Ritual magic is a somewhat common practice in Eden, so much that nearly every village has at least one somewhat-accomplished ritual user, even if not the wealth or resources to make use of those powers frequently. Ritual use is actively practiced by all kinds of people in Adel, not just magic users.
The following Rituals exist in the Spirits of Eden campaign setting in addition to the Rituals found in the Player’s Handbook.
Creation Rituals
RITUAL QUICKENING
While pressed, you can make use of a ritual within a combat.
Level 1
Category: Creation
Time: 25 seconds; can only be used in a combat encounter.
Duration: Instantaneous
Component Cost: (10 x level of the ritual) gp and 1 healing surge + price of the ritual to be cast (See below)
Market Price: – (can only be learned by a character who can learn a ritual at 1st level)
Key Skill: Arcana (no roll)
Special: This ritual can only be used once a day and an additional time after each milestone.
You can attempt to cast a ritual during a battle. You can start casting this ritual immediately after initiative as a free action. You then select a ritual you know with a casting time of 10 minutes or less. To cast that ritual, you must sustain this ritual effect with a Minor action during each of your turns, for 25 seconds (4 turns). After the 4th turn, you can spend a Minor action to cast the ritual you selected. If you do not cast it before the end of the encounter, you lose all of the components and cannot cast the ritual. While sustaining this ritual, you cannot use daily powers and take a -2 penalty to all defenses.
PURELIGHT PINIONS
A ring appears floating behind your back, and from it stretches a tapestry of runic markings the vague shape of wings.
Level 4
Category: Creation
Time: 10 minutes; 5 if you are a Naekara or Anpe.
Duration: 5 minutes
Component Cost: 100 gp
Market Price: 200 gp
Key Skill: Arcana.
Special: You can only cast this ritual once a day and an additional time after a milestone.
Depending on your roll, you gain a certain ability to fly for the duration of the ritual. If you are stricken with a critical hit, you begin to fall from whichever altitude you had. While flying, you cannot perform At-Will attacks.
10 or less: Fly Speed 3, Overland, Altitude Limit 3
11-19: Fly Speed 4, Overland
20-29: Fly Speed 5, Clumsy (you can spend a healing surge to remove Clumsy and gain Hover instead)
30-39: Fly Speed 6 (you can spend a healing surge to gain Hover)
40+: Fly Speed 6, Hover
CRAFT MEMORY CRYSTAL
You etch a moment of your life into a gem, preserving it for eternity.
Level 3
Category: Creation
Time: At least 1 minute; see text
Duration: Instantaneous
Component Cost: 25 gp
Market Price: 100 gp
Key Skill: Arcana (no roll)
You relive a memory you experienced and etch it into a memory crystal. You can spend any amount of time reliving that experience. You relive this experience exactly as you did before. You select a point in your past life to relive and then spend up to 8 hours reliving that experience in real time to create the memory crystal.
The memory crystal is a tangible object and can be destroyed and is rather frail. If you have amnesia or some other mental condition, the memories crafted into the crystal are distorted and hard to interpret. Anyone who spends 10 minutes tuning into a memory crystal can relive the experience etched within, from the point of view of the person who created it. They can cease watching as a Standard action. People watching memory crystals are helpless.
FALSE SERVANT
You concoct a pleasing image and give it life to serve you in mundane tasks.
Level 1
Category: Creation
Time: 1 hour
Duration: 24 hours; can be sustained for 24 more hours by spending a healing surge at the end of the duration.
Component Cost: 50 gp (Residuum as component only)
Market Price: 100 gp
Key Skill: Arcana (no roll)
Special: You can only cast this ritual once per day.
You create a false servant the shape of a humanoid (which cannot be the shape of another unique individual) of your choice. The servant is real to all of the senses of creatures beholding it and interacting with it and acts based on memories and knowledge you impart upon it, though always loyal to you. The servant has hit points equal to your healing surge value, a level equal to half your own and has defenses equal to 10 + its level. It has no powers and is not trained in any skills. It has ability scores of 16, 14, 13, 12, 11, and 10 arranged as you wish at the time of casting the ritual. It cannot enter combat.
EXPANDABLE ENTOURAGE
A gaggle of false servants appears at your beck and call.
Level 13
Category: Creation
Component Cost: 1000 gp, plus any number of healing surges
Market Price: 2000 gp
Special: You can only cast this ritual once per day.
This ritual works like “False Servant”, but you create two servants, plus an extra two servants per healing surge spent on the ritual. If you spent a healing surge you can choose to make one servant the “Head Servant” – this one is trained in any one skill of your choice that you or an ally is trained in, can enter combat, and can make one of your At-Will powers as an attack as a standard action with an attack bonus equal to 3 + your level. You can create one head servant per healing surge you spend, to a maximum of 2.
ELIXIR OF FALSE LOVE
You concoct a devious creation that usurps the mind of a specific person.
