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View Full Version : D&D 3.x Other Runecarvers & Ritualists take 2



BlackLamb
2017-01-01, 12:40 PM
Runecarver

Prerequisite

Character level 6th.

Benefit

You can carve a rune and imbue it with mystical energy. Carving and imbuing a rune takes 1 hr. A character may only have as many runes imbued as he or she has levels. Carving and imbuing runes requires a successful Scribe check. Runes remain imbued for 1 day per character level or until activated, unless made permanent.

Permanent runes may be imbued by characters with the Craft Enchanted Item feat with a carve DC 5 points higher than normal. Such permanent runes will reset 10 minutes after being disabled or spent. Normally runes can be dispelled with a Dispel Magic, but permanent runes can only be permanently destroyed by a Mordenkainen’s Disjunction or destroying the surface upon which the rune is carved.

Runes are powerful inscriptions that harm those who enter, pass, or open the warded area or object. A rune can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

You set the conditions of the rune. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when carving the rune) is subject to the magic it stores. Alternatively, or in addition to a password trigger, runes can be set according to physical characteristics (such as height or weight) or creature type, subtype, kind or alignment. They cannot be set according to class, Hit Dice, or level. Runes respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple runes cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.

When carving the rune, you weave a tracery of faintly glowing lines around the warding sigil. When the rune is imbued it become nearly invisible.

Runes cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a rune, though nonmagical disguises and the like can’t.

Identifying an imbued rune requires a Scribe check equal to its save DC. Trapfinders may seek out and disable the rune with Search & Disable checks equal to its save DC.

Available runes are as follows…

Rune of Pain
Carve DC: 25
Save DC: 13 (Fort Negates)

Once activated, each creature within a 60’ burst is wracked by terrible pain that imposes a -4 penalty to all rolls and persists for an hour after the creature leaves the Rune of Pain’s radius of effect. Once activated, the Rune of Pain remains active for one hour.
Etching this rune requires 1,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Sleep
Carve DC: 25
Save DC: 13 (Fort Negates)

Once activated, each creature under CR 11 within a 60’ burst is driven into a catatonic slumber that persists for 3d6 x 10 minutes. Sleeping creatures cannot be awakened via nonmagical means. Once activated, the Rune of Sleep remains active for one hour.
Etching this rune requires 1,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Fear
Carve DC: 30
Save DC: 15 (Will Negates)

Once activated, each creature within a 60’ burst is panicked for 10 rounds. Once activated, the Rune of Fear is spent.
Etching this rune requires 3,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Persuasion
Carve DC: 30
Save DC: 15 (Will Negates)

Once activated, each creature within a 60’ burst is charmed (per Charm Monster) by the carver for 8 hours. Once activated, the Rune of Persuasion remains active for one hour.
Etching this rune requires 3,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Blasting
Carve DC: 35
Save DC: 18 (Ref 1/2)
Once activated, each creature within 60’ takes 10d8 sonic damage. Once activated, the Rune of Blasting is spent.
Etching this rune requires 3,000 gp worth of incense and/or powdered diamond.

Rune of Stunning
Carve DC: 35
Save DC: 18 (Will Negates)

Once activated, each creature within a 60’ burst is stunned for 1d6 rounds. Once activated, the Rune of Stunning is spent.
Etching this rune requires 3,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Weakness
Carve DC: 40
Save DC: 20 (Fort Negates)

Once activated, each creature within a 60’ burst is weakened to the tune of 3d6 Brutishness damage. Once activated, the Rune of Weakness remains active for one hour.
Etching this rune requires 5,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Insanity
Carve DC: 40
Save DC: 20 (Will Negates)

Once activated, each creature within a 60’ burst is rendered permanently insane (per Insanity). Once activated, the Rune of Insanity remains active for one hour.
Etching this rune requires 5,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Death
Carve DC: 45
Save DC: 23 (Fort Negates)

Once activated, each creature within a 60’ burst is slain. Once activated, the Rune of Death is spent.
Etching this rune requires 5,000 gp worth of mercury, phosphorous, powdered diamond and/or powdered opal.

Rune of Guarding
Carve DC: 45
Save DC: 23 (see below)

Unlike other runes, the Rune of Guarding is considered activated as soon as it is imbued and remains activated for 1 day per character level.

This powerful rune is primarily used to defend your stronghold. The rune protects 200 square feet per character level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to carve the rune. The rune creates the following magical effects within the warded area.

Fog

Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: None.

