ACQUIRING AND MASTERING A RITUAL Ritual Books the ritual, a process which requires 8 hours of study...

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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 create a ritual scroll. Ritual Books Ritual books are dusty tomes, usually found as treasure, which contains the information required to perform a ritual. A typical ritual books is 128 pages long, and each ritual takes up a number of pages equal to its level. Note that some rituals have higher level variants, such as Alarm; if the ritual has been upgraded to a higher-level variant, it takes up a number of pages equal to its raised level. Market Price: The market price of a ritual is equal to 20% of the market price of a magic item of its level. The market price is the value at which a ritual book can either be bought or sold for. Upgraded ritual books (such as a level 14 Alarm) cost the market price of their raised level. A lower-level ritual book can be upgraded by expending the difference in prices, as well as 8 hours per level to be raised researching the ritual. Mastering Rituals: You cannot simply perform a ritual just by owning it; you must master the ritual, a process which requires 8 hours of study after acquiring it. Performing Rituals: Any character can perform the ritual written on a ritual book, so long as they are trained in Arcana and the key skill of the ritual, and their level is not lower than the ritual's level. Associated Houses: Dragonmarked characters automatically know rituals once they reach the appropriate level, as long as the ritual is associated with their house. Ritual Scrolls Ritual scrolls are a rare form of ritual. Effectively, a ritual caster creates a ritual scroll rather than performing the ritual, imprinting the magic onto the parchment, vellum, or paper, and at a later time saying a few power words to finish the ritual. Scrolls are almost entirely useless to anyone except for the original ritual caster. Creating Ritual Scrolls: 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, and any healing surges expended during the creation of a ritual scroll cannot be recovered until the scroll is destroyed or used. If the scroll moves more than 2 miles from the caster's position, the scroll loses its power and the caster can recover the lost healing surge at his next extended rest. Performing a Ritual Scroll: Only the ritual caster who created the scroll, or any specifically designated allies, can complete the ritual contained in the scroll. It takes a move action to unravel the scroll, which is one foot long per level and usually cascades on the floor, and a standard action to actually complete the ritual. The ritual then concludes as though the full ritual had just been performed. Selling Ritual Scrolls: Ritual scrolls do not have a market price; only the creator of a ritual scroll can cast the ritual contained on the scroll. Even if that were not the case, the creator cannot recover healing surges from the creation of the scroll until the scroll has been expended or destroyed, making selling it impractical at best.

Transcript of ACQUIRING AND MASTERING A RITUAL Ritual Books the ritual, a process which requires 8 hours of study...

Page 1: ACQUIRING AND MASTERING A RITUAL Ritual Books the ritual, a process which requires 8 hours of study after acquiring it. Performing Rituals: Any character can perform the ritual written

ACQUIRING ANDMASTERING A RITUALBefore you can perform a ritual, you need to acquire a ritual book that contains it and master the ritual, or you need to create a ritual scroll.

Ritual BooksRitual books are dusty tomes, usually found as treasure, which contains the information required to perform a ritual. A typical ritual books is 128 pages long, and each ritual takes up a number of pages equal to its level. Note that some rituals have higher level variants, such as Alarm; if the ritual has been upgraded to a higher-level variant, it takes up a number of pages equal to its raised level.

Market Price: The market price of a ritual is equal to 20% of the market price of a magic item of its level. The market price is the value at which a ritual book can either be bought or sold for. Upgraded ritual books (such as a level 14 Alarm) cost the market price of their raised level. A lower-level ritual book can be upgraded by expending the difference in prices, as well as 8 hours per level to be raised researching the ritual.

Mastering Rituals: You cannot simply perform a ritual just by owning it; you must master the ritual, a process which requires 8 hours of study after acquiring it.

Performing Rituals: Any character can perform the ritual written on a ritual book, so long as they are trained in Arcana and the key skill of the ritual, and their level is not lower than the ritual's level.

Associated Houses: Dragonmarked characters automatically know rituals once they reach the appropriate level, as long as the ritual is associated with their house.

Ritual ScrollsRitual scrolls are a rare form of ritual. Effectively, a ritual caster creates a ritual scroll rather than performing the ritual, imprinting the magic onto the parchment, vellum, or paper, and at a later time saying a few power words to finish the ritual. Scrolls are almost entirely useless to anyone except for the original ritual caster.

Creating Ritual Scrolls: 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, and any healing surges expended during the creation of a ritual scroll cannot be recovered until the scroll is destroyed or used. If the scroll moves more than 2 miles from the caster's position, the scroll loses its power and the caster can recover the lost healing surge at his next extended rest.

Performing a Ritual Scroll: Only the ritual caster who created the scroll, or any specifically designated allies, can complete the ritual contained in the scroll. It takes a move action to unravel the scroll, which is one foot long per level and usually cascades on the floor, and a standard action to actually complete the ritual. The ritual then concludes as though the full ritual had just been performed.

Selling Ritual Scrolls: Ritual scrolls do not have a market price; only the creator of a ritual scroll can cast the ritual contained on the scroll. Even if that were not the case, the creator cannot recover healing surges from the creation of the scroll until the scroll has been expended or destroyed, making selling it impractical at best.

