Rituals are spells that cannot be cast in a single action and must be cast over time. As such, these spells are not meant for combat, however their effects are often either powerful or long lasting. Like general magecraft, rituals can be picked from freely.

Ritual 1

Cost: 1 Mana
Intelligence + Arcana + Magic
Casting Time: 1 minute
Range: 50 feet
Area: 20 feet
Duration: 4 hours per success

Alarm sounds a mental or audible alarm each time a creature enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm - A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm - An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

Endure Elements
Cost: 1 Mana
Composure + Survival + Magic
Duration: 1 day per success

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Floating Disk
Cost: 1 Mana
Intelligence + Arcana + Ritual
Casting Time: 1 Minute
Range: 25 feet per Soul
Effect: 3-ft.-diameter disk of force
Duration: 5 hours per success

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 500 pounds of weight per Soul. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round.

Cost: 2 Mana
Casting Time: 1 minute
Range: 100 feet
Target: One door, box, or chest with an area of up to 20 square feet per Suul
Int + Thievery + Soul vs . Level of Lock

The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

Obscure Object
Cost: 2 Mana
Intelligence + Subterfuge + Ritual
Casting Time: 10 minutes
Range: Touch
Target: One object touched of up to 500 pounds per Soul
Duration: 8 hours

This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

Ritual 2

Cost: 2 Mana
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 5 hours per Soul

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Keen Strike
Cost: 2 Mana + 1 Willpower
Intelligence + Weaponry or Archery + Ritual
Casting Time: 5 Minutes
Range: 50 feet
Targets: One weapon or fifty projectiles per Soul
Duration: 1 day per success

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation gives a number of weapons the 9 again trait, or the 8 again trait on an exceptional success. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Multiple effects that increase a weapon’s threat range (such as this spell and the Improved Critical feat) don’t stack.

Cost: 2 Mana
Casting Time: 10 Minutes
Intelligence + Arcana + Ritual
Target: 1 Creature or object touched per success
Duration: 6 hours per Soul

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must get more successes on their roll than the you. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

Ritual 3

Explosive Runes
Cost:2 Mana
Intelligence + Arcana + Ritual
Casting Time: 10 minutes
Target: One touched object weighing no more than 10 lb.

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 2 bashing damage per success. Anyone next to the runes (close enough to read them) takes the full damage; any other creature within 10 feet of the runes is entitled to Dexterity + Athletics rolls. The object on which the runes were written is destroyed.

Cost: 1 Mana
Intelligence + Arcana + Ritual
Casting Time: 10 minutes
Range: Anywhere
Target: One creature

You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner. Every minute per success, you can send another 25 words and receive another reply.

Ritual 4

Analyze Dweomer
Cost: 4 Mana + 1 Willpower
Intelligence + Arcana + Ritual
Casting Time: 1 Hour
Range: 30 feet
Targets: One object or creature per Soul

You discern all spells and magical properties present in a number of creatures or objects. You may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell and its effect. Analyze dweomer requires an exceptional success to work if used on an artifact.

Cost: 4 Mana+
Intelligence + Arcana + Ritual
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: 1 week per success or until discharged

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one contingency spell at a time.

Ritual 5

Control Weather
Cost: 5 Mana
Casting Time: 10 minute
Intelligence + Arcana + Ritual
Range: 1 mile per Soul
Area: 2-mile-radius circle, centered on you; see text
Duration: 1 day per success

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

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