Arcane Locks

All doors in the warded area are Arcane Locked. Saving Throw: None.

Webs

Webs fill all stairs from top to bottom. These strands are identical with those created by the Web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates.

Confusion

Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: Will Negates.

Lost Doors

One door per character level is covered by a Silent Image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with).

In addition, you can place your choice of one of the following five magical effects.

1. Dancing Lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None.
2. A Magic Mouth in two places. Saving Throw: None.
3. A Stinking Cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates
4. A Gust of Wind in one corridor or room. Saving Throw: Fortitude negates
5. A Suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the Suggestion mentally. Saving Throw: Will negates.

The whole warded area radiates strong magic of the abjuration school. A Dispel Magic cast on a specific effect, if successful, removes only that effect. A successful Greater Dispel Magic destroys the entire Rune of Guarding.
Etching this rune requires 5,000 gp worth of incense, brimstone, oil and/or blood. In addition, a small silver rod entwined with knotted string is required to perform the etching, but is not consumed in the imbuing.

BlackLamb
2017-01-01, 12:42 PM
Ritualist

Prerequisite

Character level 6th.

Benefit

You can perform a ritual imbued with mystical energy. Performing a ritual takes 8 hrs and a successful skill check based on the category of ritual.

Ritual categories are as follows…

Arcanist Rituals [Spellcraft]

Break Enchantment
Perform DC: 25
Area Effect: 30 ft. burst
Duration: Instantaneous
Once performed, this ritual frees victims from enchantments, transmutations, and curses. Break Enchantment can reverse even an instantaneous effect. Only maledictions from a caster level of 14th or lower can broken.
If the effect comes from some permanent magic item Break Enchantment does not remove the curse from the item, but it does free the victims from the item’s effects.

Hallucinatory Terrain
Perform DC: 30
Area Effect: One 30-ft. cube/level
Duration: 1 day/level
Save DC: 15 (Will Disbelief)

This ritual masks the true appearance of an area, making it appear as something else. A road can be made to appear as a river, a forest can be made to appear as a ravine, etc. The ritual’s effect remains until some intelligent being touches the area (or until it is dispelled). The spell is particularly useful for hiding pits or making cliff edges seem to extend more than they actually do, but it has many other useful applications for the creative ritualist.

Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Performing this ritual requires small pieces from several different terrains.

Teleportation Circle
Perform DC: 35
Area Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 1 day/level

You create a circle on the floor or other horizontal surface that teleports any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Permanent Teleportation Circles may be imbued by characters with the Craft Enchanted Item feat and a Spellcraft check of 40 or higher. Such permanent Teleportation Circles will reset 10 minutes after being disabled. Normally Teleportation Circles can be dispelled with a Dispel Magic, but permanent Teleportation Circles can only be permanently destroyed by a Mordenkainen’s Disjunction or destroying the surface upon which the Teleportation Circle is set.
Identifying a Teleportation Circle requires a Spellcraft check of 18 or higher. Trapfinders may seek out and disable the rune with Search & Disable checks of 18 or higher.
Performing this ritual requires 1,000 gp of amber dust to cover the area of the circle.

Screen
Perform DC: 40
Area Effect: One 30-ft. cube/level
Duration: 1 day/level
Save DC: 20 (Will Disbelief)
This ritual combines several elements to create a powerful protection from scrying and direct observation. When performing the ritual, you dictate what will and will not be observed in the ritual’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.
Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.
Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Astral Projection
Perform DC: 45
Duration: Special

Performing an Astral Projection ritual allows the ritualist and up to five companions to leave their material bodies and travel through the astral plane to other planes of existence. As the ritual is performed, the character’s material body enters a trance-like state of suspended animation while his or her consciousness enters the astral plane. The astral plane is a nexus with other planes of existence beyond, and the cleric may choose to enter these other planes of existence. If a character does transcend from the astral into another plane, he or she becomes a physical manifestation in that existence, forming a duplicate body identical to the one left in stasis back in the material plane. It is possible to travel astrally to other locations in the material plane, but a new body cannot be formed in a plane where the character already has a physical manifestation. While travelling in the astral plane, and after a new physical manifestation has formed on a plane beyond the astral, the character remains connected to his or her original body by a “silver cord,” an invisible, mystical link. If the silver cord is broken or severed (some threats in the astral plane can cause this to happen), the character dies, both on the material plane and in astral form.