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RITUAL DESCRIPTIONSName Level Key Skill Associated Houses...Animal Messenger 1 Nature Sivis, VadalisArcane Mark 1 Arcana SivisComprehend Language 1 Arcana SivisDark Ritual 1 Religion ??Identify 1 Arcana MedaniMake Whole 1 Arcana CannithSilence 1 Arcana Medani, Thuranni, Phiarlan, SivisTenser's Floating Disk 1 Arcana GhallandaUnseen Servant 1 Arcana GhallandaAlarm 2 Arcana Deneith, Ghallanda, KundarakBloom 2 Nature Ghallanda, ??Endure Elements 2 Nature LyrandarWater Walk 2 Nature Lyrandar, OrienSummon Winds 3 Nature LyrandarArcane Lock 4 Arcana KundarakBeast Growth 4 Nature VadalisDivination 4 Religion MedaniEnchant Magic Item 4 Arcana CannithExplosive Runes 4 Arcana Kundarak, SivisKnock 4 Arcana Kundarak, Phiarlan, ThuranniRestoration 4 Heal JorascoTraveler's Feast 4 Nature GhallandaAnimate Dead 5 Religion ??Create Illusion 5 Arcana Phiarlan, ThuranniMagic Circle 5 Arcana DeneithCommune with Nature 6 Nature TharashkIronwood 6 Nature CannithLeomund's Secret Chest 6 Arcana KundarakSending 6 Arcana SivisShape Earth 6 Nature CannithSteed Summons 6 Arcana Vadalis, OrienTree Stride 6 Nature OrienInquisitive's Eyes 8 Arcana Medani, TharashkRaise Dead 8 Heal Jorasco, ??Scrying 8 Arcana Phiarlan, ThuranniTeleport 8 Arcana OrienWater Breathing 8 Nature LyrandarDetect Object 10 Arcana TharashkSecure Shelter 10 Nature GhallandaZone of Truth 10 Religion Medani, SivisAntimagic Field 11 Arcana Deneith, KundarakBanish Illusions 11 Arcana MedaniMark of Justice 12 Religion Deneith, SivisSeeming 12 Arcana Phiarlan, ThuranniWall of Force 12 Arcana Deneith, KundarakConstruction Crew 14 Arcana Cannith, KundarakControl Weather 14 Nature LyrandarPlanar Binding 16 Religion ??Memory Seal 18 Arcana SivisForbiddance 20 Arcana Medani, KundarakOverland Flight 20 Arcana OrienImprisonment 28 Arcana Kundarak

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AlarmYou conjure forth a phantasmal sentry--a slender pillar 6 feet tall, topped with a floating, unblinking eye.

Level: 2 Component Cost: 1 healing surgeTime: 30 minutes Market Price: 104 gpDuration: 24 hours (special) Key Skill: ArcanaAssociated Houses: Deneith, Ghallanda, Kundarak

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 + the ritual's 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 Normal20-39 Three Darkvision40 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, and can include noises from intelligible shouting to an owl's screech or a fanfare of trumpets. The Perception DC to hear the eye's sound is 0.

The eye never considers you an intruder. In addition, you can designate any number of other ritual participants as non-intruders. When you perform the ritual, you can also designate one or more categories of creatures that the eye will ignore. You can define these categories by obvious physical characteristics such as height or weight, creature type, creature race, or obvious equipment.

This ritual lasts for 24 hours or until you move more than 20 squares from all the eyes. You can extend the duration of this ritual to permanent by using a focus of a small, jeweled eye made of silver and ruby, worth 100 gp. This focus can be hidden, but must remain within 20 squares of any of the eyes for the ritual to maintain effect.

At level 14, the alarm also detects scrying sensors that move within 10 squares of any of the eyes, and the eye destroys the sensor immediately unless the scrying sensor succeeds on an Arcana check (DC 20 + the ritual's level) each round. Wherever you are, you instantly know if the eye encounters a sensor. This use of the ritual requires a 1,600 gp focus instead of a 100 gp one.

At level 16, you can have the alarm be a silent, telepathic warning to you, and you can choose to teleport to the alarm's location as a free action, as well as up to 8 allies within 10 squares of you. This use of the ritual does not require a focus, but instead can be sustained by expending a healing surge each day. If it is sustained for a year and a day without interruption, it becomes permanent.

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Animal MessengerYou whisper to the animal before you, and it bounds off in the direction you point to carry your message.

Level: 1 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 72 gpDuration: Special Key Skill: NatureAssociated Houses: Sivis, Vadalis

You target a non-hostile 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.

You Nature check determines how long the animal is affected by the ritual.

Nature Check Result Vision or Ability19 or lower 6 hours20-29 12 hours30-39 18 hours40 or higher 24 hours

Animate DeadYou place some black onyx gems in the eyes of a set of corpses, and after a short, dark chant the bodies shamble back to a semblance of life.

Level: 5 Component Cost: SpecialTime: 1 minute Market Price: 200 gpDuration: Permanent Key Skill: Religion (no check)Associated Houses: ??

You take a corpse and apply dark magics to it, raising a small army of minions who listen to your beck and call. They understand basic verbal commands, but lack any intelligence or personality of their own; if you give them an order, they will attempt to follow that order until told otherwise.

The cost of raising undead minion depends on the level you choose to create them at. The cost is one-fifth the price of a magic item of their level; therefore, raising five level 1 undead minions costs 360 gp. You cannot create undead minions of a level higher than your own.

When you create your undead, if you are using relatively fresh corpses you can create either zombies or skeletons as your minions; if you are using old, skeletal bodies, the minion must be a skeleton.

As an alternative, you can spend gold equal to a magic item of your level + 2 to create an intelligent companion character undead of your level. This lackey takes a share of the

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party's experience and gains level as normal. It is loyal to you, but is an independent creature and can ignore your orders or act of its own volition. At 5th level you can create a wraith or a ghoul, at 11th level you can create a mummy or vampire, and at 14th level you can create a lich or death knight. The Dungeon Master is in charge of creating the statistics for this creature when it is completed. You or one of your allies is in charge of the creature during combat, but the Dungeon Master portrays its personality in noncombat situations.

Undead Minion Level VariesMedium natural animate (undead) —HP 1; a missed attack never damages the minionAC level + 14, Other Defenses level + 12Speed 6

Initiative —Perception +0

DarkvisionImmune disease, poisonTraitsMinor Character

The minion acts after its creator on the initiative count, and can perform one standard action and one move action each turn. It has no healing surges.

