Difference between revisions of "Rituals (4E)"

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* [[Utility Rituals (4E)|Utility Rituals]]
+
This is a list of unofficial rituals. See the [[{{TALKPAGENAME}}|talk page]] for rituals in development. Click on the icons in the header to sort the table by column.
* [[Monster Creation Rituals (4E)|Monster Creation Rituals]]
 
=Utility Rituals=
 
==Air Walk==
 
{{4E ritual
 
|fluff=The ritual makes everyone in the ritual tread on air as if walking on solid ground.
 
|level=13
 
|category= Exploration
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=5,000 gp
 
|marketprice=75,000 gp
 
|keyskill=Nature
 
|text=All those participating in the ritual gain fly (hover, altitude limit 10) at their normal speed.
 
}}
 
  
==Animal Shapes==
+
{|  class="sortable wikitable"
{{4E ritual
+
! Ritual
|fluff=Everyone in the ritual changes into an animal.
+
! Skill
|level=3
+
! Level
|category= Exploration
+
! Market Price
|time=10 minutes
+
!  Component Cost
|duration=See text
+
|-
|componentcost=40 gp
+
| [[Adaptation_(4E)|Adaptation]]
|marketprice=120 gp
+
| Nature
|keyskill=Nature
+
| 11
|text=Pick one living natural beast of small, medium, or large size; all participants in the ritual polymorph into this type of beast. This is a physical change, but all attributes remain the same except as follows. All participants gain the speed of the selected beast rather than their own. If the selected race has any of the following attributes or keywords, all participants gain these abilities; small size, medium size, large size, aquatic. While the ritual lasts, participants cannot attack and cannot take standard actions. The ritual lasts a number of hours equal to the Arcana check, but each participant can end the ritual as a minor action.
+
| 1,600 gp.
}}
+
| 250 gp.
==Animate Rope==
+
|-
{{4E ritual
+
| [[Air_Walk_(4E)|Air Walk]]
|fluff=A rope comes to life and moves on your command.
+
| Arcana (no check)
|level=1
+
| 21
|category= Exploration
+
| 98,000 gp
|time=10 minutes
+
| 17,000 gp
|duration=10 minutes
+
|-
|componentcost=10
+
| [[Air_Walking_Circle_(4E)|Air Walking Circle]]
|marketprice=40
+
| Arcana
|keyskill=Arcana
+
| 23
|text=Animate a rope of up to 50 ft. As a standard action while holding the rope, you can command it to move with a speed of 20 ft., but it cannot carry any load while moving. It has an Athletics skill equal to the Arcana check, and can use this to climb and jump into position and tie and untie itself while not carrying a load. It can also tie and untie itself. Once tied in place, it can be used to aid an ascent. The rope cannot attack.
+
| 175,000 gp
}}
+
| 25,000 gp
==Antipathy==
+
|-
{{4E ritual
+
| [[Alter_Shape_(4E)|Alter Shape]]
|fluff=You cause a location to emanate magical vibrations that repel a specific kind of intelligent creature.
+
| Arcana
|level=15
+
| 10
|category= Deception
+
| 1,450
|time=1 hour
+
| 550
|duration=24 hours
+
|-
|componentcost=1,500
+
| [[Amplify_ritual_(4E)|Amplify Ritual]]
|marketprice=4,000
+
| Arcana or Religion (no check)
|keyskill=Arcana
+
| 5
|text=Specify either a particular alignment or a particular race (for example orc or red dragon). Creatures in the area that fit the description are slowed, then pushed 4 away from the center of the area at the beginning of each of their turns. An insight check to break the effect is allowed upon first encountering antipathy and at the beginning of each round in which the creature has taken damage. The area is a close burst whose size depends on the result of the Arcana check.