Most magic items lose some or all of their power on the astral plane. Unless an item’s magical qualities are imbued so deeply as to exist in many planes, an astral traveller’s physical manifestation on another plane will be equipped with only the unenchanted substance of otherwise magic items and weapons.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as Greater Dispel Magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you)
Performing this ritual requires a 1,000 gp jacinth and 5 pieces of silver for each person to be affected.

BlackLamb
2017-01-01, 12:46 PM
Naturalist Rituals [Knowledge: Nature]

Reincarnate
Perform DC: 25
Duration: Instantaneous

Provided that a body has been dead for no more than a week, a ritualist can recall its spirit from the dead—but into another body. The form of the new body is not subject to the ritualist’s control, and is determined by means of the table below. The new body will appear within 1d6 turns near the soul’s former body. The new incarnation (if sapient) will retain the original character’s experience points, but will have new ability scores that are standard for the new race. Except that the character will retain his or her original highest ability score, if more than one score is tied for highest than more than one score will be retained.

Reincarnation Table

Die Roll New Incarnation
01-03 Bugbear
04-06 Badger
07-09 Dwarf
10-12 Bear
13-15 Elf
16-18 Boar
19-21 Gnoll
22-24 Centaur
25-27 Gnome
28-30 Dryad
31-33 Goblin
34-36 Eagle
37-39 Half-elf
40-42 Fox
43-45 Halfling
46-48 Lynx
49-51 Half-orc
52-54 Owl
55-57 Hobgoblin
58-60 Pixie
61-63 Human
64-66 Raccoon
67-69 Kobold
70-72 Faun
73-75 Ogre
76-78 Stag
79-81 Ogre Mage
82-84 Wolf
85-87 Orc
88-90 Wolverine
91-93 Troll
94-96 Hawk
97-00 Special


Sympathetic Vibration
Perform DC: 25
Duration: 1 day/level
By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the ritual’s damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 day/ level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs. Sympathetic vibration cannot affect creatures (including constructs).
A tuning fork is required for the ritual, but is not consumed by it.
.
Liveoak
Perform DC: 30
Duration: 1 day/level
This ritual turns an oak tree into a protector or guardian. The ritual can only transform a single oak at a time; while in effect, you can’t transform another oak. The tree for which the ritual is performed must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
Liveoak must be performed with a healthy, Huge oak, which animates as a treant.
If Liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.

Control Weather
Perform DC: 30
Area Effect: 3-mile-radius circle
Duration: 1 day/level
You change the weather in the local area. 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 abjure against atmospheric phenomena (naturally occurring or otherwise) as well as create them.

Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

Commune With Nature
Perform DC: 35
Area Effect: 1-mile-radius/level
Duration: Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You gain knowledge of the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. The ritual does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Elemental Swarm
Perform DC: 40
Duration: 1 day/level
This ritual opens a portal to an Elemental Plane and summons elementals from it.
When the ritual is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, 1 greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for 1 day/level or until you choose to dismiss them.
The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

Awaken
Perform DC: 45
Duration: Instantaneous
You awaken a tree or animal to humanlike sentience.
The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Inquisitiveness, Attunement, and Ego scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.
An awakened animal gets 3d6 Inquisitiveness, +1d4 Ego, and +2 HD. Its type becomes magical beast. An awakened animal can’t serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Inquisitiveness bonus (if any).
You transfer a portion of your own soul to the awakened subject, sacrificing 250 of your own XP and associated memories which are gained by the subject.

BlackLamb
2017-01-01, 12:51 PM
Spiritualist Rituals [Knowledge: Religion]

Dream
Perform DC: 25
Duration: Special
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.
Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the ritual’s effect is the time required for the messenger to enter the recipient’s dream and deliver the message.
If the recipient is awake when the ritual is completed, the messenger can choose to wake up (spoiling the ritual) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, spoiling the ritual.
Creatures who don’t sleep or don’t dream cannot be contacted by this ritual.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally while in the trance.

Atonement
Perform DC: 25
Duration: Instantaneous
This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. The prospective subject must be present for the entire ritual. Many ritualist first assign a subject of this sort a quest penance to determine whether the creature is truly contrite before performing the Atonement ritual on its behalf.
Atonement may be performed for purposes of reversing a magical alignment change, restoring lost class features and/or the opportunity for redemption or temptation
In cases of redemption or temptation, this ritual is performed for creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. Upon completion of the ritual, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the ritual does not work on outsiders or any creature incapable of changing its alignment naturally.
In addition to burning incense, performing this ritual requires the use of a meditative focus worth at least 500 gp (such as a set of prayer beads or a prayer wheel or a prayer book) which is not consumed in the ritual.
The grasp of corruption is tenacious and will not leave the subject without at least a portion of a soul. 500 XP worth of memories will be banished with the corruption, whether they are of the ritualist or the subject is up to the ritualist.