Standard ActionsM Melee Attack (weapon) ♦ At-Will

Attack: Melee 1 (one creature); level + 5 vs. ACHit: Level + 3 damage.

ZombieZombies make highly resilient undead minions, often rising back after cut down, but their sloth and stench usually make them disagreeable to many necromancers.

TraitsShambler

The minion's base speed is 4.Triggered ActionsDeathless Hunger ♦ Encounter

Trigger: The minion is reduced to 0 hit points, but not by a critical hit.Effect (No Action): Roll a d20. On a 15 or higher, the minion is instead reduced to 1 hit point.

SkeletonSkeletons are fast and nimble, their lean non-rotting fingers allowing them to pluck a bow and arrow.

TraitsSkeletal

The minion has resist 10 necrotic and vulnerable 5 radiant.Standard ActionsM Ranged Attack ♦ At-Will

Attack: Ranged 10 (one creature); level + 5 vs. ACHit: Level + 3 damage.

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Antimagic FieldYou channel your energy to create a zone of magical nullification.

Level: 11 Component Cost: 1 healing surgesTime: 1 hour Market Price: 1,800 gpDuration: 24 hours Key Skill: ArcanaAssociated Houses: Deneith, Kundarak

You ward the land in a 4-square-by-4-square area, up to 4 squares high. Creatures that attempt to use a power that does not have the martial power source within the warded area must succeed on an Arcana check against a DC equal to the result of the Arcana check you make when performing this ritual. A creature that fails this check spends the action necessary to use the power but does not expend the power. Magical effects that do not require an action to sustain, such as a druid's beast companion, are unaffected.

At the end of the ward's duration, you can spend a healing surge to extend the ward for an additional 24 hours, even if you are not near the ward's area. If the ritual's effect is sustained in this way without interruption for a year and a day, the effect becomes permanent.

Arcane LockYou bind a door so that intruders can't easily pass. The door is limned with amber light, which fades to a soft glow.

Level: 4 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 168 gpDuration: Permanent Key Skill: ArcanaAssociated Houses: Kundarak

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 to set a verbal password (which opens the door if spoken within 5 squares of the door), you can choose ten individuals who can bypass the door as you can, or you can describe a species, type, size, equipment description, or other similar description that allows any creature to bypass the door.

The Arcane Lock remains until you dismiss it, the door is destroyed, or 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.

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Arcane MarkOnto the object's surface you etch a glowing rune, which simmers for a moment before fading, marking the item as your own.

Level: 1 Component Cost: 1 healing surgeTime: 5 minutes Market Price: 72 gpDuration: Permanent Key Skill: Arcana (no check)Associated Houses: Sivis

You set your personal arcane mark on an object. It manifests as a unique sigil of your devising. After the first moment, it is invisible, though a creature using Arcana to detect magic can make the sigil visible until the end of the encounter.

Banish IllusionsWhat was hidden is now revealed.

Level: 11 Component Cost: 1 healing surgeTime: 1 hour Market Price: 1,800 gpDuration: 24 hours Key Skill: Arcana (no check)Associated Houses: Medani

You weave a ward against illusions in a close burst 4. Any invisible creature within the area or that enters the area becomes visible. In addition, illusion powers take a -2 penalty to attack rolls, and creatures in the warded area gain a +5 bonus to Insight checks against illusions.

Beast GrowthThe beast grows to incredible size and exhibits tremendous strength.

Level: 4 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 168 gpDuration: 8 hours Key Skill: NatureAssociated Houses: Vadalis

A nonhostile Small or larger natural beast, such as a dog, horse, camel, or elephant, must remain within 5 squares of you while you perform this ritual. Upon the ritual's completion, the creature's size increases by one category. This change does not alter the beast's statistics, though its Strength is considered 8 higher for the purpose of determining how much the creature can carry, drag, or lift. In addition, the beast gains a +4 power bonus to Strength checks (but not attack rolls or damage rolls). The ritual's effect ends if the beast dies, at which point it reverts to its normal size.

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BloomGrass grows, trees bear fruit, and the land's bounty is available to all.

Level: 2 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 104 gpDuration: Instantaneous Key Skill: Nature (no check)Associated Houses: Ghallanda, ??

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.

Commune With NatureBy communicating 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 Component Cost: 1 healing surgeTime: 30 minutes Market Price: 360 gpDuration: 10 minutes Key Skill: NatureAssociated Houses: Tharashk

By communing with the 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. The primal spirits you communicate with are honest but sometimes can be elusive. Most questions are answered with a yes or no, with more elaborate answers being cryptic.

Nature Check Result Number of Questions9 or lower One10-19 Two20-29 Three30-39 Four40 or higher Five

Comprehend LanguageAs you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.

Level: 1 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 72 gpDuration: 24 hours Key Skill: ArcanaAssociated Houses: Sivis

When beginning the ritual, choose a language you have heard or a piece of writing you

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have seen within the past 24 hours.Using this ritual on a language you have heard allows you to understand it when

spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.

Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.

Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.

Construction CrewThunderheads form on the horizon and race across the sky, bringing with them curtains of rain and slashing lightning.

Level: 14 Component Cost: 4,200 gpTime: 24 hours Market Price: 21,000 gpDuration: Permanent Key Skill: Arcana (no check)Associated Houses: Cannith, Kundarak

A veritable army of magical hands appears in the air around you, each armed with tools appropriate to the task to which you set them, from carpentry to masonry. When you perform the ritual, you describe the desired construction in great detail. The hands start working as soon as they appear, assembling the structure from available material. They will quarry stone and cut it to shape, fell trees and saw them into lumber, gather reeds for thatch, and so on, but their range is limited to only a mile or so; they can't erect a stone cathedral in a sandy desert. They can also repair a ruined structure or use the material of a ruined structure to build something new. The hands cannot make attacks or deal damage, and they are impervious to damage.