Level 8
Category: Creation
Time: 1 hour
Duration: Special
Component Cost: 300 gp, an object of great importance to the intended victim as a focus, plus any number of healing surges.
Market Price: – (this ritual cannot be bought, it must be learned)
Key Skill: Arcana (no roll)
You turn a single cup of any sweet liquid into a special potion. It only takes effect if it is given to a humanoid creature from whom you have taken one item of great importance that you use as a focus while enchanting the potion. If the correct creature drinks the potion then it becomes dominated by you (but not dazed), but if the creature enters combat or is attacked, it gets a saving throw to end the effect. It has a penalty to this saving throw equal to 2 + the number of healing surges you spent when you performed the ritual. Otherwise, the effects last for 5 hours per healing surge you spent when casting the ritual.
LEAST NECROMANCY
Over a corpse, you cast a quick spell that raises it as a fragile minion.
Level 2
Category: Creation
Time: 1 minute; 30 seconds if you are an Ubiani, Ruayni or Inaw.
Duration: Permanent
Component Cost: 50 GP
Market Price: – (cannot be bought, must be learned)
Key Skill: Religion (no roll)
Special: This ritual can only be used once a day, and an additional time after a milestone.
This ritual must be cast on a pile of bones or a corpse of humanoid origin. You create a medium-sized shambling skeleton or zombie with 10 hit points (15 hit points at 11th level and 20 hit points at 21st level). It has an attack bonus equal to your level + 5, deals damage equal to your wisdom modifier with a melee basic attack, has defenses equal to your own, and has a speed of 6 squares. It has 10 in each ability score except intelligence, wisdom and charisma, in which it has a 1. It has no skills and an initiative modifier of +0. It has its own initiative in combat and obeys your orders to the best of its ability.
LESSER NECROMANCY
Over a corpse you cast vile spells to raise it as the living dead.
Level: 5
Category: Creation
Time: 5 minutes; 3 minutes if you are an Ubiani, Ruayni or Inaw.
Duration: Permanent
Component Cost: 150 GP and 1 healing surge when cast.
Market Price: 300 GP (often illegal)
Key Skill: Religion
Special: This ritual can only be used once a day. At 11th level, you can use it any number of times a day.
This ritual must be cast on a natural or fey humanoid corpse. You create a Standard Skeleton or Zombie of level 5 or lower. It has the statistics listed in its entry except as follows. The undead created has hit points equal to your healing surge value. It has its own initiative in combat and obeys your orders to the best of its ability. It loses any powers that add additional damage to its attacks or that spawn new undead. It loses auras, regeneration, resistances and immunities. Your religion check determines how powerful the undead is when using any of its attacks that require attack rolls and deal damage. You can control only one undead this way. The undead heals on its own after an extended rest – the only other way to heal its hit points is to cast this ritual on it again.
19 or lower: Attack bonus +4, Damage 3
20-29: Attack bonus +5, Damage 4
30-39: Attack bonus +10, Damage 5
40+: Attack bonus +15, Damage 6
ADEPT NECROMANCY
You prepare a corpse and raise it as an undead slave.
Level: 15
Category: Creation
Time: 10 Minutes; 5 minutes if you are an Ubiani, Ruayni or Inaw.
Duration: Permanent
Component Cost: 500 GP and 1 Healing Surge when cast.
Market Price: – (cannot be bought, must be learned)
Key Skill: Religion
Special: This ritual can only be used once a day.
This ritual must be cast on a natural or fey humanoid corpse. You create a Standard Skeleton or Zombie of level 10 or lower, or a Standard Specter or Wraith of level 5 or lower. It has the statistics listed in its entry except as follows. The undead created has hit points equal to your healing surge value. It has its own initiative in combat and obeys your orders to the best of its ability. It loses any powers that add additional damage to its attacks or that spawn new undead. It loses auras, regeneration, resistances and immunities. It loses insubstantial or the ability to phase. Your religion check determines how powerful the undead is when using any of its attacks that require attack rolls and deal damage. You can control only one undead this way. The undead heals on its own after an extended rest, has one healing surge and can take a second wind.
19 or lower: Attack bonus +12, Damage 5
20-39: Attack bonus +15, Damage 7
40+: Attack bonus +20, Damage 9
MASTER NECROMANCY
You create terrifyingly strong undead slaves.
Level: 25
Category: Creation
Time: 15 Minutes; 10 minutes if you are an Ubiani, Ruayni or Inaw.
Duration: Permanent
Component Cost: 3000 GP and 1 healing surge when cast.
Market Price: – (cannot be bought, must be learned)
Key Skill: Religion
Special: This ritual can only be used once a day.