Nightmare
Perform DC: 30
Duration: 1 day/level
Save DC: 15 (Will Negates)
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
Each night the subject must make a saving throw. Failure means that the nightmare prevents restful sleep. The nightmare leaves the subject fatigued and unable to regain spells for the next day.
Dispel (Alignment) cast on the subject that matches your alignment dispels the nightmare.
Creatures who don’t sleep or dream are immune to this spell.

Planar Binding
Perform DC: 30
Area Effect: Up to three outsiders of the same type, totaling no more than CR 12
Duration: Instantaneous
Save DC: 15 (Will Negates)
Performing this ritual attempts a dangerous act: to lure a creature or creatures from another plane to a specifically prepared trap, held in the trap until it agrees to perform one service in return for freedom.
The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.
Targets are allowed a Will saving throw. If the saving throw succeeds, the ritual is spoiled. If the saving throw fails, the creature is immediately drawn to the trap. The creature can escape from the trap by successfully pitting its spell resistance against your character level check, by dimensional travel, or with a successful Ego check (DC 15 + ½ your character level + your Ego modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A Dimensional Anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram, a la Magic Circle Against (Alignment), to make the trap more secure.
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make an Ego check opposed by the creature’s Ego check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per character level, and the creature gains an immediate chance to break free. Note that a clever subject can subvert some instructions.

Contact Other Plane
Perform DC: 35
Duration: Instantaneous
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.)
For every two character levels, you may ask one question.
Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.
Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.
d% is rolled for the result shown on the table:
Plane Contacted Avoid Inq/Ego Decrease1 True Answer2 Don’t Know3 Lie4 Random Answer5

Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100
(appropriate) (DC 7/1 week) (01-68) (69-75) (76-98) (99-100)
Positive/Negative Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100
Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100
Outer Plane, demideity DC 10/2 weeks 01-49 50-70 71-91 92-100
Outer Plane, lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100
Outer Plane, intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100
Outer Plane, greater deity DC 16/5 weeks 01-88 89-90 91-99 100

1. You must succeed on an Inquisitiveness check against this DC to avoid a decrease in Inquisitiveness and Ego. If the check fails, your Inquisitiveness and Ego scores each fall to 8 for the stated duration. If you lose Inquisitiveness and Ego, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
2. You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
3. The entity tells you that it doesn’t know.
4. The entity intentionally lies to you.
5. The entity tries to lie but doesn’t know the answer, so it makes one up.

Greater Planar Binding
Perform DC: 40
Area Effect: Up to three outsiders of the same type, totaling no more than CR 18
Duration: Instantaneous
Save DC: 20 (Will Negates)
Same as Planar Binding, except as noted above.

Hallow/Unhallow
Perform DC: 45
Area Effect: 40-ft. radius
Duration: Instantaneous
Save DC: 23 (see below)
Hallow makes a particular site, building, or structure a holy site. Unhallow makes a particular site, building, or structure an unholy site This has the following effects.
The site or structure is guarded by a Magic Circle Against Evil or Magic Circle Against Good.
All checks made to turn undead gain a +/- 4, and checks to command or rebuke undead take the opposite.
If Hallowed any dead body interred in the site cannot be turned into an undead creature.
Finally, you may choose to fix a single spell effect to the site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced reperforming the ritual.
Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, or zone of truth. Saving throws might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one Hallow or Unhallow ritual (and its associated spell effect) at a time. The counter ritual can be performed to reverse the effect.
Completing the ritual requires herbs, oils, and/or incense worth at least 1,000 gp.

BlackLamb
2017-01-01, 12:57 PM
Architect Rituals [Knowledge: Architecture & Engineering]

Leomund’s Secure Shelter
Perform DC: 25
Area Effect: 20-ft.-square structure
Duration: Instantaneous

This spell enables the ritualist to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod. The surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.
While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being Arcane Locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an Alarm. Lastly, an Unseen Servant is conjured to provide service to the ritualist.
The inside of the shelter contains rude furnishings as desired by the ritualist--up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk.
The completion of this ritual requires a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood.