You can use this ritual to build a stronghold whose constructed space does not exceed 300 squares. That space can be divided and arranged any way you please but must be contiguous.

With the DM's permission, you can use this ritual for other construction purposes such as building a bridge, carving stairs up the side of a mountain, and similar tasks.

Control WeatherThunderheads form on the horizon and race across the sky, bringing with them curtains of rain and slashing lightning.

Level: 14 Component Cost: 1 healing surgeTime: 1 hour Market Price: 4,200 gpDuration: Special Key Skill: NatureAssociated Houses: Lyrandar

You change the weather outside in a 2-mile radius centered on you. The change is limited by the current season. Choose from the options below based on the season.

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Season Weather ResultsSpring Heat wave, sleet storm, or thunderstormSummer Hailstorm, heat wave, or rainstormAutumn Cold snap, fog, sleet, or windstormWinter 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 change takes 10 minutes to manifest.

Nature Check Result Duration19 or lower 2 hours20-29 4 hours30-39 16 hours40 or higher 24 hours

Create IllusionYou weave magic through the air, eventually allowing it to coalesce into what appears, for all intents and purposes, to be a real image.

Level: 5 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 200 gpDuration: 24 hours Key Skill: ArcanaAssociated Houses: Phiarlan, Thuranni

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 Duration19 or lower Small20-29 Medium30-39 Large40 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

that it it is false. The 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 fake.

At level 12, you can create a single creature instead. This illusion looks and smells like the creature in question, and it can speak on a limited basis. You can give the illusion limited instructions, and your Arcana check determines the number of actions you can instruct the illusion to take in a specific, predetermined sequence either in an infinite loop or in response to triggers. Creature illusions cannot travel more than 20 squares from the spot it first appeared.

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Arcana Check Result Duration19 or lower 1 minor, 1 move20-29 1 minor, 1 move, 1 standard30-39 2 minor, 2 move, 1 standard40 or higher 2 minor, 2 move, 2 standard

Dark RitualCasting your rituals requires life energy; who says that energy needs to be your own?

Level: 1 Component Cost: NoneTime: 5 minutes Market Price: 72 gpDuration: Instantaneous Key Skill: Religion (no check)

While performing this ritual, you select a helpless or willing target who is going to lose 2 healing surges. At the end of the ritual, you gain one temporary healing surge; this cannot be used to heal you, but instead can be used to provide the healing surge component cost to the next ritual you cast within 8 hours.

Detect ObjectLifting your finger, you point confidently at a blank stone wall. Twenty feet past it, you can sense the prince's stolen scepter.

Level: 10 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 1,000 gpDuration: 5 minutes Key Skill: ArcanaAssociated Houses: Tharashk

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... ModifierVery familiar to you 0Seen once by you -5Described by you -10

Arcana Check Result Range9 or lower 5 squares10-19 10 squares20-29 30 squares30-39 60 squares40 or higher 100 squares

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DivinationYou enter into a trance where you speak with divine spirits, trying to project the question you need asked.

Level: 4 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 168 gpDuration: 10 minutes Key Skill: Religion (no check)Associated Houses: Medani

You ask a question you need answered to the spirits beyond, perhaps even to your own deity. Each question must be straightforward, and have a short answer as a response; you can only ask one question, and the quality of the answer is determined by the ritual's level, which also determines who is answering the question. If the knowledge is unavailable to the source of your question (even a deity may not know a vampire's password to his private crypt) the ritual ends fruitlessly.

Level Answer Quality4 Most rewarding for risk choice between three multiple choice possibilities is

given (predicts conditions for the next 10 minutes)6 Precise answer based on a single spirit's knowledge

(contact with recently deceased creature; requires the corpse)10 +10 bonus to a single knowledge check

(contact with dead sage or learned spirit)16 Cryptic answer to a single question

(contact with divine oracle or angel)22 Precise answer to a single question

(contact with deity or other powerful entity)26 Precise answer to a single question about an event within 7 days (though the

knowledge of the event may change the event)

Enchant Magic ItemMagic drawn from the warp and weft of the universe infuses the item you hold in your hands.

Level: 4 Component Cost: SpecialTime: 1 hour Market Price: 168 gpDuration: Permanent Key Skill: Arcana (no check)Associated Houses: Cannith

You touch a normal item and turn it into a magic item of the ritual's level or lower. The ritual's component cost is equal to the price of the magic item you create. Alternatively, you can use the ritual to upgrade a common, uncommon, or rare item to a more powerful version of the item that is 5 levels higher. The new version must be the ritual's level or lower, and the component cost equals the difference in gold piece value between the old and the new.

You can also use this ritual to resize magic armor (for example, shrink a fire giant's magic armor to fit a halfling) or to convert a magical item into a warforged component. There is no component cost for this use.

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At level 6, you can turn a magic item into an amount of residuum based on the item's rarity: 20 percent of a common item's gold piece value, 50 percent of an uncommon item's gold piece value, and 100 percent of a rare item's gold piece value.

Endure ElementsNeither the biting cold nor the searing heat troubles you anymore.

Level: 2 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 104 gpDuration: 24 hours Key Skill: Nature (no check)Associated Houses: Lyrandar

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 precipitation.

Explosive RunesA barely visible set of runes appear on the surface of the paper, ready to explode violently at any enemy who dares gaze upon it.

Level: 4 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 168 gpDuration: 8 hours or until discharged Key Skill: ArcanaAssociated Houses: Kundarak, Sivis

You record a set of magical runes on a surface. When you complete the ritual, make an Arcana check. The check result is the Perception DC to notice the runes and the Thievery DC to disable them. As part of the ritual, you can name creatures that can freely read the runes without detonating them, and you can set conditions that allow a creature to bypass the runes. Any other creature that reads the runes is subject to an attack equal to the ritual's level + 4 vs. Reflex. On a hit, the target and all adjacent targets takes fire damage equal to the ritual's level. When the runes are triggered, you become aware that it has been triggered regardless of your distance from it. The ritual is also discharged.

