty lasts for the duration of the ritual.
Arcana Check | Result Penalty |
19 or lower | –2 |
20—29 | –4 |
30—39 | –6 |
40 or higher | –10 |
Focus: A musical instrument you play as part of performing the ritual.
Control Weather
Thunderheads form on the horizon and race across the sky, bringing with them curtains of rain and slashing lightning.
Level: 14 Component Cost: 1,800 gp
Category: Exploration
Market Price: 4,500 gp
Time: 1 hour
Key Skill: Nature
Duration: Special
You change the weather outside in a 2-mile radius centeredon you. The change is limited by the current season. Choose from the options below based on the season.
Season Weather Results |
Spring Heat wave, sleet storm, or thunderstorm |
Summer Hailstorm, heat wave, or rainstorm |
Autumn Cold snap, fog, sleet, or windstorm |
Winter Blizzard, windstorm, or thaw |
You control the weather’s general tendencies, such as the direction and intensity of the wind or the degree of obscurity from fog, hail, rain, and snow. You cannot control specific applications of the weather, such as where lightning strikes. You can alter the weather among the available options as a standard action for the duration of the ritual, which is determined by your Nature check. Each time you choose to change the weather result, the
new weather conditions take 10 minutes to manifest.
Nature Check | Result Duration |
19 or lower | 2 hours |
20—29 | 4 hours |
30—39 | 16 hours |
40 or higher | 24 hours |
Create Campsite
A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Level: 1 Component Cost: 15 gp
Category: Exploration Market Price: 50 gp
Time: 10 minutes Key Skill: Nature
Duration: 8 hours
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp. The spirits utilize your and your allies’ gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite. At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there.
Commune with Nature
By communing with the spirits of the land, you know exactly where to find food, shelter, or a clue to the location of the thing you seek.
Level: 6
Category: Divination
Time: 30 minutes
Duration: 10 minutes
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Nature
By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you). You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings.
Nature Check Result | Number of Questions |
9 or Lower | One |
10-19 | Two |
20-29 | Three |
30-39 | Four |
40+ | Five |
The primal spirits you communicate with are honest but sometimes can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.
Consult Mystic Sages
You enter a trance in which you commune with the spirits of long-dead sages and otherworldly loremasters, seeking answers to your esoteric questions.
Level: 10
Category: Divination
Time: 30 minutes
Duration: 10 minutes
Component Cost: 400 gp
Market Price: 1,000 gp
Key Skill: Religion
You ask a single question of mysterious, extraplanar presencesabout matters beyond your ken. Make a Religion check with a +10 bonus instead of an Arcana or a History check to uncover a clue, remember a bit of lore, or otherwise gain information about the world around you.
The ritual grants you a single piece of information. That information can take the form of a word, a name, a phrase, or even a brief story, depending on what exactly you’re looking for. You can learn the name of the usurper who ended the Katerran Dynasty a thousand years ago, the burial rites of the Crimson Wolf clan, or the weaknesses of the shadow assassins who have been dogging your steps.
The ritual can’t uncover information beyond the ken of the most learned sages. It’s of no use if you’re trying to find the magic word that unlocks the vampire’s crypt, because only the vampire knows the word. Nor can the ritual tell you definitively where great stores of treasure are, but the mystic sages could tell you where a specific empress kept her treasury in ancient times or whether the treasure was looted when her empire fell.
Consult Oracle
A ghostly, shrouded figure with glowing eyes appears before you, offering brief, cryptic answers to your questions.
Level: 16
Category: Divination
Time: 1 hour
Duration: 10 minutes
Component Cost: 3,600 gp
Market Price: 9,000 gp
Key Skill: Religion
You coax forth an oracular spirit from the space between the planes. Oracles have no tangible presence and no
agendas; they exist only to observe events. This makes them unparalleled sources of information because they have the potential to have seen and heard everything, even information otherwise known to only one creature.
Make a Religion check to determine how many questions you can ask an oracle before it vanishes.
Religion Check Result | Number of Questions |
9 or Lower | One |
10-19 | Two |
20-29 | Three |
30-39 | Four |
40+ | Five |
Each question is answered immediately, so you know the answer to one question before asking the next. You must phrase your question so that the oracle can answer it with a single word or a brief phrase. For the oracle to know the answer to a question, the answer must be known to at least one creature, even if that creature is no longer alive. The oracle has no foreknowledge and only a limited ability to judge what it sees. The oracle can tell you the order in which to activate the glyphs in front of the Gate of the Black Drake, but it can’t answer the question “Will we do well if we venture through the gate?”
Ten minutes after you finish performing the ritual, the oracle leaves, even if you have unasked questions remaining.
Cure Disease
Even the most horrid affliction disappears in response to your healing touch.
Level: 6
Category: Restoration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 150 gp
Market Price: 360 gp
Key Skill: Heal
The Cure Disease ritual wipes away a single disease afflicting the subject, whether the disease is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the disease.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the disease as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.
Heal Check | Effect on Target |
0 or lower | Death |
1-9 | Damage equal to the target max hp |
10-19 | Damage equal to one-half of the target’s maximum hit points |
20-29 | Damage equal to one-quarter of the target’s maximum hit points |
30 + | No Damage |
If you know that your subject is suffering from multiple diseases, you must choose which one this ritual will cure. Otherwise, the ritual affects whichever single disease you knew about. You learn the disease level when you begin the ritual, and at that point you can choose not to continue, without expending any components.
Detect Object
Lifting your finger, you point confidently at a blank stone wall. Twenty feet past it, you can sense the prince’s stolen scepter.
Level: 10
Category: Exploration
Time: 10 minutes
Duration: 5 minutes
Component Cost: 400 gp
Market Price: 1,000 gp
Key Skill: Arcana
Name an object. For the duration of the ritual’s effect, you can detect the direction and distance to the nearest example of that object, as long as one is within the range defined by your Arcana check result. When attempting to locate a specific object, apply the modifiers below.