This ritual must be cast on a natural or fey humanoid corpse. You can create a Standard Zombie, Skeleton, Wraith or Specter of Level 23 or less. It has the statistics listed in its entry except as follows. The undead created has hit points equal to your healing surge value. It has its own initiative in combat and obeys your orders to the best of its ability. It loses any powers that add additional damage to its attacks or that spawn new undead. It loses auras, insubstantial, phasing, regeneration, resistances and immunities. Your religion check determines how powerful the undead is when using any of its attacks that require attack rolls and deal damage. You can control only one undead this way. The undead heals on its own after an extended rest, has two healing surges and can take a second wind.
19 or lower: Attack bonus +20, Damage 8
20-39: Attack bonus +25, Damage 9
40+: Attack bonus +35, Damage 10
Exploration Rituals
QUICKSILVER SELF
Your magic sharpens the senses and personality.
Level 4
Category: Exploration
Time: 10 minutes
Duration: 5 minutes
Component Cost: 100 gp
Market Price: 200 gp
Key Skill: Arcana (no roll)
Special: You can only cast this ritual once a day and an additional time after a milestone.
You or a willing creature within 5 squares of you gets a +5 power bonus to Wisdom or Charisma (your choice) ability and skill checks for the duration of the ritual. This bonus does not apply for casting other Rituals. He or she also gains a +1 bonus to Wisdom or Charisma-based (your choice) attack and damage rolls for the duration.
MITHRAL ACUMEN
Your magic makes the intellect and reflexes faster.
Level 4
Category: Exploration
Time: 10 minutes
Duration: 5 minutes
Component Cost: 100 gp
Market Price: 200 gp
Key Skill: Arcana (no roll)
Special: You can only cast this ritual once a day and an additional time after a milestone.
You or a willing creature within 5 squares of you gets a +3 power bonus to Dexterity or Intelligence (your choice) ability and skill checks for the duration of the ritual. This bonus does not apply for casting other Rituals. He or she also gains a +1 bonus to Dexterity or Intelligence-based (your choice) attack and damage rolls. He or she has a +1 bonus to Speed for the duration.
ADAMANT POWER
Your magic makes muscle hard and strong as rock.
Level 4
Category: Exploration
Time: 10 minutes
Duration: 5 minutes
Component Cost: 100 gp
Market Price: 200 gp
Key Skill: Arcana (no roll)
Special: You can only cast this ritual once a day and an additional time after a milestone.
You or a willing creature within 5 squares of you gets a +5 power bonus to Strength or Constitution (your choice) ability and skill checks for the duration of the ritual. He or she also gains a +1 bonus to Constitution or Strength-based (your choice) attack and damage rolls. He or she is treated as having twice as much carrying capacity as normal for the duration of the ritual.
TORN THRESHOLD
You trace a sigil upon an object and summon a burly spirit to force it open for you.
Level 3
Category: Exploration
Time: 5 minutes
Duration: Instantaneous
Component Cost: 75 GP
Market Price: 150 GP
Key Skill: Arcana (no roll)
Special: This ritual can only be used once a day, and an additional time after a milestone.
You force open a single door or gate, even a door sealed by an Arcane Lock. It only functions if you can reach the door. This does not function on chests or other locked objects – only doors, windows, or other mundane thresholds which would lead you from one place to another. You need not make a check to open the door – it opens automatically after you have cast the ritual.
You cannot open a door that has been locked with magic by a being of a higher level than you, or by magic locks with item levels above your own. An Arcane Lock is rendered ineffective only for as long as the door remains open – if the door is closed anew, the lock resumes. The caster of the Arcane Lock is warned when this occurs.
QUICK LOCK
You summon a tiny spirit to prevent a door from being opened for enough time to make an escape.
Level 3
Category: Exploration
Time: 2 minutes; 1 minute if you are a Halfling
Duration: Special
Component Cost: 20 GP
Market Price: 150 GP
Key Skill: Arcana
Special: This ritual can only be used once a day, and an additional time after a milestone.
You cast a fast, haphazard spell to shut a door. The door cannot be opened by mundane means until the duration has passed – it can only be opened by magical means that are specifically meant for opening locked doors. Your arcana check result determines the duration of the spell as follows:
9 or lower: 2 minutes
10-19: 3 minutes
20-29: 5 minutes
30+: 10 minutes
CONTROLLED DETONATION
Your hands touch stone and cause it to explode from the inside out.
Level 5
Category: Exploration
Time: 5 minutes
Duration: Instantaneous
Component Cost: 125 gp
Market Price: 350 gp
Key Skill: Arcana
Special: This ritual can only be used once a day and an additional time after each milestone.
You raise your hand to an inanimate object such as a door, portion of a wall or a statue, touch it, and create a small explosion within it. You deal damage equal to 5 + the result of your Arcana skill check to the object. This damage ignores the object’s resistances or immunities unless the object is more than one size category larger than you.
MIRACLE OF WATER
You call upon the spirits of water to manipulate their element in your favor.