ForbiddanceYou enter into a trance where you speak with divine spirits, long-dead sages, or the primal forces of nature, trying to project the question you need asked.

Level: 20 Component Cost: 5 healing surgesTime: 10 minutes Market Price: 25,000 gpDuration: 24 hours (special) Key Skill: ArcanaAssociated Houses: Medani, Kundarak

No scrying sensor can enter the area of Forbiddance and no creature can teleport into it,

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unless the sensor or creature is higher level than the ritual caster who performed the ritual.

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.

IdentifyYou drink a magical draught, and pass an item between your hands, absorbing knowledge on the item's nature with a slow chant of mystic words.

Level: 28 Component Cost: 1 healing surgeTime: 1 hour Market Price: 72 gpDuration: Instantaneous Key Skill: Arcana (no check)Associated Houses: Medani

This ritual determines all magic properties of a single magic item, including how to activate those functions (if appropriate). Identify does not function when used on an artifact.

ImprisonmentYou inscribe runes upon your foe, and it falls into a space beyond the normal bounds of the cosmos from which it might never return.

Level: 28 Component Cost: 5 healing surgesTime: 1 hour Market Price: 425,000 gpDuration: Permanent Key Skill: Arcana (no check)Associated Houses: Kundarak

You imprison a creature within a demiplane created by this ritual. The creature to be imprisoned must be either helpless or willing, and it must be present for the entire performance of the ritual. When the ritual is complete, an invisible magical field envelops the creature, putting it into suspended animation, and the creature falls into a space beyond the normal bounds of the cosmos. Only divination rituals performed by creatures of the ritual's level or higher can determine the location of the imprisoned creature.

You must set one or more possible conditions that release the creature, should they come to pass. You can set an imprisoned creature free by performing a ritual of release that has no component cost and takes 1 hour. A freed creature has no memory of the events that occurred during its imprisonment, and it appears in the world on the ground closest to where it was imprisoned.

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Inquisitive's EyesYou close your eyes and find your center. When you open them, you see the crime scene in a new light.

Level: 8 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 680 gpDuration: Instantaneous Key Skill: ArcanaAssociated Houses: Medani, Tharashk

You cast your senses back through time to observe your current location as if it were up to a number of hours ago no greater than your Arcana check result. You can observe the scene as if you were there, although you cannot affect anything.

IronwoodThe wood beneath your hand hardens, assuming an almost metallic sheen.

Level: 6 Component Cost: 1 healing surgeTime: 1 hour Market Price: 360 gpDuration: Permanent Key Skill: NatureAssociated Houses: Cannith

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 Size19 or lower Medium20-29 Large30-39 Huge40 or higher Gargantuan

KnockA 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 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 168 gpDuration: Instantaneous Key Skill: ArcanaAssociated Houses: Kundarak, Phiarlan, Thuranni

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.

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Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. To undo bolts or bars you normally couldn't reach, you must succeed on a DC 20 Arcana check.

If you use this ritual against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end.

Leomund's Secret ChestAn ornate iron-and-silver chest fades into view in front of you.

Level: 6 Component Cost: 140 gp, plus a focus worth 200 gp

Time: 10 minutes Market Price: 360 gpDuration: Until dismissed Key Skill: Arcana (no check)Associated Houses: Kundarak

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.

Focus: A chest worth at least 200 gp.

Magic CircleThe 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 Component Cost: 1 healing surgeTime: 1 hour Market Price: 200 gpDuration: Until broken Key Skill: ArcanaAssociated Houses: Deneith

You inscribe a circle on the ground. 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 - 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.

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Make WholeAs you finish the ritual, the oaken door stands whole and unblemished.

Level: 1 Component Cost: 1 healing surge, specialTime: 10 minutes Market Price: 72 gpDuration: Permanent Key Skill: Arcana (no check)Associated Houses: Cannith

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.

Mark of JusticeSome lessons are best learned through suffering. Your magic ensures that the guilty creature continues its offenses only at great peril.

Level: 12 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 2,600 gpDuration: Permanent Key Skill: Religion (no check)Associated Houses: Deneith, Sivis

You draw a mark on the subject of the ritual, who must be willing or helpless for the time it takes to perform the ritual. At the ritual's completion, designate an action or a kind of behavior that the mark forbids, and select one of the following penalties or another worked out by you and your DM. When the subject performs the forbidden action or displays the forbidden behavior, the subject is affected by the penalty for the next 24 hours. Example penalties include the following:

Ineptness: When the subject makes a successful d20 roll, it must roll again and use the second result.

Weakness of Flesh: The subject gains vulnerable 10 to all damage.Curse of Solitude: The subject is blinded and deafened.No matter the distance, you are aware when the subject triggers the penalty or when

the penalty is lifted. The Remove Affliction ritual can end the effect of Mark of Justice, using twice the ritual's level as the penalty to the Heal check.

Memory SealSome things are better left forgotten, and you will see to it that they are.

Level: 18 Component Cost: 1 healing surgeTime: 1 hour Market Price: 17,000 gpDuration: Permanent Key Skill: ArcanaAssociated Houses: Sivis

You lock a single memory away so that the targeted creature can no longer recall it. A single memory sealed away by this ritual can be specific (“seeing me steal the Darlingian Scepter” or “how to enter my secret laboratory”) or general (“what you read in my

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journal” or “the last conversation you had today”).A target of this ritual must either be willing or helpless for the duration of the ritual.

You can target yourself with this ritual only if you have at least one assistant in performing it. On an unwilling target, your Arcana check result must beat the target's Will defense for the ritual to succeed, in addition to determining how hard the ritual is on the target (in terms of damage; see below).