+
| 250 gp
{{4E ritual table
+
| One healing surge
|keyskill=Arcana
+
|-
|resultheader=Area
+
| [[Animal_Explorer_(4E)|Animal Explorer]]
|result9=Burst 2
+
| Nature
|result10=Burst 5
+
| 13
|result20=Burst 10
+
| 2,780 gp
|result30=Burst 20
+
| 450 gp
|result40=Burst 40
+
|-
}}
+
| [[Animal_Sneak_(4E)|Animal Sneak]]
}}
+
| Nature
==Arcane Mark==
+
| 3
{{4E ritual
+
| 90 gp
|fluff=The rune you place glows, then fades. You know it is still there.
+
| 35gp
|level=1
+
|-
|category= Exploration
+
| [[Animal_Travel_(4E)|Animal Travel]]
|time=10 minutes
+
| Nature
|duration=1 hour
+
| 6
|componentcost=5 gp
+
| 300 gp
|marketprice=25 gp
+
| 100 gp
|keyskill=Arcana (no check)
+
|-
|text=This ritual allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. An Arcana skill check (DC 10) made within 1 square can cause it to glow and be visible.
+
| [[Animal_Venturer_(4E)|Animal Venturer]]
}}
+
| Nature
==Arcane Sight==
+
| 16
{{4E ritual
+
| 8,000 gp
|fluff=You close your eyes and open your magical senses.
+
| 2,000 gp
|level=5
+
|-
|category= Exploration
+
| [[Animal_token_(4E)|Animal Token]]
|time=10 minutes
+
| Nature
|duration=1 hour
+
| 11
|componentcost=100
+
| 1260gp.
|marketprice=250
+
| 250 gp.
|keyskill=Arcana (no check)
+
|-
|text=You can sense supernatural effects within 10 squares with this ritual. If you can see the object they affect, effects of rituals and powers not of the martial origin are easily discerned. If the target of an effect is not visible (hidden, invisible, or fully concealed or covered) you only have a vague sense a supernatural effect is there. 1 foot of stone, 1 inch of common metal, a thin sheet of lead or precious metal, or 3 feet of wood or dirt blocks arcane sight.
+
| [[Animate_Rope_(4E)|Animate Rope]]
}}
+
| Arcana
==Arcane Smite==
+
| 1
{{4E ritual
+
| 40
|fluff=Arcane force pulverizes everything in a small area.
+
| 10
|level=10
+
|-
|category= Exploration
+
| [[Antipathy_(4E)|Antipathy]]
|time=10 minutes
+
| Arcana
|duration=1 round
+
| 15
|componentcost=550
+
| 4,000
|marketprice=1,600
+
| 1,500
|keyskill=Arcana
+
|-
|text=You must specify a target spot when you begin the ritual, and it strikes in a burst 5 area with a range of 40, using the Arcana check as an attack against Fortitude inflicting a number of d6 of damage equal to the Arcana check. This is usually enough to reduce everything in the target area to rubble.
+
| [[Arcane_Sight_(4E)|Arcane Sight]]
}}
+
| Arcana (no check)
==Assume Appearance==
+
| 5
{{4E ritual
+
| 250
|fluff=Everyone in the ritual changes appearance.
+
| 100
|level=3
+
|-
|category= Deception
+
| [[Ascension_(4E)|Ascension]]
|time=10 minutes
+
| Religion
|duration=4 hours
+
| 6+
|componentcost=15
+
| Variable
|marketprice=40
+
| Variable
|keyskill=Arcana
+
|-
|text=This creates a separate illusory appearance for each participants in the ritual. This can be any creature of the same basic size and body type, for example large humanoid. Small or Medium creatures can assume an appearance of either of these sizes. The assumed appearance can be a specific individual or an appearance of your own invention. Any Bluff checks to maintain the disguise gets a +5 bonus.
+
| [[Assume_Appearance_(4E)|Assume Appearance]]
}}
+
| Arcana
 