Specific Object is | Modifier |
Very Familiar to you | 0 |
Seen once by you | - 5 |
Described to you | -10 |
Arcana Check Result | Range |
9 or lower | 5 Squares |
10 - 19 | 10 Squares |
20 - 29 | 30 Squares |
30 - 39 | 60 Squares |
40 + | 100 Squares |
Detect Secret Doors
With a smile and a wink, you show Soveliss the outline of the trapdoor he missed.
Level: 3
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 25 gp
Market Price: 125 gp
Key Skill: Arcana
Make an Arcana check. Use the result as a bonus to a Perception check you immediately make to find any secret or hidden doors in your line of sight. If anyone aided you while performing this ritual, they can’t help you make the resulting Perception check.
Discern Lies
His lies quiver through the ether like water thrown on a hot griddle. The suspect doesn’t even know he’s giving off this signal, but to you it’s clear as day.
Level: 6
Category: Divination
Time: 10 minutes
Duration: 5 minutes
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Religion
Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in your presence during the duration. If anyone aided you while performing this ritual, they can’t help you make the resulting Insight checks.
Disenchant Magic Item
The item ignites in a brief flash of brilliant light, then crumbles to golden dust in your hands.
Level: 6
Category: Creation
Time: 1 hour
Duration: Instantaneous
Component Cost: 25 gp
Market Price: 360 gp
Key Skill: Arcana (no check)
When you finish performing this ritual, you touch a magic item and destroy it, turning it into a quantity of residuum valued at one-fifth of the item’s price. The item must be your level or lower and must be something that can be created using the Enchant Magic Item ritual.
Drawmij’s Instant Summons
You snap your fingers, and a sword appears in your hand. The dragon’s nostrils flare in irritation as it realizes you’re now armed with a vorpal blade.
Level: 12
Category: Travel
Time: 1 hour
Duration: Until discharged
Component Cost: 500 gp
Market Price: 2,600 gp
Key Skill: Arcana (no check)
Use this ritual to attune one weapon, implement, or shield to yourself. At any time in the future, you can summon that object to your hands as a minor action, at which time the ritual is discharged. Through this ritual, you can have only one weapon, implement, or shield attuned to you at a time.
Enchant Magic Item
Magic drawn from the warp and weft of the universe infuses the item you hold in your hands.
Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: Special
Market Price: 175 gp
Key Skill: Arcana (no check)
You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create. You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a kuuites). There is no component cost for this use.
Endure Elements
Neither the biting cold nor the searing heat troubles you anymore. You travel in arctic or desert wastes as comfortably as
in temperate climes.
Level: 2
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Arcana or Nature (no check)
The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather. An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit, and the creature’s equipment is likewise protected from the ravages of these temperatures and of precipitation.
Fool’s Speech
What did you say?
Level: 6 Component Cost: 50 gp,
Category: Deception plus a focus worth 360 gp
Time: 10 minutes
Market Price: 360 gp
Duration: 1 hour
Key Skill: Arcana (no check)
Prerequisite: Bard
When you finish performing the ritual, you and up to five allies who heard it can use a secret language to communicate with each other. To other creatures, your speech is incomprehensible, a string of nonsense words. Affected characters can speak in Fool’s Speech or another language at their discretion.
Focus: A musical instrument you play as part of performing the ritual.
Eye of Alarm
You conjure forth a phantasmal sentry—a slender pillar 6 feet tall, topped with a floating, unblinking eye. The eye watches over your camp as you sleep and cries out an alert if danger approaches.
Level: 2
Category: Warding
Time: 30 minutes
Duration: 24 hours (special)
Component Cost: 25 gp
Market Price: 100 gp
Key Skill: Arcana
This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can’t be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection. Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess.
Arcana Check Result | Eyes Created | Vision or Ability |
19 or lower | One | Normal |
20-39 | Three | Darkvision |
40 or higher | Five | Darkvision and tremorsense 12 squares |
The eyes do not hear, but they see well. Each uses your Perception modifier, with a +5 bonus.
If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian “Enemies approach!” to an owl’s screech to a fanfare of trumpets. The Perception DC to hear the eye’s sound is 0 (modified by distance as normal).
The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned upon it).
The ritual’s effects last for 24 hours or until you move more than 20 squares from all the eyes.
Optional Focus: You can extend the duration of this ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby, worth 100 gp. The ritual’s effects last as long as the focus remains within 20 squares of any of the eyes. You can hide or protect the ritual’s focus in any way you like, as long as it remains within 20 squares of the eyes.
Eye of Warning
You conjure forth a phantasmal sentry—a slender pillar 6 feet tall, topped with a floating, unblinking eye. The eye protects you from your enemies’ efforts to scry on you, watches over your camp, and cries out an alert if danger approaches.
Level: 14
Category: Warding
Time: 30 minutes
Duration: 24 hours (special)
Component Cost: 800 gp
Market Price: 4,200 gp
Key Skill: Arcana
This ritual works the same as Eye of Alarm. In addition, an eye of warning automatically detects any scrying sensor that appears or moves within 10 squares of it, treating the sensor as an intruder. Furthermore, the eye destroys the sensor immediately after warning you unless the creator of the scrying sensor succeeds on an Arcana check (DC 20 + your level). Wherever you are, you instantly know if the eye encounters a sensor. Each round the sensor remains within 10 squares of an eye, the eye attempts to destroy it again.
Optional Focus: As with the Eye of Alarm ritual, you can extend the duration of this ritual indefinitely by keeping a focus in the vicinity. This ritual focus is a small, jeweled eye made of gold and ruby, worth 1,600 gp.
Forbiddance
A powerful invisible ward protects you from your enemies’ efforts to magically spy on you and from enemies who try to teleport into your presence.
Level: 20
Category: Warding
Time: 30 minutes
Duration: 24 hours (special)
Component Cost: 5,000 gp, plus 5 healing surges
Market Price: 25,000 gp
Key Skill: Arcana
No scrying sensor can enter the area of Forbiddance and no creature can teleport into it, unless the sensor or the creature is higher level than the ritual caster who performed the ritual.
Your Arcana check determines the size of the warded area, which is a burst.