Arcana Check Result Effect on Target24 or lower Damage equal to the target's hit points25-29 Damage equal to three-quarters the target's maximum hit points30-34 Damage equal to one-half the target's maximum hit points35-39 Damage equal to one-quarter the target's maximum hit points40 or higher No damage

Overland FlightWhere you come from, they say “as you fly” and not “as the crow flies.”

Level: 20 Component Cost: 1 healing surge, specialTime: 30 minutes Market Price: 25,000 gpDuration: 10 hours Key Skill: Arcana (no check)Associated Houses: Orien

You and all allies within 5 squares of you gain overland flight 20. Each participant in the ritual must expend 1 healing surge as part of its cost. You lose your minor, immediate, and standard actions while flying at your overland flight speed, and can use your move action only to fly. You fly the specified number of squares with a single move action. If you take actions to do anything else, you crash. When using this ritual to fly for 10 hours, including rests, you can travel approximately 100 miles.

Raise DeadYou bend over the body of your slain comrade, releasing your inner wellspring of magic to tie his soul to yours, closing your eyes and entering his personal afterlife to convince him to come home.

Level: 8 Component Cost: 4 healing surgesTime: 1 minute Market Price: 680 gpDuration: Special Key Skill: Heal (no check)Associated Houses: Jorasco, ??

This ritual has never worked; most people who attempt to reach into the afterlife and drag a soul back out wind up dead themselves after only a couple minutes. The rest are people who attempted the ritual and immediately realized the danger they were in, and left the afterlife. Some of these people told tales of massive battlefields and slaughter, others spoke of endless mazes or pits of fire or desolate gray wastes, and a couple of them spoke of souls which refused to travel out of the afterlife once these obstacles were overcome. And throughout all of time, there isn't a single tale of any individual having the strength required to raise a comrade from the grave.

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To perform the Raise Dead ritual, you must have the intact corpse of a creature who died no more than 10 minutes ago. If the body isn't repaired before the ritual is attempted, it cannot be brought back to life—a severed head is still a severed head.

Upon completion of the ritual, you and up to eight companions travel to the afterlife, which is often specific to the individual being raised. The nature of the afterlife is up to the Dungeon Master, but there are three constants throughout all of them:

First, dead bodies become unrevivable after only a few minutes; resting while in the afterlife kills the body, and anyone still inside the afterlife dies, their souls trapped in it. Every 10 minutes, the dead body makes a Moderate DC Endurance check; on a failure, the body dies anyway.

Second, the challenges faced by any intruders are impossible. No soul has ever escaped the afterlife, no Raise Dead ritual has ever worked, and after all most afterlives are designed to punish, reward, or otherwise keep busy souls for all of eternity and are therefore durable enough to last an eternity of resistance or abuse.

Third, the soul will not want to, or cannot, leave. The Dungeon Master is in charge of running the dead character; in most campaign settings, the afterlife is a place where the soul receives everything it ever wanted in life, though good souls receive it pleasurably and evil souls receive it through ironic torment. Regardless, those souls will not wish to leave a place they receive everything they've ever wanted; in other campaign settings, souls become drained and apathetic upon entering the afterlife, and have no desire to do anything, much less move and follow the PCs. No soul can be forced out of the afterlife, it must be convinced; an impossible task.

Nevermind that in most settings, the god of death will simply block this ritual unless somehow appeased to let go of his property.

Finally, even a quickly raised character will suffer some sort of physical and mental atrophy; living tissue cannot exist for more than a few minutes without oxygen before it completely dies. The exact nature of these problems are up to the Dungeon Master, and may or may not be repairable.

RestorationYou focus your magic onto the body of your ally, restoring them from their ailments, at least for a little bit of time.

Level: 4 Component Cost: 1 healing surgeTime: 30 minutes Market Price: 168 gpDuration: Special Key Skill: HealAssociated Houses: Jorasco

Restoration ends the effects of certain ailments on the target, though this effect might be temporary. The ritual's level determines what effects you can remove, and for how long. If the target is suffering multiple diseases or conditions, you must be able to clearly state which one you are attempting to remove with each use of the ritual.

Level Effect Removed4 Curses, charm, domination, fear, confusion, insanity, polymorph,

and petrification; temporary6 Disease; permanent8 Curses, charm, domination, fear, confusion, insanity, polymorph,

and petrification; permanent

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If the effect is only temporarily removed, you must check to determine the duration.

Heal Check Result Effect Removed9 or lower 1 day10-19 3 days20-29 1 week30 or higher 2 weeks

If the effect is permanently removed, you must make a Heal check to determine how much, if any, damage is dealt to the target as part of the affliction extraction.

Heal Check Result Effect Removed0 or lower Death1-9 Damage equal to the target's maximum hit points10-19 Damage equal to one-half the target's maximum hit points20-29 Damage equal to one-quarter of the target's maximum hit points30 or higher No damage

Planar BindingYou send out a call, and a stirring breeze answers.

Level: 16 Component Cost: SpecialTime: 1 hour Market Price: 9,000 gpDuration: Special Key Skill: ReligionAssociated House: ??

You call on a specific planar creature, such as a demon or angel, pulling its awareness across planar boundaries to where you want. You must name a specific creature when you perform this ritual (most planar creatures hide their names for specifically this reason), then make a Religion check against a Hard DC according to the creature's level. If you meet the DC, you summon forth the creature, and it cannot take any hostile action toward you while you negotiate a price for its services; if you fail the DC, the creature can choose to appear or to send an underling in its place, and either way is under no restriction to not attack you. Most planar binders use the Magic Circle ritual to keep safe in such a circumstance.