Level 10
Category: Exploration
Time: (See below); half that if you are a Damakran, Halfling or Dragonborn
Duration: Special
Component Cost: Depends on the body of water to manipulate; aquamarine pendant focus worth 200 gp.
Market Price: 350 gp
Key Skill: Religion
Special: This ritual can only be used once a day, and an additional time after a milestone.
This ritual allows you to manipulate a single pre-existing body of water you can see, applying one of the following effects to it.
•You can freeze it, allowing you to walk over it. It is difficult terrain. You freeze only the topmost section of the body of water. The ice will not melt naturally for the duration of the ritual, but every 1 square of ice has 50 hit points and Vulnerability 10 Fire.
•Part it, revealing a path the length of the body of water. This path is wide enough for your party to walk across either side by side or in a single file line, if the body is prohibitively small. You are flanked by the aqueous sections of the body on either side.
•Oxygenate it, allowing you to breathe within it without the aid of other rituals. This does not improve your ability to swim.
None of these effects can harm any of the creatures within the body of water. The type of body of water you target determines the time the ritual takes and the price of the components:
10 gp: The town well, a small section of a river; 5 minutes
200 gp: A small lake, a 1 mile section of a river; 10 minutes
750 gp: A large lake, a 10 mile section of a river; 15 minutes
You religion check determines the duration of this effect.
9 or less: 10 minutes
10-19: 30 minutes
20-29: 1 hour
30+: 4 hours
MIRACLE OF FIRE
You call upon spirits of fire to manipulate their element in your favor.
Level 10
Category: Exploration
Time: 5 minutes; 2 minutes if you are a Nwako, Rhonnu, Dragonborn or Tiefling.
Component Cost: Depends on the effect chosen; ruby pendant focus worth 200 gp.
Market Price: 500 gp
Key Skill: Religion
Special: This ritual can only be used once a day, and an additional time after a milestone.
You affect a pre-existing magical or nonmagical fire within 5 squares, applying one of the following effects to it.
•You cause the fire to grow one size category (Tiny -> Small -> Medium -> Large -> Huge -> Gargantuan). It occupies squares corresponding to creature sizes. This costs 250 gp. You can spend a healing surge to grow the fire an extra size category.
•You put out a fire of less than gargantuan (4 by 4 squares) size and create a same-sized zone of thick smoke which grants total concealment and dazes all creatures within. This costs 150 gp.
•You cause the fire to spread. It spreads at a speed equal to its size (Tiny 1; Gargantuan 6) each round. This costs 100 gp per size category. You do not control the direction in which the fire spreads except that it does not spread in your direction initially.
The fire deals appropriate damage to any creature which starts its turn in a burning square. The effects of the ritual continue for a duration that depends on your religion check:
9 or less: 5 rounds
10-19: 10 rounds
20-29: 2 minutes
30-39: 5 minutes
40+: 1/4 the result in minutes
MIRACLE OF WIND
You call upon spirits of air to manipulate their element in your favor.
Level 10
Category: Exploration
Time: 10 minutes; 5 minutes if you are a Naekara or Anpe.
Component Cost: Depends on the effect chosen; jade pendant focus worth 200 gp.
Market Price: 400 gp
Key Skill: Religion (varies; see below)
Special: This ritual can only be used once a day, and an additional time after a milestone.
You can rouse the wind in an area within 5 squares to produce the following effects.
•You rouse an ephemeral wind spirit to bar the way. Each round, it creates a strong wind in a Close Blast 5 from a square of your choice, slowing all creatures in the blast during their next move actions and pushing them 5 squares. This costs 100 gp.
You may instead choose to create a Burst 1 tornado zone which remains in place, barring the way. It is treated as hindering terrain, and all creatures entering the zone are subject to a level-appropriate attack and damage, which regardless of whether it hits or not, ends those creature’s movements and pushes them 3 squares back the way they came. This effect costs 300 gp.
•You suppress one of the above mentioned wind effects, or calm some other magical or natural wind effect enough to allow you passage or to run to safety. You must have line of sight to the target. This costs 200 gp. For the duration of the ritual, the effect is suppressed, but it continues once the ritual’s duration has ended.
•You call upon winds which fly you to a location you can see within 20 squares. You can take no actions as you are flown there, and you take the safest possible path there. If you are a Naekara or Anpe, you can carry up to four other creatures with you. This costs 250 gp.
The first two effects of the ritual can continue for a duration that depends on your religion check:
9 or less: 5 minutes
10-19: 10 minutes
20-29: 15 minutes
30-39: 30 minutes
40+: The result in minutes
MIRACLE OF EARTH
You call upon the spirits of earth to manipulate their element in your favor.
Level: 10
Category: Exploration
Time: 10 minutes; 5 minutes if you are a Iomadi, Cuporo Elf, Eladrin or Dwarf.