Arcana Check Result | Warded Area |
9 or lower | Burst 1 |
10–19 | Burst 3 |
20–29 | Burst 5 |
30–39 | Burst 8 |
40 or | higher Burst 12 |
The warding effect lasts for 24 hours, but the ritual caster (not any assistants) can extend this duration by expending a healing surge every 24 hours to sustain it. The caster does not need to be in the same area or even on the same plane to sustain the effect. If the ritual’s effect is sustained without interruption for a year and a day, the effect becomes permanent.
Gentle Repose
Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead.
Level: 1
Category: Restoration
Time: 1 hour
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Glib Limerick
You recite a short rhyme and feel your tongue loosen so the lies can flow freely.
Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Market Price: 50 gp
Duration: 10 minutes
Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.
Hallucinatory Creature
A few words of description, some arcane gestures, and a fearsome image appears before you.
Level: 12
Type: Deception
Time: 10 minutes
Duration: 24 hours
Component Cost: 500 gp
Market Price: 2,600 gp
Key Skill: Arcana
You create the illusion of a single creature, of any size from Small to Large. It looks and smells like the creature in question. If the creature can speak or emit sounds, the illusion can do so as well, but on a limited basis (subject to the DM’s judgment)—it’s not possible, for instance, for the illusion to engage in an extended conversation. You can give the illusion simple instructions, such as having it wander a set area, appear to chew on local plants, and the like. Your Arcana check determines the number of
actions you can instruct the illusion to take.
Arcana Check Result | Actions |
19 or lower | 1 minor, 1 move |
20–29 | 1 minor, 1 move, 1 standard |
30–39 | 2 minor, 2 move, 1 standard |
40 or higher | 2 minor, 2 move, 2 standard |
The illusion can perform these actions in a specific sequence, such as moving, taking a standard action, and then moving again, either in an endless loop or starting in response to a specific trigger, such as a door opening. You can also match each action to a specific trigger. An illusion might move when a creature moves next to it or cower and scream when it is attacked.
Creatures that view or interact with the illusion are entitled to Insight checks to detect the fact that it is false. This check’s DC equals your Arcana check result. A creature is allowed a check the first time it sees the illusion and each time it interacts with it.
A creature that touches an illusion automatically determines that the image is a fake. The illusion cannot travel more than 20 squares from the spot where it first appeared.
Hallucinatory Item
At your command, a phantasm of the item you’ve pictured in your mind shimmers into being before you. It wavers once, twice, and then seems to take on solid form.
Level: 5
Type: Deception
Time: 10 minutes
Duration: 24 hours
Component Cost: 25 gp
Market Price: 250 gp
Key Skill: Arcana
You create the illusion of a single inanimate object that appears, to all intents and purposes, to be real. You can use this ritual to create an illusory wall, door, weapon, or other object. Your Arcana check result determines the illusion’s maximum size.
Arcana Check Result | Maximum Size |
19 or lower | Small |
20–29 | Medium |
30–39 | Large |
| 40 or higher || Huge ||
Once you create the illusion, you cannot move it, and it can’t include moving parts.
Creatures that view or interact with the illusion are entitled to Insight checks to detect the fact that it is false. This check’s DC equals your Arcana check result. A creature is allowed a check the first time it sees the illusion and each time it interacts with it. A creature that touches an illusion automatically determines that the image is a fake.
Hand of Fate
A ghostly apparition appears to give you basic guidance about a course of action.
Level: 4
Category: Divination
Time: 10 minutes
Duration: 10 minutes
Component Cost: 70 gp
Market Price: 175 gp
Key Skill: Religion (no check)
When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is.
If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever.
If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt. The hand can’t assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can’t indicate a preference, the ritual has no effect and expends no components.
There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel
leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option. Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others.
Ironwood
The wood beneath your hand hardens, assuming an almost metallic sheen.
Level: 6
Component Cost: 75 gp
Category: Creation
Market Price: 360 gp
Time: 1 hour
Key Skill: Nature
Duration: Permanent
You alter a quantity of wood to have the strength and consistency of steel. The DC to burst or break the wood increases by 5. The wood also gains resist 10 to all damage.
Your Nature check determines the amount of wood you can affect with this ritual.
Nature Check | Result Size |
19 or lower | Medium object |
20—29 | Large object |
30—39 | Huge object |
40 or higher | Gargantuan object |
Knock
A blue, glowing key appears in front of the door and disappears into it. The door glows amber for a moment and then unlocks.
Level: 4
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 35 gp, plus 1 healing surge
Market Price: 175 gp
Key Skill: Arcana
The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it.
Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check. If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end.
Leomund’s Secret Chest
An ornate iron-and-silver chest fades into view in front of you.
Level: 6
Category: Exploration
Time: 10 minutes
Duration: Until dismissed
Component Cost: 140 gp, plus a focus worth 200 gp
Market Price: 360 gp
Key Skill: Arcana (no check)
As part of mastering this ritual, you must create or commission a chest that bears arcane designs, and an object with
personal meaning for you must be built into the chest’s frame. After the chest is ready, you can store it anywhere you like. Performing this ritual then summons the chest from wherever you left it to wherever you are, along with all its contents. You can remove or add objects to the chest (subject to its natural size limitations) when it is present. Any time after summoning it, you can dismiss it back to its previous location.
Explorers use this ritual to ensure they have enough supplies or to cart treasure away from a dungeon more easily. If the chest is ever lost or destroyed, you must create a new one before you can perform this ritual again.
Focus: A chest worth at least 200 gp.
Linked Portal
You create a glowing circle of sigils on the ground nearby, and you can see a hazy vision of a far-off city. You and your friends step into the circle, and you’re instantly whisked away to that place.
Level: 8
Category: Travel
Time: 10 minutes
Duration: Special
Component Cost: 135 gp (see text)
Market Price: 680 gp
Key Skill: Arcana
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle somewhere else on the same plane. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot-diameter circle in various rare chalks and inks. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal’s duration.
At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open.
Arcana Check Result | Portal Duration |
19 or lower | 1 round |
20–39 | 3 rounds |
40 or higher | 5 rounds |
You can use a permanent teleportation circle as the origin point of this ritual, making minor temporary modifications as part of the ritual. Doing this reduces the cost to 50 gp of reagents and grants you a +5 bonus to your Arcana check.