+
| 8
==Assume Shape==
+
| 200
{{4E ritual
+
| 75
|fluff=Everyone in the ritual changes into another race.
+
|-
|level=10
+
| [[Assume_Appearance_Circle_(4E)|Assume Appearance Circle]]
|category= Exploration
+
| Arcana
|time=10 minutes
+
| 10
|duration=See text
+
| 400
|componentcost=550
+
| 150
|marketprice=1,450
+
|-
|keyskill=Arcana
+
| [[Astral_Projection_(4E)|Astral Projection]]
|text=Pick one living humanoid race of small or medium size; all participants in the ritual polymorph into this race. This is a physical change, but no attributes change. If the selected race has any of the following attributes or keywords, all participants gain these abilities; small size, medium size, aquatic, swim speed, climb speed, forest walk, or ice walk. The ritual lasts a number of hours equal to the Arcana check, but each participant can end the ritual as a minor action.
+
| Religion (no check)
}}
+
| 18
==Astral Projection==
+
| 16,000
{{4E ritual
+
| 5,000
|fluff=You project all the participants in the ritual into the Astral Sea, leaving inert bodies behind.
+
|-
|level=18
+
| [[Baleful_Polymorph_(4E)|Baleful Polymorph]]
|category= Exploration
+
| Arcana
|time=1 hour
+
| 7
|duration=Special
+
| 260
|componentcost=5,000
+
| 190
|marketprice=16,000
+
|-
|keyskill=Religion (no check)
+
| [[Beast_Shape_(4E)|Beast Shape]]
|text=This ritual only works in the physical world, the Shadowfell, or in the Feywild. It transports you into the Astral Sea. You can travel the Astral Sea and dominions, but if you ever return the ritual ends.  You project your astral self onto the Astral Sea, leaving an inert copy of your body behind, including non-magical copies of all your gear. This body is your anchor on your plane of origin; if you return from the Astral Sea and its dominions you do so at the body’s location (even if it has been moved, buried, or destroyed) and the body merges with you as you return.
+
| Nature
You and your companions may travel through the Astral Sea indefinitely. Your bodies simply wait behind until you return, whereupon the ritual ends.
+
| 6+
}}
+
| Variable
==Binding==
+
| Variable
{{4E ritual
+
|-
|fluff=The demon lord is sure to return to wreak havoc. To avoid this, you enshrine it and hope other will continue to keep it bound forever.
+
| [[Belomacny_(4E)|Belomancy]]
|level=1
+
| Nature
|category= Binding
+
| 8
|time=10 minutes
+
| 350
|duration=Special
+
| 120
|componentcost=25
+
|-  
|marketprice=50
+
| [[Body_theft_(4E)|Body Theft]]
|keyskill=Religion
+
| Arcana
|text=You use this ritual on a helpless creature. Usually it is cast on a defeated but live enemy you do not wish to kill. It binds and placates the creature, making it harmless. The subject does not need to breathe, eat, or drink while bound, nor does it age. Choose one of the following forms of confinement:
+
| 23
* '''Slumber''': This version causes the subject to become unconscious. 
+
| 75,000 gp
* '''Chaining''': The subject is confined to the spot it occupied when it received the spell, but can act normally there. Nothing can move the creature from the spot as long as the ritual is active.
+
| 25,000 gp
* '''Bound Slumber''': This is a combination of chaining and slumber.
+
|-
* '''Enshrinement''': The subject is imprisoned in an object at least as large as itself. It is unconscious, but any creature touching the shrine can awaken it and communicate with it. The creature cannot leave the container, attack, or use any of its powers or abilities.
+
| [[Call_of_Faith_(4E)|Call of Faith]]
*'''Metamorphosis:''' The subject assumes gaseous form, except for its head or face. Alternatively it can be shrunk to a height of 1 inch or even less. It is held harmless in a gem, flask, 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. 
+
| Religion (no check)
The duration depends on the result of the Religion check. It is common practice to institute a yearly ceremony to re-bind a powerful creature bound this way. The ritual can be broken by casting this ritual again and achieving a better duration than the current binding. If the creature is bound to an object, destroying the object frees the creature.
+
| 1
{{4E ritual table
+
| Free
|keyskill=Religion
+
| Free
|resultheader=Duration
+
|-
|result9=A month and a day
+
| [[Call_of_the_Wild_(4E)|Call of the Wild]]
|result10=A year and a day
+
| Nature
|result20=A decade and a day
+
| 3
|result30=A century and a day
+
| 90 gp.
|result40=A millenium and a day
+
| 50 gp.
}}
+
|-
}}
+
| [[Capture_Image_(4E)|Capture Image]]
==Call Lightning==
+
| Arcana
{{4E ritual
+
| 1
|fluff=You call the wrath of nature to strike like a siege engine.
+
| 25
|level=5
+
| 10
|category= Exploration
+
|-
|time=10 minutes
+
| [[Cleromancy_(4E)|Cleromancy]]
|duration=1 minute
+
| Religion
|componentcost=100
+
| 1
|marketprice=250
+
| 10
|keyskill=Nature
+
| 5
|text=As you perform the ritual a small thundercloud gathers, cumulating in a lightning strike. It becomes obvious where the lightning will strike one minute before it actually strikes. You must specify a target spot when you begin the ritual, and it strikes in a burst 1 area with a range of 100, using the Nature check as an attack against Reflex. It strikes the same area each round for one minute (10 rounds), each time inflicting lightning damage equal to the Nature check. Make a separate check for each round of the duration. In most cases, it can be assumed to destroy whatever is in the area, reducing it to rubble.
+
|-
}}
+
| [[Cloak_of_Shadows_(4E)|Cloak of Shadows]]
==Capture Image==
+
| Arcana (no check)
{{4E ritual
+
| 14
|fluff=You capture an image for later use.
+
| 5,000
|level=1
+
| 1,800
|category= Deception
+
|-
|time=10 minutes
+
| [[Clone_(4E)|Clone]]
|duration=Permanent
+
| Heal (no check)
|componentcost=10
+
| 17
|marketprice=25
+
| 12,000
|keyskill=Arcana
+
| 50,000 gp.
|text=You can capture the image of the site where you are standing and bind it into a crystal. Anyone peering into the crystal can see the a tiny version of the image, a by using this ritual on a capture-image crystal, you can create a full-scale image. An image recreated by this ritual is true, but slightly transparent and obviously an illusion, fooling nobody but useful for conveying information. You can also use Mirage arcane or similar magic to recreate the scene more believably.
+
|-
 