Component Cost: Depends on the effect chosen; quartz pendant focus worth 200 gp.
Market Price: 400 gp
Key Skill: Religion (no roll)
Special: This ritual can only be used once a day, and an additional time after a milestone.
You can apply one of the following effects to pre-existing stone, cement, earth or steel within 5 squares of you:
•You can lift a 3×3 squares area of ground from the earth as a platform. It can move 20 squares in any direction. Once it has moved this distance, when no one is on it, or when commanded to, the platform crumbles and falls. This costs 100 gp.
•Flora of your choice grows over a 10 square area of the ground. This flora can be blocking terrain (masses of plants or wood that bar the way), hindering terrain (such as thorns which deal appropriate damage when a character tries to move past them) or difficult terrain (simple but overgrown plants that can be trudged through). The area has hit points equal to your own and defenses equal to 10 + 1/2 your level, and last until destroyed. Alternatively, you can choose not to affect the terrain and instead grow enough food to feed 5 persons for a week. This costs 150 gp.
•You can beautify and strengthen one existing stone, cement, earth or man-made steel structure (but not items or smaller objects) such as a length of a castle wall or a single house or a small temple. This structure gains resistance to all damage equal to half your level. If it had resistance to damage previously, the resistance increases by an amount equal to half your level. This lasts until the structure is destroyed or until the original caster of this ritual has been killed. This costs 500 gp.
Binding Rituals
SEAL SPIRIT ESSENCE
You cast a spell in preparation for battle, allowing you to unleash spirit-sealing magic upon an enemy.
Level 10
Category: Binding
Time: 1 hour
Duration: 8 hours
Component Cost: 600 gp and 1 healing surge
Market Price: 1200 gp
Key Skill: Religion
Special: This ritual can only be used once a day, and can only be used by Clerics or Paladins.
You chant a spirit song that gives you the power to seal a spirit’s magic to an extent. This power is stored in your weapon or implement, and it must be used during the first round of a combat against a Spirit. You must succeed on a Ranged standard action attack against AC (weapon) or Fortitude (Implement) from a distance of 5 squares or less to affect the Spirit with this ritual. Your attack roll has a +1 bonus per milestone you have achieved before using this power.
When preparing this ritual, you roll a Religion check to see what effect your strike will have if it is successful.
10 or less: The Spirit loses 1 action point.
11-19: Loses 1 action point and has a -1 penalty to saving throws.
20-29: Loses 1 action point, takes 10 radiant damage and has a -1 penalty to saving throws.
30-39: Loses 1 action point, takes 15 radiant damage, has a -2 penalty to saving throws and has a -1 penalty to all defenses.
40+: Loses 1 action point, takes 15 radiant damage, has a -2 penalty to saving throws, has a -1 penalty to all defenses and cannot use its Recharge, Encounter or Daily powers (save ends).
If this power misses, residuum equal to the component cost of the ritual explodes out of your weapon or implement after the encounter.
ONE ORDER
You draw an ancient rune on the target’s chest and speak the foul language to his ears, bending him to your will to follow a single command.
Level 5
Category: Binding
Time: 5 minutes; 3 minutes if you are a Dromidae.
Duration: Special
Component Cost: 300 gold (Arcana)
Market Price: – (can’t be bought)
Key Skill: Arcana
Special: Must be of Aberrant origin to utilize. This ritual can only be used once a day, and an additional time after a milestone.
You target a restrained, unconscious or helpless individual who is unable to attack you while you perform the ritual. You then issue one order to the target in a language it can understand. The target will carry out your order until the duration runs out.
If the target finds the order particularly ridiculous or fails to understand it due to its complexity, or if you issue it in a language the target does not understand, it immediately makes a saving throw with a +5 bonus to try to end the effect.
If it fails at its task, you may issue a different order for the effect, provided you have access to the target anew. If you order the target to enter combat, or if you or your allies threaten the target while it performs the order, the effect ends. The target will otherwise perform the specified action, acting as it normally would in spite of the situation and to the best of its ability.
The target loses recollection of the events that transpired while it carried out your command and of the circumstances by which it fell into your grasp and was given your command. The duration of the effect is either determined by your Arcana result, or as long as it takes to carry out the command, whichever is shorter.
19 or lower: 30 minutes
20-29: 1 hour
30-39: 5 hours
40 or higher: 12 hours
ENSLAVE
A circle of runes you draw rises up and strangles the character with words of the Foul Speech, and you take its mind as your own.
Level 25
Category: Binding
Time: 10 minutes; 3 minutes if you are a Dromidae.
Duration: Special
Component Cost: 10,000 gold (Arcana)
Market Price: – (can’t be bought)
Key Skill: Arcana
Special: Must be of Aberrant origin to utilize. This ritual can only be used once a day, and an additional time after a milestone.