While the portal is open, any creature that enters the circle at the origin point instantly appears at the other location, along with anything the creature holds or carries. The creature can even finish the rest of its move. Any number of creatures of any size can use an open portal; the only limitation is the number that can reach the circle before it ends.
Anyone standing in the vicinity of either end of the portal can see a haze-infused vision of the teleportation circle at the other end of the connection, as well as the environment 60 feet beyond it. Effectively, everything at the destination within this area of visibility has concealment, and the area beyond is completely fogged out (Naturally, portals that last longer give you a better opportunity to study the place you’re going to before you step into
the circle.). Environmental effects at one end of the connection don’t affect the other end.
Most major temples, important wizards’ guilds, and large cities have permanent teleportation circles, each of which has a unique set of magic sigils etched or inlaid into the ground. The exact sequence of sigils matters, because you’ve got to match it if you want to open a portal leading there. The sigils aren’t any more complex than remembering a string of letters and numbers. You can use
Linked Portal to any permanent teleportation circle whose sequence of sigils you know. When you learn this ritual, your DM will tell you at least two such sequences. In your travels and research, you’ll undoubtedly learn more. This ritual can take you anywhere in the world, but it can’t take you to other planes. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block a teleportation ritual. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components.
Loremaster’s Bargain
Through a significant offering, you are granted a brief magical audience with a powerful entity who possesses the information you seek.
Level: 22
Category: Divination
Time: 8 hours
Duration: Special
Component Cost: 13,000 gp
Market Price: 65,000 gp
Key Skill: Religion
Through painstaking research and preparation, you prepare a valuable offering for a powerful extraplanar entity such as an angel, a demigod, a demon, or a devil. Your offering earns you an audience with the being, which appears as a ghostly image that cannot be attacked or physically interacted with. You must succeed on a skill challenge to obtain the information you desire from that entity. You gain a +1 bonus to skill checks made in the skill challenge for every 10 points of your Religion check result (+1 for a result of 10, +2 for a result of 20, +3 for a result of 30, and so on). This challenge might be against Bluff, Diplomacy, or Intimidate, depending on the creature. Unlike rituals that provide cryptic answers (Consult Oracle) or have limited scope (Consult Mystic Sages), the Loremaster’s Bargain ritual provides contact to a creature that might be genuinely informative and helpful, provided you convince it to help.
The entity begins in a neutral state—intrigued by the offering and willing to hear you out. But the entity has agendas of its own, and its nature might color the information and advice it provides.
When you complete the ritual, you can designate up to eight other ritual participants who can also speak with the entity and contribute to the skill challenge. Each one gains the same bonus to skill checks that you do.
Lullaby
Your audience grows sleepy with your soothing performance.
Level: 3 Component Cost: 25 gp,
Category: Exploration plus a focus worth 20 gp
Time: 10 minutes
Market Price: 125 gp
Duration: As long as you play plus 10 minutes
Key Skill: Arcana
Prerequisite: Bard
Your performance makes your audience drowsy. Make an Arcana check. The result determines the penalty to Insight checks and Perception checks of each creature that can hear you other than you and your allies.
Arcana Check | Result Penalty |
19 or lower | –2 |
20—29 | –4 |
30—39 | –6 |
40 or higher | –10 |
Affected creatures are also considered distracted, which might allow an ally (or you, after you stop playing) to make Stealth checks to hide from them even without superior cover or total concealment.
Focus: A musical instrument you play as part of performing the ritual.
Magic Circle
The circle of symbols scratched into the ground glows and sparks briefly as the demon tests the boundary. “This will not save you for long!” it hisses.
Level: 5
Category: Binding
Time: 1 hour
Duration: Until broken
Component Cost: 100 gp
Market Price: 250 gp
Key Skill: Arcana
You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a –5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle).
An affected creature whose level is lower than your Arcana check result minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.
Magic Mouth
The stone wall grinds as it reshapes into the semblance of dry, cracked lips framing teeth like canting tombstones. “Beware!” it says.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Until discharged
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana (no check)
You bind a message into a surface you touch. When conditions you set are met, the surface manifests a mouth and conveys your message, discharging the ritual. The mouth appears to be made out of the same material as the surface, but you otherwise decide the mouth’s appearance.
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.
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.
Observe Creature
You spy on a creature—whether friend, rival, or enemy— through the power of your scrying magic.
Level: 24
Category: Scrying
Time: 1 hour
Duration: Special
Component Cost: 21,000 gp, plus a focus worth 10,000 gp
Market Price: 105,000 gp
Key Skill: Arcana
When you perform this ritual, choose a specific creature. You create a magical sensor adjacent to that creature, and you can see and hear as if you were standing in the square where your sensor is located. You need not personally know or have ever seen the subject. However, when performing the ritual you must describe your intended subject with sufficient clarity that the ritual unambiguously knows which creature you’re talking about. This ritual can show you a creature anywhere in the world, but it can’t show you a creature on another plane.
The magic of the ritual interprets your statement of intended subject in the most straightforward way possible. If your description is insufficient to determine a specific creature, the ritual fails and no components are expended. If your statement describes a subject other than the one you intended, the ritual still functions and the components are expended. You have no inherent way to discern where the sensor is in relation to you, but careful observation might give you some clues. The sensor moves with the subject for the duration of the effect. Your Arcana check determines how long the sensor
lasts.
Arcana Check Result | Duration |
19 or lower 1 round | |
20–24 2 rounds | |
25–29 3 rounds | |
30–39 | 4 rounds |
40 or higher | 5 rounds |
You can hear through the sensor as well as see, and you have darkvision through it. Use the Perception skill to determine whether you hear quiet sounds or notice unobtrusive things while observing an area through the sensor. Observe Creature creates a scrying sensor—a shimmer in the air—that watchful creatures might notice. Creatures must succeed on a Perception check with a DC equal to 10 + your level to notice the sensor. If the target of this ritual notices your scrying sensor, the target can use a standard action to focus its will in an attempt to destroy the sensor.