Fabricate
Perform DC: 25 + 1 per 10 cu ft created
Area Effect: Up to 10 cu. ft./level
Duration: Instantaneous

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. You must make an appropriate Craft check to Fabricate articles requiring a high degree of craftsmanship.

Minor Creation
Perform DC: 30
Duration: 1 day/level
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per character level. You must succeed on an appropriate skill check to make a complex item.
Completing this ritual requires a tiny piece of matter of the same sort of item you plan to create with Minor Creation.

Ironwood
Perform DC: 30 + 1 per lb created
Area Effect: An ironwood object weighing up to 5 lb./level
Duration: 1 day/level
Ironwood is a magical substance created from normal wood. While remaining natural wood in almost every way, Ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on Ironwood. Spells that affect wood do affect Ironwood, although Ironwood does not burn. Using this ritual with a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Further, if you make only half as much Ironwood as the ritual would normally allow, the Ironwood is treated as magic with a +1 bonus.

Leomund’s Secret Chest
Perform DC: 35
Duration: 1 day/level
This spell enables a specially constructed chest to be hidden deep within the Ethereal Plane, to be summoned using a small model of the chest. The large chest must be exceptionally well-crafted and expensive, constructed for the ritualist by master craftsmen. If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be electrum or silver. The cost of such a chest is never less than 5,000 gp. Once it is constructed, the ritualist must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. The chests themselves are nonmagical, and can be fitted with locks, wards, and so on, just as any normal chest.
While touching the chest and holding the tiny replica, the ritualist chants for 8 hours. This causes the large chest to vanish into the Ethereal Plane. The chest can contain 1 cubic foot of material per character level no matter what its apparent size. Living matter spoils the ritual, so the chest is typically used for securing valuable spell books, magical items, gems, etc. As long as the ritualist has the small duplicate of the magical chest, he can recall the large one from the Ethereal Plane whenever the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can return, although an expedition might be mounted to find it.
While the chest is in the Ethereal Plane, there is a cumulative 1% chance per day that some being finds it. This chance is reset to 1% whenever the chest is recalled and the ritual reperformed to return it to the Ethereal Plane. If the chest is found, the DM must work out the encounter and decide how the being reacts to the chest (for example, it might ignore the chest, fully or partially empty it, or even exchange or add to the items present!).
Whenever the secret chest is brought back to the Prime Material Plane, an ethereal window is opened for a variable amount of time (usually about one turn); the window slowly diminishes in size. When this hole opens between the planes, check for an ethereal encounter to see if a monster is drawn through.
If the large chest is not retrieved before the spell duration lapses, there is a cumulative chance of 5% per day that the chest is lost.

Move Earth
Perform DC: 35 + 1 per 150 ft x 150 ft sq
Area Effect: Dirt in an area up to 750 ft. square and up to 10 ft. deep
Duration: Instantaneous

By casting this spell, the ritualist gains the ability to move earth, sand, and clay in vast quantities, possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. The ritual does not affect rock or stone.

The ritual is normally used to create walls, moats, etc., but can also be used to move an intact terrain feature from one place to another (although the spell cannot move rock unless the rock is carried within the moved earth).

Completing this ritual requires a mixture of soils (clay, loam, and sand and an iron blade, all of which are consumed in the ritual.

Major Creation
Perform DC: 40
Duration: 1 day/level
You create a nonmagical, unattended object of nonliving, mineral matter. The volume of the item created cannot exceed 1 cubic foot per character level. You must succeed on an appropriate skill check to make a complex item.
Completing this ritual requires a tiny piece of matter of the same sort of item you plan to create with Major Creation.

Mordenkainen’s Private Sanctum
Perform DC: 45
Area Effect: 30-ft. cube/level
Duration: 1 day/level
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to Detect Thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent magical or psionic communication. The spell does not prevent creatures or objects from moving into and out of the area.
Permanent Mordenkainen’s Private Sanctums may be established by characters with the Craft Enchanted Item feat and a Knowledge: Architecture & Engineering check of 50 or higher. Such permanent Mordenkainen’s Private Sanctums will reset 10 minutes after being disabled. Normally Mordenkainen’s Private Sanctums can be dispelled with a Greater Dispel Magic, but permanent Mordenkainen’s Private Sanctums can only be permanently destroyed by a Mordenkainen’s Disjunction
Completing this ritual requires a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysotile.