+
| [[Conjure_Cottage_(4E)|Conjure Cottage]]
The size of the scene you can capture depends on the Arcana check:
+
| Arcana (no check)
{{4E ritual table
+
| 4
|keyskill=Arcana
+
| 35 gp
|resultheader=Area
+
| 5 gp
|result9=Burst 2
+
|-
|result10=Burst 5
+
| [[Consecrate_(4E)|Consecrate]]
|result20=Burst 10
+
| Religion
|result30=Burst 20
+
| 3
|result40=Burst 40
+
| 150
}}
+
| 100
}}
+
|-  
 
+
| [[Contagion_(4E)|Contagion]]
==Cloak of Shadows==
+
| Religion
{{4E ritual
+
| 6
|fluff=You collect a pool of shadow and drape it around yourself and your friends.
+
| 300
|level=14
+
| 250
|category= Deception
+
|-
|time=10 minutes
+
| [[Continual_Flame_(4E)|Continual Flame]]
|duration=1 hour
+
| Arcana (no check)
|componentcost=1,800
+
| 1
|marketprice=5,000
+
| 150
|keyskill=Arcana (no check)
+
| 50
|text=Everyone participating in the ritual is cloaked in shadow, which allows you to use stealth as if you were concealed, without actually offering concealment. Direct sunlight prevents this effect, but does not dispel it.
+
|-
}}
+
| [[Control_Crops_(4E)|Control Crops]]
==Clone==
+
| Nature
{{4E ritual
+
| 1
|fluff=Cutting a bloody chunk out of yourself and putting it in a huge vat you ignore the pain and think of your enemies and how you will fool them all with this life insurance.
+
| 50
|level=17
+
| 10
|category= Restoration
+
|-
|time=1 week
+
| [[Control_Winds_(4E)|Control Winds]]
|duration=Instantaneous
+
| Nature
|componentcost=50,000 gp.
+
| 12
|marketprice=12,000
+
| 1,200
|keyskill=Healing (no check)
+
| 500
|text=This creates an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
+
|-
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. 
+
| [[Cornucopia_(4E)|Cornucopia]]
When the clone is completed, the original’s soul enters it after one hour if that creature is already dead. The clone is identical with the original. In all respects, treat the clone as if it were the original character raised from the dead. The spell duplicates only the original’s body and mind, not its equipment.
+
| Nature
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh. It is possible for an empty clone body to be possesses or animated by spirits or ghosts, in which case the possessor gains access to the memories of the original.
+
| 9
}}
+
| 1,000
==Consecrate==
+
| 300
{{4E ritual
+
|-
|fluff=You call upon your god to ward and protect an area.
+
| [[Create_sunrod_(4E)|Create Sunrod]]
|level=3
+
| Arcana
|category= Binding
+
| 1
|time=10 minutes
+
| 15 gp.
|duration=6 hours
+
| 2 gp.
|componentcost=100
+
|-
|marketprice=150
+
| [[Creation_(4E)|Creation]]
|keyskill=Religion
+
| Arcana
|text=This ritual dedicates an area to a god you worship, and imbues it with radiant energy. Creatures vulnerable to radiant energy have that vulnerability doubled, while all creatures in the area increase their resistance to necrotic energy by five, gaining resist 5 necrotic if they don’t already have it and reducing any necrotic vulnerability by 5. Further, it is not possible to perform rituals in the area unless they incorporate a heartfelt prayer to your patron, and rituals abhorrent to your patron automatically fail.
+
| 11
If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your god, the ritual lasts as long as the altar remains inviolate. Profaning the altar can be done by anyone, and takes one minute. Alternatively, the altar can simply be destroyed. 
+
| 1,500 gp.
The consecrated area is a close burst with a size depending on the Religion check.
+
| 100 gp.+
{{4E ritual table
+
|-
|keyskill=Religion
+
| [[Dancing_Lights_(4E)|Dancing Lights]]
|resultheader=Area (example)
+
| Arcana
|result9=Burst 2 (small shrine)
+
| 1
|result10=Burst 10 (church)
+
| 25 gp
|result20=Burst 50 (cathedral)
+
| 5 gp
|result30=Burst 250 (town)
+
|-
|result40=Burst 1,000 (city)
+
| [[Darkvision_(4E)|Darkvision]]
}}
+
| Nature (no check)
}}
+
| 12
==Contagion==
+
| 3,600 gp
{{4E ritual
+
| 1,200 gp
|fluff=You consecrate the carrier with rotting flesh and rat’s tails. Soon, it will bear bitter fruit!
+
|-
|level=6
+
| [[Daylight_(4E)|Daylight]]
|category= Binding
+
| Arcana or Religion
|time=10 minutes
+
| 8
|duration=Until removed
+
| 350 gp
|componentcost=250
+
| 100 gp
|marketprice=300
+
|-
|keyskill=Religion
+
| [[Detect_Plant_or_Beast_(4E)|Detect Plant or Beast]]