Make an opposed Wisdom check; if the target’s result is higher than yours, the sensor is destroyed and you spend one healing surge but regain no hit points (or take damage equal to your healing surge value if you don’t have any healing surges left). The subject can repeat this effort until the sensor is destroyed or the duration ends. Sufficiently powerful warding magic, such as the Forbiddance ritual, can block Observe Creature. If the subject’s location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components
Focus: A mirror or a crystal ball worth at least 10,000 gp. The focus conveys what you see and hear.
Passwall
A gap opens in the impenetrable Caldanis Fortress Wall, peeling the solid stone into a passageway as if it were a pair of tent flaps. “Come,” says your guide, “we have only a short time before they notice this trick … or it closes on us.”
Level: 12
Category: Exploration
Time: 10 minutes
Duration: 1 minute
Component Cost: 1,000 gp
Market Price: 2,600 gp
Key Skill: Arcana
You create a passage through any solid material. You choose the orientation of the passage relative to the surface you touch. The passage is 1 square wide and tall. The passage can be a number of squares deep equal to your Arcana check result divided by 5. This ritual does not conceal the passage from anyone or bar anyone from entering. A creature inside the passage when it closes takes 5d10 damage and is ejected to the nearest end of the passage. This ritual does not affect the structural integrity of a cavern or a wall; the passage is a twist in space, not an actual shifting of material.
Phantom Steed
You conjure black, ghostly horses. They sniff the air and stamp impatiently as if ready to ride like the wind. Their hooves, manes, and tails trail off into mist.
Level: 6
Category: Exploration
Time: 10 minutes
Duration: 12 hours
Component Cost: 70 gp
Market Price: 360 gp
Key Skill: Arcana
This ritual conjures forth up to eight horselike creatures. Each one is Large and can be ridden by you or any other character you designate during the ritual.
Your Arcana check determines the speed of the steeds you conjure and whether they have any special movement capabilities. The steeds have the special movement capabilities associated with your check result and all lower results.
Arcana Check Result | Speed | Special Movement |
19 or lower | 10 | None |
20–29 | 12 | Ignore difficult terrain |
30–39 | 15 | Move on water as if it were solid ground |
40 or higher | 20 | Fly (up to 10 squares above ground) |
The steeds cannot attack or affect other creatures in any way other than to serve as mounts. Each steed’s defense scores are equal to its rider’s (or yours, if the steed has no rider). A phantom steed is immune to any effect other than damage.
A steed created by this ritual lasts for 12 hours or until it takes any damage. When the ritual ends, or when a steed is destroyed, the steed fades into nothingness and its rider lands on his or her feet in the steed’s space. If a steed is flying when it disappears, the rider descends safely to the ground, landing at the start of his or her next turn.
Planar Portal
You inscribe a circle of runes on the ground. The earth shakes as the portal blazes with magical energy. A hazy image of a distant world appears within the circle’s bounds.
Level: 18
Category: Travel
Time: 10 minutes
Duration: Special
Component Cost: 5,000 gp
Market Price: 17,000 gp
Key Skill: Arcana
This ritual works the same as Linked Portal, except that you can use it to travel to other planes. As with Linked Portal, your planar destination must have a permanent teleportation circle whose sigil sequence you have memorized.
Your Arcana check determines how long the portal remains open.
Arcana Check Result | Portal Duration |
19 or lower | 1 round |
20–39 | 3 rounds |
40 or higher | 5 rounds |
When you first learn this ritual, you learn the sigil sequences of two common planar locations, as determined by the DM.
Pyrotechnics
A flare soars into the night sky and explodes with brilliant color.
Level: 2
Component Cost: 20 gp
Category: Creation
Market Price: 50 gp
Time: 1 minute
Key Skill: Arcana (no check)
Duration: 10 minutes
You send a barrage of small, colorful explosions into the sky. The explosions blossom into whatever color or shape you choose for 1 minute. At the end of each minute of the ritual’s duration, you can choose a new color and shape. At night, the lights are visible within a 10-mile radius. During the day, the lights are visible within a 1-mile radius.
Raise Dead
You bend over the body of your slain comrade, applying sacramental unguents. Finally his eyes flutter open as he is restored to life.
Level: 8
Category: Restoration
Time: 8 hours
Duration: Instantaneous
Component Cost: 500 gp
Market Price: 680 gp
Key Skill: Heal (no check)
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature’s life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but permanent conditions remain.
The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones.
You can’t restore life to a creature that has been petrified or to a creature that died of old age.
The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.
Remove Affliction
You undo a curse, enchantment, or madness that afflicts your subject.
Level: 8
Category: Restoration
Time: 1 hour
Duration: Instantaneous
Component Cost: 250 gp
Market Price: 680 gp
Key Skill: Heal
Remove Affliction wipes away a single enduring effect afflicting the subject. The ritual can remove curses, effects such as charm or domination, and fear, confusion, insanity, polymorph, and petrification effects. All effects of the curse or other effect end.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to remove (or the level of the creature that caused the effect) as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.
Heal Check Result | Effect on Target |
0 or lower | Death |
1–9 | Damage equal to the target’s maximum hit points |
10–19 | Damage equal to one-half of the target’s maximum hit points |
20–29 | Damage equal to one-quarter of the target’s maximum hit points |
30 or higher | No damage |
You can use this ritual on an unwilling subject (usually, a former ally who is under some enemy’s influence), but you will have to restrain someone unwilling to undergo the ritual. If you know that your subject is suffering from multiple enduring effects, you must choose which one this ritual will remove. Otherwise, it affects whichever one affliction you knew about. You learn the affliction level when you begin the ritual, and you can choose not to continue, without expending any components (for example, if you determine the affliction is too powerful for you to remove).
Reverse Portal
You open a portal not from here to there, but from there to here.
Level: 12
Component Cost: 500 gp
Category: Travel
Market Price: 2,600 gp
Time: 10 minutes
Key Skill: Arcana
Duration: Special
You create a shortcut across the fabric of the world, linking your location with a permanent teleportation circle elsewhere on the same plane. As part of performing this ritual, you sketch out a 10-foot-diameter circle in rare chalks and inks. Alternatively, you can use a permanent teleportation circle, which reduces the component cost to 150 gp and grants you a +5 bonus to your Arcana check. At the ritual’s completion, make an Arcana check. The result determines the duration that the portal remains open.