BlackLamb
2017-01-01, 12:59 PM
Archivist Rituals [Knowledge: History]

Divination
Perform DC: 25
Duration: Instantaneous

Divination gives the ritualist divine insight about a particular place, examples being a ruined castle, a particular region in a dungeon, or a small vale. The location of the place must be known to the ritualist (e.g., the “Red Mausoleum,” if a legendary location, cannot be the focus of the ritual, but if the ritualist has seen the doorway of the tomb, the ritual will be effective). The spell yields rich information, although it may be couched in rather vague and approximate terms.

The ritual reveals the relative power of the creatures in the area, the treasure (“low,” “moderate,” or “rich”), and chances of incurring the wrath of gods or similar beings if the place is disturbed.

If the ritualist’s reading of the omens is not correct, of course, he or she will be operating on completely false and useless “insights.” The performance of a Divination is quite dramatic, involving the sacrifice of a dove along with burning 25 gp worth of incense.

Arcane Eye
Perform DC: 25
Duration: 1 day/level
You create an invisible magical sensor that sends you visual information. You can create the Arcane Eye at any point you can see, but it can then travel outside your line of sight without hindrance. An Arcane Eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a Gate or similar magical portal.
You must concentrate to use an Arcane Eye. If you do not concentrate, the eye is inert until you again concentrate.
Completing this ritual requires a bit of bat fur.

Prying Eyes
Perform DC: 30
Duration: 1 day/level
You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your character level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, has a +16 size bonus to Stealth and a +16 Perception modifier. Each eye is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 day per character level or until they return to you. Dispel Magic can destroy eyes. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
Completing this ritual requires a handful of crystal marbles which are transformed into the eyes.

Find the Path
Perform DC: 30
Duration: 1 day/level
This ritual imbues one creature with an uncanny sense for the shortest route into or out of a chosen locale. The spell imparts only a visceral intuition of the right direction and shortest distance, so it is impossible to use the spell either to circumvent dangers or to draw a map. This spell may be used to escape from a Maze in one round and will continue to function thereafter.

Legend Lore
Perform DC: 35
Duration: 1 day/level

This spell, when cast, gathers mystical echoes of legend and rumor about a specific person, place, or object. These inchoate rhymes, whispers, and memories form in the ritualist’s mind until he can finally piece them together into meaningful information. The ritual’s power is far greater if the item is actually at hand when the ritual is performed, for it can then be used as a focus for the gathering of echoes.

When completed, the ritual will reveal the location of any legendary material about the object (or person, or place), and if the ritual is performed in the presence of the place, person, or object the ritual will invariably gather the legendary lore together into a piece of true information about it. This information, coming as it does from mystical echoes, will take the form of a riddle, rhyme, or other puzzle. The ritual can garner no information about things that have not been the subject of discussion, rumor, rhyme or legend.

Completing this ritual is requires the burning of 250 gp worth of incense and clacking together of 4 strips of ivory which are not consumed in the ritual.

Stone Tell
Perform DC: 35
Duration: 1 day/level
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone.

Greater Prying Eyes
Perform DC: 40
Duration: 1 day/level
This ritual functions like Prying Eyes, except that the eyes can see all things as they actually are, just as if they had True Seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a Greater Prying Eye’s Perception modifier is +25 instead of +15.

Discern Location
Perform DC: 45
Duration: Instantaneous
Discern Location is among the most powerful means of locating creatures or objects. Nothing short of a Mind Blank or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern Location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

BlackLamb
2017-01-01, 01:04 PM
Legalist Rituals [Knowledge: Regional]

Mark of Justice
Perform DC: 25
Duration: Permanent (see below)
You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of Bestow Curse.
You can only subject a creature that is willing or restrained.
Like the effect of Bestow Curse, a Mark of Justice cannot be dispelled, but it can be removed with a Break Enchantment ritual, a Limited Wish, Miracle, Remove Curse, or Wish. Remove Curse works only if its caster level is equal to or higher than your character level. These restrictions apply regardless of whether the mark has activated.

Heroes’ Feast
Perform DC: 25
Area Effect: Feast for one creature/level
Duration: 1 day/level
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; and becomes immune to poison and fear.
If the feast is interrupted for any reason, the ritual is ruined and all effects of the ritual are negated.

Sending
Perform DC: 30
Duration: Instantaneous
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 Inquisitiveness score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Inquisitiveness score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
Completing this ritual requires a short piece of fine copper wire which is consumed in the ritual.