This works like the “One Order” ritual except the target is Dominated, but is not Dazed, for the duration of the effect, instead of carrying out just one order. High enough insight checks will reveal the target to be under a magical effect.
Additionally, you may use this ritual to perform the effect of the “One Order” ritual on a group of up to 10 people. The duration of the effect is determined by your Arcana check result.
19 or lower: 2 hours
20-29: 8 hours
30-39: 1 day
40 or higher: 2 days
Divination Rituals
SPIRIT COMPASS
A ghostly presence directs you to the nearest spirit.
Level 1
Category: Divination
Time: 1 minute
Duration: Instantaneous
Component Cost: 25 gp
Market Price: 50 gp
Key Skill: Religion
You are told, relative to your position, certain information about the location of a nearest non-allied Spirit to you. Depending on your check result, you know the following:
9 or lower: Compass direction relative to you
10-19: Distance (in squares or miles)
20-29: Size and type of the spirit
You know the information from results lower than your own as well as from the range you rolled. You can only perform this ritual once a day on a certain individual spirit. Otherwise, it will ignore that spirit and point you to the next closest spirit.
SPIRIT HUNTER
An invisible pathfinder leads you to a spirit’s location.
Level 8
Category: Divination
Time: 10 minutes; 5 minutes if you are a Setah or Naekara.
Duration: Instantaneous
Component Cost: 200 gp plus certain knowledge (see below)
Market Price: 300 gp
Key Skill: Religion (no roll)
You can discern the location of a specific spirit. You can choose to search for the nearest Spirit with a certain name or the nearest non-allied spirit of a certain species. You then know the location relative to your own in squares or miles, compass directions, geographical location and relative to any nearby spiritual landmarks. This does not tell you if the spirit is underground, flying in the sky, underwater, alive or dead.
If the Spirit is searched for by Name and has an Intelligence and Wisdom of 15 or higher and is a higher level than your own, it becomes aware that it was tracked down, and can send a pulse back as a basic attack against your Will defense.
SPIRIT EYE
You constantly track the position of a spirit.
Level 15
Category: Divination
Time: 30 minutes
Duration: 24 hours
Component Cost: 500 gp
Market Price: 800 gp
Key Skill: Religion (no roll)
This functions like the Spirit Hunter ritual except that for the next 24 hours, you can receive an update on the Spirit’s location by spending a minute in meditation. If a Spirit you searched for by Name has an Intelligence or Wisdom of 15 or higher, it knows it was tracked down but does not know that you can constantly monitor its position.
WORLDLY MEMORIES
The voices of spirits paint a picture for you of a time not so long ago…
Level: 5
Category: Divination
Time: 10 minutes
Duration: Special
Component Cost: 100 GP, plus 1 healing surge
Market Price: 200 GP
Key Skill: Arcana or Religion
Special: This ritual can only be used once a day, and an additional time after a milestone.
You must cast this spell with a vague idea of an event that occurred in an area within 5 squares of you, up to a maximum of 48 hours ago. For example, a scene of a crime, or a place where a corpse was found, or the table where a conspiracy was forged.
This ritual places you as an intangible bystander in that area. You are immobilized in the position that you were before and can take no actions as you watch the event unfold from there. The ritual “encompasses” an area as far as you would be able to see from your position. You cannot be aided in your skill checks with this ritual.
Your time viewing the scene is limited. Roll a religion check to see for how long you are allowed to watch:
9 or lower: 2 minutes
10-19: 4 minutes
20-29: 6 minutes
30-39: 8 minutes
40+: 1/4 the result in minutes
In addition, in order to hear what people are saying during the event, you may have to succeed on moderate Perception, History or Insight checks, or perhaps even a mental skill challenge.
The limits of your information about the scene impose penalties or bonuses to all checks made for the ritual. Consult the following table for more information. Start first with the appropriate penalty based on the circumstances, then add bonuses.
Penalty / Factor
-10: You know very little to nothing about the event other than its location. Ex. You know “something bad” happened at the cemetery.
-5: You know the nature of the event you want to see but nothing about the participants. Ex. You know somebody was murdered and where, but not the victim’s identity nor the killer’s.
-3: You know the nature and the location of the event and the identity of at least one person involved.
Bonus / Factor
+1: In the case of violent acts, the victim is alive and present for the ritual.
+1: You have any amount of tangible physical evidence relating to the event.
+2: You have met in person with a relative or close friend of one of the people involved in the event and conversed with them about the person in question and perhaps about the location in question.
GENEALOGY
Through the eyes of spirits long gone, memories whispering in the essence, you peer into a person’s past.