Arcana Check | Result Portal Duration |
19 or lower | 1 round |
20–39 | 3 rounds |
40 or higher | 5 rounds |
The portal displays views of the other location in the same way as that created by the Linked Portal ritual, but creatures cannot enter the origin point and appear at the other location. Instead, creatures can only step into the distant end of the portal to appear at the origin point with you.
Secret Page
You laugh through your broken teeth. The duke’s impersonator might have found your journal, but he’ll never see what you wrote there.
Level: 1
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
You ward writings so others cannot read them. Use of this ritual protects one page (maximum 250 words). You make the page appear not to exist, causing anyone other than you to ignore it; the page’s presence is blocked from a reader’s mind. You can choose instead to obscure the page with false writings, which you produce before performing the ritual. Other readers see the false text rather than the real text.
When you perform the ritual, make an Arcana check, with a +5 bonus. The result is the DC for a Perception check to notice the concealed writing (readers use passive Perception unless they are specifically looking for concealed text).
Sending
You can see him in your mind’s eye, clear as the first time you met him. Your magic lets him know that you’re safe, despite encountering the followers of Thoon, and he reassures you that the red dragon caused him no harm.
Level: 6
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 50 gp
Market Price: 360 gp
Key Skill: Arcana
You convey a mental message of up to 25 words to a person you know. If the target is within range, he or she receives the message mentally and can respond likewise. The ritual’s maximum range is determined by your Arcana check result.
Arcana Check Result | Maximum Range |
9 or lower | 10 miles |
10–19 | 100 miles |
20–29 | 500 miles |
30–39 | 1,000 miles |
40 or 45 | Anywhere on the same plane |
Shadow Walk
The viscount’s army is a half-day’s march ahead and will beat you to Fernwich. Or would. Shadows stretch until they drape over everything as you step sideways and let the shadows lengthen your stride.
Level: 12
Category: Exploration
Time: 1 hour
Duration: 8 hours
Component Cost: 500 gp
Market Price: 2,600 gp
Key Skill: Arcana (no check)
You and your allies walk through shadows stretching out of the Shadowfell, taking advantage of the strange disparities between distance in your realm and that one to travel quickly. Multiply your overland travel speed by 5 for the duration. This ritual functions only in the natural world.
Silence
Straining both your patience and your keen ears, you hear nothing in the duke’s private chamber. That’s why you’re so surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
Snare
A barely visible circle appears on the ground, ready to entrap any enemies that enter the area.
Level: 4
Component Cost: 25 gp
Category: Warding
Market Price: 150 gp
Time: 10 minutes
Key Skill: Nature
Duration: 8 hours or until discharged
You create a magical snare in a 2-square-by-2-square area adjacent to you. When you complete the ritual, make a Nature check. The check result is the Perception DC to detect the snare and the Thievery DC to disable it. As part of the ritual, you can name creatures that can pass freely through the snare’s area, and you can set conditions that allow a creature to bypass the snare. Any other creature that enters the snare’s area is subject to an attack equal to your level + 4 vs. Reflex. On a hit, the target isimmobilized (save ends). When the snare is triggered, you become aware that it has been triggered regardless of your distance from it. The ritual is also discharged.
Speak with Dead
At your prompt, the corpse reveals its secrets to you.
Level: 6
Category: Exploration
Time: 10 minutes
Duration: 10 minutes
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Religion
You ask the corpse of an intelligent creature questions and receive answers. The corpse knows what the creature knew in life, what has occurred near the corpse, and no more; the spirit has (usually) moved on to another plane and is not present in the
body.
Your Religion check result determines the number of questions you can ask.
Religion Check Result | Number of Questions |
9 or lower | Zero |
10–19 | One |
20–29 | Two |
30 or higher | Three |
At the DM’s option, questioning the departed spirit might require a skill challenge using Diplomacy.
Song of Restfulness
As you play your instrument, your allies nod off one by one. When you finish, they awaken, refreshed and filled with resolve to continue the quest.
Level: 10
Component Cost: 400 gp,
Category: Exploration plus a focus worth 1,000 gp
Time: 10 minutes
Market Price: 1,200 gp
Duration: Instantaneous
Key Skill: Arcana (no check)
Prerequisite: Bard
When you perform this ritual at the beginning of an extended rest, you reduce the time needed for the extended rest by 2 hours for yourself and any allies who hear the performance. A character can benefit from this ritual only once during any 24-hour period.
Focus: A musical instrument you play as part of performing the ritual.
Song of Sustenance
Your audience finds your dulcet tones as nourishing as the finest fare.
Level: 8 Component Cost: 135 gp,
Category: Exploration plus a focus worth 680 gp
Time: 10 minutes Market Price: 680 gp
Duration: 48 hours
Key Skill: Arcana (no check)
Prerequisite: Bard
Your performance nourishes up to ten Small or Medium creatures for the duration, as if they had enjoyed a great feast. The creatures also gain a +5 bonus to Endurance checks for the duration. You designate the affected creatures as part of performing the ritual, and they must hear all of it.
Focus: A musical istrument you play as part of performing the ritual.
Speak with Nature
Animals and plants respond to your queries, revealing what they have seen and what they know.
Level: 5
Component Cost: 80 gp
Category: Divination
Market Price: 250 gp
Time: 10 minutes
Key Skill: Nature
Duration: 10 minutes
For the ritual’s duration, you can communicate with natural beasts and mundane plants (but not plant creatures). The ritual does not make animals friendly, and the animals or plants are limited in their knowledge by their experiences and mobility. For example, a plant knows only about its immediate surroundings, and afish can describe only what it has seen or experienced
underwater. Your Nature check result determines the number of questions you can ask.
Nature Check | Result Number of Questions |
9 or lower | Zero |
10—19 | One |
20—29 | Two |
30 or higher | Three |
Tenser’s Floating Disk
“Oh, this? It follows me everywhere, like a porter that never needs to rest.”