Forbiddance
Perform DC: 30
Area Effect: 60-ft. cube/level
Duration: Permanent
Save DC: 15 (Ref ½)
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as Dimension Door and Teleport), Plane Shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the ritual is performed takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal. A creature takes 6d6 points of damage for each alignment axis on which its alignment differs from yours.
At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of the ritual’s completion.
Dispel Magic does not dispel a Forbiddance effect unless the dispeller’s level is at least as high as your character level.
You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Completing this ritual requires the burning of 1,500 gp of incense.

Antipathy/Sympathy
Perform DC: 35
Area Effect: One location (up to a 10-ft. cube/level) or one object
Duration: 1 day/level
Save DC: 18 (Will partial)
You cause an object or location to emanate magical vibrations that repel or attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Antipathy causes creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. Sympathy causes creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object.
A creature that makes a successful saving throw can resist the compulsion to, but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Cowardice score by 4 points.
Antipathy & Sympathy counters and dispels each other.
Completing an Antipathy ritual requires a lump of alum soaked in vinegar. Completing a Sympathy ritual requires 1,500 gp worth of crushed pearls and a drop of honey.

Geas
Perform DC: 35
Duration: 1 day/level
Save DC: 18 (see below)
Geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a Geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The Geased creature must follow the given instructions until the Geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:
If the subject is prevented from obeying the Geas for 24 hours, it takes 3d6 points of damage each day it does not attempt to follow the Geas. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the Geas.
Only Limited Wish, Wish or Miracle may remove a Geas.

Demand
Perform DC: 40
Duration: Instantaneous
Save DC: 20 (Will partial)
This ritual functions like Sending, but the message can also contain a Suggestion, which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Inquisitiveness score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.
The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.
Completing this ritual requires a short piece of copper wire and some small part of the subject—a hair, a bit of nail, or the like.

Binding
Perform DC: 45
Duration: Permanent
Save DC: 23 (Will negates)

Binding creates a magical restraint to hold a creature. The target gets an initial saving throw only if its CR equals at least one-half your character level.
Regardless of the version of Binding you perform, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the ritual is complete, its triggering conditions cannot be changed.
The Binding ritual has two versions. Choose one of the following versions when you perform the ritual.

Bound Slumber

This version causes the subject to become comatose and generates and Antipathy effect against all creatures who approach the subject except you. The subject does not need to eat or drink while slumbering, nor does it age.

Metamorphosis

The subject assumes Gaseous Form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age.
You can’t dispel a binding spell with Dispel Magic or a similar effect, though an Antimagic Field or Mordenkainen’s Disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to Dismissal, Banishment, or a similar effect.
Completing this ritual requires continuous chanting, miniature chains of special metals, soporific herbs of the rarest sort, a bell jar of the finest crystal, 500 gp of opals and a vellum depiction or carved statuette of the subject to be captured.

BlackLamb
2017-01-01, 01:09 PM
Chirurgeon Rituals [Heal]

Restoration
Perform DC: 25
Duration: Instantaneous
This ritual dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per character level of the ritualist. A character who has a level restored by Restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or ability points lost due to death.
Completing this ritual require diamond dust worth 100 gp that is sprinkled over the target.

Raise Dead
Perform DC: 25
Duration: Instantaneous
The eerie, keening incantation of this ritual calls a soul back from the afterlife, literally bringing the dead back to life. The longer a soul has been departed from the material plane, the more difficult it is to call it back; a ritualist can summon back a soul that has been dead no more days than the ritualist’s character level. The raised person will be unable to engage in strenuous activity (such as combat, study, or spell casting) for a period of time equal to one day for each day that he or she was dead.
Perhaps mercifully, the spell erases the returning character’s memory concerning any places his or her soul may have visited following death.
The subject of the spell loses one level and two points of Vitality when it is raised, just as if it had lost a level and Vitality to an energy-draining creature. This level and Vitality loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
Completing this ritual requires a diamond worth at least 5,000 gp, which is consumed in the ritual.

Create Corporeal Undead
Perform DC: 30
Duration: Instantaneous
This evil ritual allows you to infuse a dead body with negative energy to create powerful sorts of corporeal undead. The type or types of undead you can create are based on your Heal check, as shown on the table below.

Heal Check Undead Created
30-33 -----Ghoul, Hollow helm, Huecuva, Crawling hand, Juju zombie, Skeletal champion
34-37 -----Ghast, festrog, Draugr, Guardian phantom armor, Attic whisperer, Blast shadow, Crawling hand (giant), Wight
38-41 -----Mummy, Giant phantom armor, Crypt thing, Phantom lancer, Dullahan
42+ -----Mohrg, Rajput Ambari

This ritual begins at dusk at ends at dawn. It requires a clay pot filled with grave dirt and another filled with brackish water. The ritual must be performed on a dead body prepared in the fashion appropriate to the form of the undead the ritualist wishes to create. You must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the ritual turns these gems into worthless shells.