|text=You cause an object or creature to spread disease. Choose a disease whose level is no greater than your own and a focus for the ritual. The focus can be a willing creature or an object of small to large size. If it is a creature, that creature becomes immune to the disease it spreads. Destroying the object or killing the creature ends the effect, as can a cure disease ritual cast on the focus.
+
| Nature
Anyone spending 5 minutes within 2 squares of the focus or who consumes something that spent an hour in this area in the last 24 hours must make a saving throw or become infected. See DMG p. 49 for more on disease.
+
| 1
It is common to place the focus in a well or larder. Immaterial creatures such as ghosts are especially popular as foci, because they can infest an area without anyone noticing. Another popular option is to use a buried undead creature as a focus.
+
| 25 gp
}}
+
| 10 gp
==Continual Flame==
+
|-
{{4E ritual
+
| [[Detect_Undead_(4E)|Detect Undead]]
|fluff=At your touch, the objects burst into heatless flame.
+
| Religion
|level=1
+
| 1
|category= Exploration
+
| 25 gp
|time=10 minutes
+
| 10 gp
|duration=Permanent
+
|-
|componentcost=50
+
| [[Dimensional_Anchor_(4E)|Dimensional Anchor]]
|marketprice=150
+
| Arcana
|keyskill=Arcana (no check)
+
| 7
|text=A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. You can select the color of the flame and make it smoking or not, but this effect is purely cosmetic. A continual flame can be covered and hidden but not smothered or quenched.
+
| 500 gp
}}
+
| 180 gp
==Control Crops==
+
|-
{{4E ritual
+
| [[Dimensional_Barrier_(4E)|Dimensional Barrier]]
|fluff=The earth will return your sacrifices tenfold – or return only dust.
+
| Arcana
|level=1
+
| 13
|category= Exploration
+
| 3,500 gp
|time=1 hour
+
| 600 gp
|duration=1 growing season
+
|-
|componentcost=10
+
| [[Dismissal_(4E)|Dismissal]]
|marketprice=50
+
| Religion or Arcana
|keyskill=Nature
+
| 7
|text=You either bless or blight the fields in a close burst whose size depends on your Nature check. Fields in this area yield either bountiful harvests or pitiful harvests, your choice. This ritual lasts until harvest time, and can be reversed if it is cast again by someone of the same or higher level. Blessing crops is best done at sowing times, doing it later reduces the benefit.
+
| 200 gp.
{{4E ritual table
+
| 135 gp.
|keyskill=Nature
+
|-
|resultheader=Area (example)
+
| [[Dowsing_(4E)|Dowsing]]
|result9=Burst 10 (field)
+
| Arcana
|result10=Burst 100 (farm)
+
| 4
|result20=Burst 1,000 (village)
+
| 100
|result30=Burst 10,000 (county)
+
| 25
|result40=Burst 100,000 (country)
+
|-
}}
+
| [[Dream_Sending_(4E)|Dream Sending]]
}}
+
| Arcana (no check)
==Control Winds==
+
| 9
{{4E ritual
+
| 800 gp
|fluff=With a whirling motion you force the wind to obey your commands.
+
| 150 gp.
|level=9
+
|-
|category= Exploration
+
| [[Earthquake_(4E)|Earthquake]]
|time=10 minutes
+
| Nature
|duration=6 hours
+
| 15
|componentcost=500
+
| 8,000 gp
|marketprice=1,200
+
| 2,800 gp
|keyskill=Nature
+
|-
|text=You alter wind force in a close burst 100 (500 ft. Radius). You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the duration ends or until you choose to alter your handiwork, which requires another 1 minute of concentration. You may create an “eye” of calm air in a close burst 8 (80 feet in diameter) if you so desire, and you may choose to limit the area or eye and make either as small as you like.
+
| [[Elemental_Invasion_(4E)|Elemental Invasion]]
'''Wind Strength: '''depending on your Nature check, you can affect winds of different strength. You can change the wind in any way up to the maximum strength the Nature check allows, but you cannot affect stronger winds at all.
+
| Arcana
{{4E ritual table
+
| 15
|keyskill=Nature
+
| 6,000 gp
|resultheader=Maximum wind
+
| 3,000 gp
|result9=Light to Medium winds (no game effect)
+
|-
|result10=Strong winds (21+ mph) make sailing difficult
+
| [[Excavate_(4E)|Excavate]]
|result20=Severe wind (31+ mph) causes minor ship and building damage.
+
| Arcana
|result30=Windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
+
| 16
|result40=Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
+
| 8,600 gp
}}
+
| 2,900 gp
 