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
Arcana Check | Result Maximum Load |
9 or lower | 250 pounds |
10–24 | 500 pounds | |
25–39 | 1,000 pounds |
40 or higher | 2,000 pounds |
You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying.
Your Arcana check result determines the maximum load the disk can carry.
Traveler’s Chant
Your chant lifts your allies’ steps and helps take their minds off the drudgery of the journey.
Level: 1
Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Market Price: 75 gp
Duration: 8 hours
Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual
Travelers’ Feast
Food for your entire group materializes out of the air, enough to sustain you through a long day’s march.
Level: 4
Category: Exploration
Time: 1 hour
Duration: 24 hours
Component Cost: 35 gp
Market Price: 175 gp
Key Skill: Nature (no check)
You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on).
Any food or water created but uneaten disappears at the end of the duration.
Tree Shape
You assume the form of a tree, blending into the forest around you.
Level: 2
Component Cost:20 gp
Category: Exploration
Market Price: 100 gp
Time: 10 minutes
Key Skill: Nature (no check)
Duration: 6 hours
You transform into a Large tree or shrub. While you are in this state, you perceive everything around you as normal. You retain all of your statistics, though you cannot use powers or perform rituals. All your clothing and gear transforms along with you. The ritual ends and you revert to your normal form if you take any damage.
Tree Stride
Stepping into one plant, you instantly emerge from another some distance away.
Level: 6
Component Cost: 50 gp
Category: Travel
Market Price: 360 gp
Time: 30 minutes
Key Skill: Nature
Duration: Special
You open a magical portal in a tree adjacent to you, connecting it to a second tree that you can see. You and up to eight allies can move through the portal and emerge instantly from the second tree, and return by stepping into the second tree. The portal remains in place for a duration determined by your Nature check result, but only you and the designated allies can pass through the portal in either direction.
Nature Check | Result Duration |
19 or lower | 1 hour |
20—29 | 4 hours |
30—39 | 12 hours |
40 or higher | 24 hours |
True Portal
You create a circle of glowing sigils and state your desired destination—any place you name. The circle fills with a hazy vision of the place. When you step inside the circle, you are instantly transported to your destination, no matter how far away it is.
Level: 28
Category: Travel
Time: 10 minutes
Duration: Special
Component Cost: 50,000 gp (see text)
Market Price: 425,000 gp
Key Skill: Arcana
This ritual works the same as Linked Portal, except as noted here.
You are not limited to teleporting to places you’ve seen or that have permanent teleportation circles. However, when performing the ritual, you must describe your intended destination clearly. “Lord Ambrose’s audience chamber” is sufficient, as is “the nearest temple of Luna.”
Your description must use only place names and other static references; you can’t say “wherever Princess Katria is” or “the nearest pile of gold.” The magic of the ritual interprets your intended destination in the most straightforward way possible. If your description is insufficient to determine a specific destination, the ritual fails, but no components are expended. If your description causes the portal to lead somewhere you did not intend—for example, if the nearest temple of Pelor is not in the city you’d hoped it would be—the ritual still functions, and the ritual’s components are expended.
If the destination is blocked by a warding ritual, such as Forbiddance, the ritual opens the destination portal at a point along the ward’s boundary. You can see through the portal before you enter, and you don’t have to step through if you don’t want to.
You can use a teleportation circle as the origin point of this ritual, making minor temporary modifications as part of the ritual. Using a teleportation circle reduces the ritual’s component cost to 1,000 gp and grants a +5 bonus to your Arcana check.
Tune of Merriment
Your songs and rhymes intoxicate the gathered crowd with laughter, making it susceptible to your and your friends’ influence.
Level: 9
Component Cost: 160 gp,
Category: Exploration plus a focus worth 840 gp
Time: 10 minutes
Market Price: 900 gp
Duration: 10 minutes Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual’s duration, you and any ally who heard the whole performance of the ritual can roll twice and use either result when making Diplomacy checks to influence anyone else who heard all of it.
Focus: A musical instrument you play as part of performing the ritual
View Location
The secrets of the world are yours to plumb, for your magically enhanced eyes can see into the king’s chambers, the wizard’s library, or the dragon’s cave.
Level: 14
Category: Scrying
Time: 1 hour
Duration: Special
Component Cost: 1,600 gp, plus a focus worth 1,000 gp
Market Price: 4,200 gp
Key Skill: Arcana
When you perform this ritual, choose a location you have previously visited. The location must be fixed in place (for example, you can’t use this to scry into the cabin of a ocean going vessel), and it must still be at the same place(and in more or less the same shape) as when you visited.Redecorating a room won’t fool View Location scrying, butd estroying a tower and rebuilding it with a different lay out would cause the ritual to fail (until you visit the new location).You know if the ritual has failed before you expend any components. This ritual can show you a location any where in the unverise, but it can’t show you a location plane.
This ritual creates a scrying sensor—a shimmer in the air—that watchful creatures might notice. Creatures must succeed on a Perception check with a DC equal to 10 + your level to notice the sensor. They can’t disrupt or interact with the sensor in any way.
You can hear through the sensor as well as see, and you have darkvision through it. Use the Perception skill to determine whether you hear quiet sounds or notice unobtrusive things while observing an area through the sensor.
Your Arcana check determines how long the sensor lasts.
Arcana Check Result | Duration |
19 or lower | 1 round |
20–24 | 2 rounds |
25–29 | 3 rounds |
30–39 | 4 rounds |
40 or higher | 5 rounds |
Sufficiently powerful warding magic, such as the Forbiddance ritual, can block View Location. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components.
Focus: A mirror or a crystal ball worth at least 1,000 gp. The focus conveys what you see and hear.
View Object
Whether it’s a magic sword, a map of the catacombs, or the jeweled cup that used to be on your mantelpiece, you can observe the location where a specific item is.