Level 1
Category: Divination
Time: 5 minutes
Duration: 10 minutes
Component Cost: 100 GP
Market Price: 200 GP
Key Skill: Nature (Residuum as component only)
You delve into the family history of a single individual within 5 squares of you. The individual must either be willing, or helpless, or otherwise unable to interrupt the ritual. You can learn a number of facts about this person’s family tree up to a number of generations ago equal to 2 + 1/2 your level. You can learn a number of facts about certain persons equal to your Nature check. You learn these facts by asking direct questions, but you only learn a single related fact per question, regardless of the complexity of your question. If you do not know the names or family ties of these persons to the individual, you cannot learn more about them until you learn these facts (so you learn about these facts first if you do not know them).
9 or lower: 2 facts about up to 2 persons
10-19: 4 facts about up to 2 persons
20-29: 6 facts about up to 3 persons
30-39: 8 facts about up to 3 persons
40 or higher: up to 10 facts about up to 5 persons.
Facts uncovered by this ritual are often brief and direct, such as “So and so murdered so and so” or “So and so was the inventor of such and such item.” If further context is desired then it is often vague and cryptic, especially when concerning things that happened many decades ago. Facts about the individual and about persons still alive cannot be uncovered with this ritual except indirectly, where they tie to the farther ancestry.
Deception Rituals
ENTRANCING AURA
Something keeps people’s eyes on you, as though you were the most exquisite thing in sight.
Level: 1
Category: Deception
Time: 5 minutes; if you are an Athirua, 2 minutes.
Duration: Special
Component Cost: 80 gp, plus a jewel-studded choker focus worth 200 gp. If you are an Athirua, you only need the focus.
Market Price: 150 gp
Key Skill: Arcana
Special: This ritual can only be used once a day, and an additional time after a milestone.
For the duration, any creature or number of creatures that you engage in conversation or who’s attention you have (such as via a performance) ignore other close elements in favor of staring at you. They have a -10 penalty to perception checks made to perceive specific creatures or objects of your choice other than yourself. You can conceal up to two creatures this way and three objects this way, four creatures and five objects if you are trained in Bluff or are an Athirua. The objects must be your size or smaller and must be in either your possession or that of your allies.
Your arcana check result determines the duration of the ritual.
9 or lower: 5 minutes
10-19: 10 minutes
20-29: 15 minutes
30+: Minutes equal to 10 + 1/2 the check result.
ATHIRUA’S ANDROGYNY
A number of tattooes upon the body glow with youthful vigor and transform the creature, melding into the skin, giving it a gift beyond even the form of the Athirua.
Level: 1
Category: Deception
Time: 10 minutes
Duration: Special
Component Cost: 30 gp
Market Price: 50 gp
Key Skill: Arcana
You target a willing humanoid creature that must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the creature’s gender is physically changed – males become females, females become males. The creature’s features gain a distinctly effeminate shift, but it is still physically of the new gender, possessing all necessary biology to complete the change. However, something supernatural still gives off a feeling of the creature’s old identity even through the radical changes in the body – perhaps the eyes, or the voice, or the creature’s mannerisms. This ritual gives the creature a bonus to bluff checks to disguise itself. Your arcana check result determines the duration of this ritual and the bonus conferred:
19 or lower: 10 hours, +3 bonus
20-39: 15 hours, +4 bonus
40+: 24 hours, +5 bonus
SOOTHING AURA
You carefully craft a facade that gives others confidence in you.
Level 2
Category: Deception
Time: 30 minutes
Duration: 1 hour
Component Cost: 50 gp
Market Price: 80 gp
Key Skill: Arcana
A soothing scent, or a glow about you, something gives off a calming, trustworthy aura. You have a bonus to Charisma-based ability checks and skill checks determined by your roll. Typical uses of this ritual include casting it just before a vote or a meeting or just before going to the market. You can spend a healing surge to change the duration to 4 hours.
10 or lower: +2
11-29: +3
30 or higher: +4
KAEHMA’S UNDYING YOUTH
You touch up the wrinkles on your face, the varicose veins, your gray hair, and all melts into a past beauty.
Level 1
Category: Deception
Time: 10 minutes
Duration: 24 hours
Component Cost: 25 gp
Market Price: 125 gp
Key Skill: Arcana (no check)
You must be of middle or older age for your race to cast this ritual. You feel and appear a younger age that you normally are. You cannot look any younger than you did as a young adult (you cannot appear to be a child) and your real identity can still be discerned by a good eye. You have a +2 bonus to Charisma-based ability checks (but not skill checks), a +2 bonus to Endurance checks and a +4 bonus to Bluff checks to disguise yourself.
Warding Rituals
BLESSED BIRTH
By calling on Paikar’s aid, you help a birth along.
Level 1
Category: Warding
Time: 10 minutes; 2 minutes if you are an Ainyu
Duration: Until broken
Component Cost: 10 gp, plus an optional healing surge; Ainyu can cast it without components.