Regenerate
Perform DC: 30
Duration: Instantaneous
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Regenerate also cures 8d8 points of damage, rids the subject of exhaustion and/or fatigue, and eliminates all ability damage the subject has taken. It has no effect on nonliving creatures (including undead).

Resurrection
Perform DC: 35
Duration: Instantaneous

The awesome power of a Resurrection ritual brings the dead back to life. Unlike Raise Dead, a Resurrection ritual may be performed for a person who has been dead for as many as 10 years per character level of the ritualist. Performing the ritual requires the ritualist to rest for one day per level of the person raised. As with Raise Dead, the recipient’s memory of whatever transpired between death and Resurrection is erased.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a Disintegrate spell count as a small portion of its body.)
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level and 2 points of Vitality. This level and Vitality loss cannot be repaired by any means.
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.
Completing this ritual requires a sprinkle of diamond dust worth a total of at least 10,000 gp.

Greater Restoration
Perform DC: 35
Duration: Instantaneous
This ritual functions like Restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per character level of the ritualist.
Greater Restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater Restoration does not restore levels or ability points lost due to death.
As a conduit for the negative energy cast out of the subject, the ritualist loses 500 XP from channeling the affliction back into the void.

Clone
Perform DC: 40
Duration: Instantaneous
Save DC: 20 (Fort see below)

This eerie spell creates a true, living duplicate of a creature, grown in a vat in the magic user’s laboratory and matured rapidly to adulthood. The clone has the level, the experience points, and the memories of the original person as of the time a piece of that person was obtained for the purpose of making a clone. When the clone is completed, the original’s soul enters it immediately, if that creature is already dead.

If a clone and its original exist simultaneously, the magical flux of such a situation can drive either or both of them insane. Each will seek to destroy the other with a nigh uncontrollable sense that something is horribly wrong while both exist. This wrongness is felt in the bones, each week they are both alive they must both make a Fortitude save to ignore it and carry on as normal. They must continue making this save until they both succeed somehow accept that they co-exist.

It takes 2d4 months for the caster to grow the clone in his vats before it becomes a true duplicate of the original. If the process of vat-growth is interrupted prematurely, the clone will be utterly insane, hating all living things and may become psychotic

Completing this ritual requires at least a cubic inch of unrotten flesh of the original 1,000 gp worth of alchemical ingredients and chirurgey equipment worth at least 500 gp. The equipment is not consumed.

Create Incorporeal Undead
Perform DC: 40
Duration: Instantaneous

Like Create Corporeal Undead, except you Create Incorporeal Undead from the table below

Heal Check Undead Created
40-42 -----Shadow, Allip
43-45 -----Wraith
45-49 -----Totenmaske, Spectre, Bonestorm, Greater shadow, Witchfire
50+ -----Banshee, Bodak, Devourer

Simalacrum
Perform DC: 45
Duration: Instantaneous

This eerie spell permits the magic user to make a living duplicate of another creature using ice or snow as the raw material of the duplicate’s substance. The Simulacrum is identical in appearance to the original in even the minutest detail, although there are many differences in other respects. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the ritualist’s Disguise check) or a DC 23 Sense Motive check

The Simulacrum will always be weaker than the original, having only half of the original hit points and experience and counting as a Construct instead of original creature type. The Simulacrum does not have its own personality; it is under the ritualist’s control and has no volition without the ritualist’s spoken command.

A Simulacrum can be improved by the use of other magic; a Reincarnate ritual performed in conjunction will provide it with its own personality and change its creature type to Elemental (Water), and a Limited Wish may be used to give it the original’s personality and half of the original’s memories.
The ritual is performed over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the ritual requires powdered ruby worth 1,000 gp and 1,000 XP of the ritualist’s own motives and desires.

True Resurrection
Perform DC: 45
Duration: Instantaneous
This ritual functions like Raise Dead, except that you can resurrect a creature that has been dead for as long as 10 years per character level of the ritualist. This ritual can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level or Vitality or prepared spells.
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This ritual can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures.
Even true resurrection can’t restore to life a creature who has died of old age.
Completing this ritual requires a sprinkle of diamond dust worth a total of at least 25,000 gp.