Once the creature has manifested, you can interact with it verbally, negotiating a trade for its services. If the creature is interested in gold, the typical price for its services (for a duration equal to one quest) is equal to one-fifth the cost of a magic item of its level. If you failed the DC to summon the creature and it appeared anyway, it is under no compunction (except perhaps its honor) to not take your money and leave or kill you. However, some creatures will work for intangible rewards if the services you ask of it greatly coincide with its own personal agenda. For instance, summoning an angel of Vecna to help steal a powerful secret might earn you its services for free—so long as you share the secret with it before it departs.

The creature which arrives is a companion character (see the Dungeon Master's Guide 2), and will work with the party in that role until it has accomplished the goal it was payed for or it decides its goal is unachievable, at which point it will return to its home plane. Such creatures are not willing to fight to the death in any case, and will

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return to their home plane if they feel their deaths are imminent.Planar creatures summoned this way share XP the party fighting with it earns.Some planar creatures might be compelled to stay with the party after their task has

been completed if they find their goals lining up in the long term, in effect becoming permanent companion character party members. In this case, they might accept an equal share of any treasure as payment, and continue to take a share of XP as normal.

ScryingYou gaze deep within the misty surface of your focus, using your force of will to part the mists to reveal what you need to see.

Level: 8 Component Cost: 1 healing surge, plus a crystal ball or mirror worth 200 gp

Time: 10 minutes Market Price: 680 gpDuration: Special Key Skill: ArcanaAssociated Houses: Phiarlan, Thuranni

When you perform a Scrying ritual, you create a magical sensor and can see and hear as if you were standing at the spot of the sensor, and you have darkvision through the sensor. Your Arcana check determines how long the sensor lasts.

Arcana Check Result Portal Duration19 or lower 1 round20-24 2 rounds25-29 3 rounds30-39 4 rounds40 or higher 5 rounds

Other creatures can detect the shimmering sensor with a Perception check equal to 10 + the ritual's level. They can't disrupt or interact with the sensor, however. The limit of this power is determined by the ritual's level.

Level Sensor Location8 Anywhere within 20 squares14 Any location you have previously visited16 Any square that you can see18 Near any object you can describe with clarity24 Near any creature you can describe with clarity

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Secure ShelterThe terrain erupts in a flurry of activity as the land leaps to your command, erecting a shelter for you and your companions.

Level: 10 Component Cost: 1 healing surgeTime: 30 minutes Market Price: 1,000 gpDuration: 8 hours Key Skill: Nature (no check)Associated Houses: Ghallanda

You create a sturdy lodge large enough to accommodate eight Medium creatures. The ritual uses materials found in the area, so the lodge can be formed of snow, stone, wood, or even sod. The lodge encloses a close burst 4 in size. The interior is dry and clean and includes nine bunks, a long table with stools, and a writing desk. The shelter is not heated or cooled, but it is immune to fire and impervious to all damage. Access to its interior is by two shuttered windows, a single door, and a chimney. Furniture can be removed from the shelter, but it vanishes along with the lodge when the ritual's duration expires.

SeemingYou and your allies move through the guarded outpost without attracting unwanted attention.

Level: 12 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 2,600 gpDuration: 4 hours (special) Key Skill: ArcanaAssociated Houses: Phiarlan, Thuranni

Upon completing the ritual, you and up to eight allies assume the appearance of any Medium humanoid creatures. The ritual allows you to assume the general appearance of a particular race, but not of a unique creature. The ritual's effect is centered on you; if any ally moves more than 5 squares away from you, the ritual's effect ends for that ally.

Creatures viewing or interacting with you or your allies can make an Insight check to detect the deception. The check's DC equals your Arcana check result. A creature is allowed a check the first time it sees you and each time it interacts with you or one of your allies. If the creature touches you or an ally, it automatically realizes the deception.

SendingYou 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 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 360 gpDuration: Instantaneous Key Skill: ArcanaAssociated Houses: Sivis

You convey a message of up to 25 words to a person you know. If the target is within

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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 Range9 or lower 10 miles10-19 100 miles20-29 500 miles30-39 1,000 miles40 or higher Anywhere on the same plane

The ritual's level determines how far your message can reach in terms of planar travel.

Level Maximum Range6 Current plane only14 Any plane, but plane must be known16 Current plane (no check for maximum distance)20 Any plane, plane doesn't need to be known. Increase maximum word count to 50.

Shape EarthEarth and loose stone before you moves or disappears before your eyes, roughly hewing a path for you.

Level: 6 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 360 gpDuration: Instantaneous Key Skill: NatureAssociated Houses: Cannith

You clear 1 square of earth and loose stone within 5 squares of you, leaving the start of a trench or a tunnel. For every 10 points on the Arcana check result, you clear another square. The material disappears over the course of the ritual's duration and is scattered across the world.

You can also channel the earth around you into defensive mounds. Earth rises to create a wall 2 within 10 squares of you. The wall is 2 squares high. On one side of the wall (your choice), the earthen mound is sloped so creatures can climb atop the wall. Climbing atop the mound from that side costs an extra square of movement. For every 10 points you have on a Nature check result, you create another wall 2 within 10 squares.

SilenceStraining 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 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 72 gpDuration: 24 hours Key Skill: ArcanaAssociated Houses: Medani, Thuranni, Phiarlan, Sivis

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

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Perception checks.

Steed SummonsYou whistle and your mount appears.

Level: 6 Component Cost: 1 healing surgeTime: 1 hour Market Price: 360 gpDuration: Until discharged Key Skill: Arcana (no check)Associated Houses: Vadalis, Orien

Use this ritual to attune yourself to a single nonhostile creature that has the mount keyword. The creature must be present for the entire ritual. At any time in the future, you can summon the creature into an adjacent space as a minor action, at which time the ritual is discharged. You can have only one creature attuned to you at a time with this ritual.

Summon WindsYou send out a call, and a stirring breeze answers.