Market Price: 15 gp
Key Skill: Religion (no roll)
You inscribe a circle on the ground, around a bed, and burn incense in the immediate area. If done correctly, you ease the birth of a humanoid child if the mother is within the circle as the birth is happening. The mother has a +10 bonus to Endurance checks made during the birth, and you have a +5 bonus to Heal checks to deliver the child. When the child is born, the circle is instantly broken. If you spent a healing surge when creating the circle, the child has an extra healing surge for the rest of its life.
SPIRIT OATH
You link one or two creatures into an oath or to a ban they have accepted.
Level 4
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 100 gp
Market Price: 200 gp
Key Skill: Religion (no roll)
Special: This ritual can only be cast by a Cleric or Paladin. If joining a spirit and a human in an Oath, it can only be cast for such a purpose once in that Cleric or Paladin’s lifetime.
You form an oath or impose a ban to one or two willing creatures which must be present for the ritual.
An oath is a declaration between one or two creatures of a course of action they will take. For example, an Oath between a person and a spirit (which could grant the Fates Unseen, Entwined feat as a bonus feat at the DM’s discretion) could establish that they will be together as partners and uphold the Spirit’s oath ban. Such oaths are typically one or two sentences long. An oath or ban for a single person is usually a course of action the person will never take, such as “You will not murder”. An oath can be as long as two or three sentences, and a ban is one short sentence. The difference between them is minimal.
If the parties involved willingly violate the terms, their auras become marked so that all who see them know that they broke an oath or ban, and their hit points are set at their bloodied value and cannot be healed to maximum. They must journey to a spiritual place or complete a quest in order to redeem themselves.
FORCE SPIRIT BAN
You inscribe upon a creature an action that it is banned from doing, and the world upholds this justice.
Level 8
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 200 gp
Market Price: 350 gp
Key Skill: Religion (no roll)
Special: This ritual can only be used once a day, and an additional time after a milestone.
You cast this ritual on a helpless, unconscious, or otherwise restrained creature within 5 squares of you, which must be unable to interrupt or escape the ritual. At the end of the ritual, you speak short, simple sentence detailing a moral course of action the target is forced to uphold. “Must not murder within a city”, “Cannot steal valuable items” or even shorter sentences such as “Can never steal” or “Must remain chaste.” You cannot use this to force creatures to take courses of action that are convenient exclusively to you or your allies such as “Tell everything you know about the Queen” or “You must go steal an item for us.”
If the target violates the Ban, its aura becomes marked so that all who see it know that it broke a spirit ban, and its hit points are set at its bloodied value and cannot be healed to maximum until you lift the Ban from it by casting this ritual again. You can cast the ritual without components, but only to lift a ban upon a creature which you placed on it previously. You cannot lift bans you did not place with this ritual. The creature might be able to lift the ban by performing a quest for a Spirit.
FORCE FOUL CURSE
You call upon dark spirits to impress a terrible curse upon a creature.
Level 18
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 4000 gp
Market Price: 8,000 gp
Key Skill: Religion (no roll)
Special: This ritual can only be used once a day, and an additional time after a milestone.
You cast this ritual on a helpless, unconscious, or otherwise restrained creature within 5 squares of you, which must be unable to interrupt or escape the ritual. At the end of the ritual, you speak short sentence detailing a trigger word or phrase and a desired outcome, in short, simple terms, that the creature must carry out whenever it hears the trigger. For example, you could set the trigger as a person’s name, and that whenever it is spoken the creature must kill a person before the next morning.
The target cannot willingly violate this compulsion. It can be removed with a Remove Affliction ritual cast by a creature of level 18 or higher. The curse is also vanishes one extended rest after your death.
FORCE TWOFOLD BAN
You call upon spirits to force two bans upon a creature.
Level 23
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 20,000 gp
Market Price: 35,000 gp
Key Skill: Religion (no roll)
Special: This ritual can only be used once a day, and an additional time after a milestone.
This ritual works like Force Spirit Ban ritual, except you can speak two different short sentences instead of one. They cannot be contradictory statements.
Restoration Rituals
REMOVE SPIRIT BAN
You erase another’s mark that was left upon a creature, allowing it to return to its normal behavior.
Level 13
Category: Restoration
Time: 2 hours
Duration: Permanent
Component Cost: 800 gp
Market Price: 1000 gp
Key Skill: Religion
Special: This ritual can only be used once a day, and an additional time after a milestone.
You cast this ritual upon a creature that was subjected to the Force Spirit Ban ritual. You remove a single spirit ban from the creature, the terms of which you must be aware of. However, this experience is traumatic and may cause damage or even kill the subject. Depending on your religion check, the following happens.
29 or lower: The target dies, but the Spirit Ban is lifted.
30+: The target has access to only half its healing surges until it reaches 2 milestones. An extended rest does not recover any more than half the creature’s healing surges. The creature’s health is not restored from bloodied until its next extended rest. The Spirit Ban is lifted.