Level: 18
Category: Scrying
Time: 1 hour
Duration: Special
Component Cost: 7,000 gp, plus a focus worth 5,000 gp
Market Price: 17,000 gp
Key Skill: Arcana
When you perform this ritual, choose a specific object of up to Large size. You need not have held or viewed the object. However, when performing the ritual you must describe the object with sufficient clarity that the ritual unambiguously knows which object you’re talking about. “Duke Karlerren’s ancestral broadsword” is sufficient, as is “the nearest gold coin,” but “the most powerful magic item nearby” is not. This ritual can show you an object
anywhere in the world, but it can’t show you an object on another plane.
The magic of the ritual interprets your statement of intended object in the most straightforward way possible. If your description is insufficient to determine a specific object, the ritual fails, and no components are expended.
If your statement describes an object other than the one you intended—for example, if the nearest gold coin is in your pocket, rather than in the hidden treasure vault you’re looking for—the ritual still functions, and the components
are expended.
You have no inherent way to discern where the object
is in relation to you, but careful observation can give you
some clues. If you see the duke’s sword hanging on a stone
wall, for example, you don’t necessarily know whether that
wall is across town or across the world.
This ritual creates a scrying sensor—a shimmer in the air—adjacent to the viewed object that watchful creatures might notice. Creatures must succeed on a Perception check with a DC equal to 10 + your level to notice the sensor. They can’t disrupt or interact with the sensor in any way.
You can hear through the sensor as well as see, and you have darkvision through it. Use the Perception skill to determine whether you hear quiet sounds or notice unobtrusive things while observing an area through the sensor. Your Arcana check determines how long the sensor lasts. The sensor moves with the object for this duration.
Arcana Check Result | Duration |
19 or lower | 1 round |
20–24 | 2 rounds |
25–29 | 3 rounds |
30–39 | 4 rounds |
40 or higher | 5 rounds |
Sufficiently powerful warding magic, such as the Forbiddance ritual, can block View Object. If the object’s location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components.
Focus: A mirror or a crystal ball worth at least 1,000 gp. The focus conveys what you see and hear.
Voice of Fate
A booming voice heard only by the ritual participants provides guidance for your future actions.
Level: 26
Category: Divination
Time: 1 hour
Duration: Instantaneous
Component Cost: 45,000 gp, plus 5 healing surges
Market Price: 225,000 gp
Key Skill: Religion
You consult an entity of fate holds a glimpse into what the future holds. You ask questions, and a rumbling voice replies. Your Religion check determines the number of questions you can ask.
Religion Check Result | Number of Questions |
24 or lower | Three |
25–29 | Four |
30–34 | Five |
35–39 | Six |
40 or higher | Seven |
Your questions must relate to a specific goal, event, or activity that has yet to occur. Since what is yet to occur is not known by any mortal being, the answers need notbe known by any creature, alive or dead. This ritual can
answer only questions related to events occurring within the next 7 days. After that, the skein of possibilities is too indistinct to gain useful information.
The guidance from the entity of fate is accurate, but great heroes are capable of thwarting fate, at least for a time. If the ritual reveals that a course of action is “certain doom,” you should realize that nothing is truly certain until it happens. In addition, the entity of fate assumes that you will act on its guidance completely and immediately. If you don’t act on the information, or if you change the conditions in existence when you performed the ritual, then the guidance might no longer be useful.
Water Breathing
The cool water fills your lungs, yet you find yourself able to breathe and speak as well as you can on land.
Level: 8
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 135 gp Market Price: 680 gp
Key Skill: Arcana or Nature
When you perform this ritual, you can designate up to eight participants (including yourself if you wish) who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater.
Water Breathing doesn’t change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you the participants carry, such as books and scrolls, from water damage. Your check result determines the duration of the effect.
Arcana Check Result | Duration |
24 or lower | 1 hour |
25–29 | 2 Hours |
30–34 | 4 Hours |
35–39 | 8 Hours |
40 or higher | 24 Hours |
Water Walk
You walk on the water as if it were dry land.
Level: 2
Category: Exploration
Time: 10 minutes
Duration: 1 hour
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Nature (no check)
You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.
Wizard’s Sight
You extend your senses beyond the door, looking and listening inside as if you were there.
Level: 8
Category: Scrying
Time: 10 minutes
Duration: Special
Component Cost: 270 gp, plus a focus worth 200 gp
Market Price: 680 gp
Key Skill: Arcana
When you perform a Wizard’s Sight ritual, choose a square within 20 squares of you, even a square that you can’t see or don’t have line of effect to. You create a magical sensor in that square. You can see and hear as if you were standing there, and you have darkvision through the sensor. Use the Perception skill to determine whether you hear quiet sounds or notice unobtrusive things while observing an area through the sensor. Your Arcana check determines how long the sensor
lasts.
Arcana Check Result | Duration |
19 or lower | 1 round |
20–24 | 2 rounds |
25–29 | 3 rounds |
30–39 | 4 rounds |
40 or higher | 5 rounds |
The ritual creates a scrying sensor—a shimmer in the air—that watchful creatures might notice. Creatures must succeed on a Perception check with a DC equal to 10 + your level to notice the sensor. They can’t disrupt or interact with the sensor in any way.
Sufficiently powerful warding magic, such as the Forbiddance ritual, can block Wizard’s Sight. If the location is warded in such a manner, you learn that as soon as you begin the ritual, so you can interrupt the ritual and not expend any components.
Focus: A mirror or a crystal ball worth at least 200 gp. The focus conveys what you see and hear.
Wyvern Watch
A wyvern-shaped presence formed from mist fills the area, promising doom to those who stumble into its demesne.
Level: 6
Component Cost: 100 gp
Category: Warding
Market Price: 360 gp
Time: 1 hour
Key Skill: Arcana
Duration: 8 hours or until discharged
You place a ward in a 4-square-by-4-square area. The ghostly form of a wyvern appears in that area. Your Arcana check determines the Perception DC to notice the wyvern’s presence.As part of the ritual, you can name creatures that can pass freely through the warded area, and you can set conditions that allow a creature to bypass the ward. Any other creature that enters the area is subject to an attack equal to your level + 4 vs. Will. On a hit, the target is immobilized (save ends). When the attack is triggered, you become aware that it has been triggered regardless of your distance from the ritual’s area. The ritual is also discharged.