Level: 3 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 136 gpDuration: 8 hours Key Skill: Nature (no check)Associated Houses: Lyrandar

You conjure a stiff breeze and direct it. You can increase a sailing vessel's speed by 2 miles per hour while you keep the winds in the vessel's sails. You can dismiss the winds as a free action.

TeleportYou inscribe a circle of silver dust and chalk runes on the floor, preparing to summon a portal to another location in the world.

Level: 8 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 680 gpDuration: Special Key Skill: ArcanaAssociated Houses: Orien

You create a shortcut across the fabric of reality, opening a portal between your location and with someplace else. Any creature can step through the portal at it's origin to pass to its destination as part of a move action. As part of performing the ritual, you must sketch out a 10-foot-diameter circle. It disappears at the end of the portal's duration. The portal itself is shrouded in mist, effectively granting everything on the other side of the portal concealment.

Upon completing the ritual, make an Arcana check. The result determines the duration that the portal remains open. You can use a permanent teleportation circle as the origin point of this ritual. Doing this grants you a +5 bonus to your Arcana check.

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Arcana Check Result Portal Duration19 or lower 1 round20-39 3 rounds40 or higher 5 rounds

Your destination is limited by your character's level; as you approach higher levels, you can eventually travel to other planes and even bypass teleportation circles entirely.

Level Destination8 Any permanent circle you know the runes for on the same plane12 The portal can be reversed, so your position is the destination,

and the permanent circle is the origin18 Any permanent circle you know the runes for28 Any location you can describe with clarity

Tenser's Floating Disk“Oh, this? It follows me everywhere, like a porter that never needs to rest.”

Level: 1 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 72 gpDuration: 24 hours Key Skill: ArcanaAssociated Houses: Ghallanda

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 more than 2 consecutive rounds, the disk disappears, dropping whatever it was carrying.

Your Arcana check result determines the maximum load the disk can carry.

Arcana Check Result Maximum Load9 or lower 250 pounds10-24 500 pounds25-39 1,000 pounds40 or higher 2,000 pounds

Traveler's FeastFood for your entire group materializes out of the air, enough to sustain you through a long day's march.

Level: 4 Component Cost: 1 healing surgeTime: 1 hour Market Price: 168 gpDuration: 24 hours Key Skill: Nature (no check)Associated Houses: Ghallanda

You create food and water, enough to feed five Medium or Small creatures or two Large

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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 StrideStepping into one plant, you instantly emerge from another some distance away.

Level: 6 Component Cost: 1 healing surgeTime: 30 minutes Market Price: 360 gpDuration: Special Key Skill: NatureAssociated Houses: Orien

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 form 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 Duration19 or lower 1 hour20-29 4 hours30-39 12 hours40 or higher 24 hours

Unseen ServantWhy bother with real servants when magical ones are so much more obedient?

Level: 1Time: 10 minutes

Component Cost: 1 healing surge, plus a focus worth at least 25 gp

Duration: Until your next extended rest or until you dismiss the servant

Market Price: 72 gpKey Skill: Arcana (no check)

Associated Houses: Ghallanda

You conjure a Medium unseen servant of invisible force. It obeys your commands, moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camps, and moving, holding, or carrying objects.

An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked.

Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone's possession for a minute or longer, all unseen servants bound to it disappear.

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Wall of ForceYou create a tough, translucent wall that blocks a passageway or covers a doorway.

Level: 12Time: 10 minutes

Component Cost: 1 healing surgeMarket Price: 2,600 gp

Duration: 4 hours Key Skill: ArcanaAssociated Houses: Deneith, Kundarak

You create a magical barrier of force that is 2 squares long and 2 squares tall. It is large enough to block a standard doorway or seal off a hallway. The obstruction is invisible from more than 10 squares away, but if viewed from closer than that, it is discernible as a translucent, shimmering, paper-thin wall.

When you perform the ritual, you allow for certain other creatures or types of creatures to pass through the barrier, ignoring its effects, in the same manner as for Arcane Lock. Your Arcana check, with a +5 bonus, sets the DC for the ward to be defeated by rituals such as Knock. The DC to break through the barrier with a Strength check is 5 higher than that.

If you spend 4 hours casting the ritual and use a 1,000 gp emerald as a focus, the duration becomes permanent. A ritual caster who performs a ritual, such as Knock, to pass through a permanent Wall of Force can choose to bring the Wall of Force down temporarily (in which case it seals again after 5 minutes) or to destroy it.

Water BreathingThe cool water fills your lungs, yet you find yourself able to breathe and speak as well as you can on land.

Level: 8 Component Cost: SpecialTime: 10 minutes Market Price: 680 gpDuration: Special Key Skill: NatureAssociated Houses: Lyrandar

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. Each participant in the ritual must spend 1 healing surge as part of the ritual's cost.

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 and the participants carry, such as books and scrolls, from water damage.

Your check result determines the duration of the effect.

Nature Check Result Duration14 or lower 1 hour15-19 2 hours20-24 4 hours25-29 8 hours30 or higher 24 hours

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Water WalkYou walk on the water as if it were dry land.

Level: 2 Component Cost: 1 healing surgeTime: 10 minutes Market Price: 104 gpDuration: 1 hour Key Skill: Nature (no check)Associated Houses: Orien, Lyrandar

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.

Zone of TruthFalsehoods become difficult to utter without a very visible strain in the area.

Level: 10Time: 10 minutes

Component Cost: 1 healing surge, plus a focus worth 1,000 gp

Duration: 1 hour Market Price: 1,000 gpAssociated Houses: Medani, Sivis Key Skill: Religion (no check)

Make an Arcana check. Creatures within 5 squares of your focus (a burning silver candle) take a penalty to Bluff checks determined by your check result.

Arcana Check Result Penalty19 or lower -220-29 -430-39 -640 or higher -10