+
|-
'''Wind Direction:''' You may choose one of four basic wind patterns to function over the spell’s area.
+
| [[Explosive_Runes_(4E)|Explosive Runes]]
* A downdraft blows from the center outward in equal strength in all directions.
+
| Arcana (no check)
* An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
+
| 5
* A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
+
| 200gp
* A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
+
| 50gp
}}
+
|-
==Cornucopia==
+
| [[Fairy_Debt_(4E)|Fairy Debt]]
{{4E ritual
+
| Arcana
|fluff=You walk through the crowd with your cornucopia, pouring fresh delicacies into each of their hands.
+
| 5
|level=9
+
| 150
|category= Creation
+
| 100
|time=10 minutes
+
|-
|duration=2 hours
+
| [[False_Vision_(4E)|False Vision]]
|componentcost=300
+
| Arcana
|marketprice=1,000
+
| 9
|keyskill=Nature
+
| 600 gp
|text=While the ritual lasts, you can produce food and drink for a multitude of people. The food and drink is fit for each eater, and well tasting and nutritious enough that a single meal is good for 24 hours. Any food not eaten within the duration is lost. The amount of food you produce depends on the Religion check result. Large creatures eat food for two people.
+
| 160 gp
{{4E ritual table
+
|-
|keyskill=Religion
+
| [[Fetch_avatar_(4E)|Fetch Avatar]]
|resultheader=People fed
+
| Arcana or Nature
|result9=10 people
+
| 6
|result10=100 people
+
| 325 gp.
|result20=1,000 people
+
| 75 gp.
|result30=10,000 people
+
|-
|result40=100,000 people
+
| [[Fetch_avatar_circle_(4E)|Fetch Avatar Circle]]
}}
+
| Nature
}}
+
| 10
==Creation==
+
| 1225 gp.
{{4E ritual
+
| 300 gp.
|fluff=You shape objects out of ephemeral energies.
+
|-
|level=8
+
| [[Fire_Trap_(4E)|Fire Trap]]
|category= Creation
+
| Arcana
|time=10 minutes
+
| 7
|duration=Instant
+
| 460 gp
|componentcost=Special
+
| 100 gp
|marketprice=600 gp
+
|-
|keyskill=Arcana
+
| [[Gaseous_Form_(4E)|Gaseous Form]]
|text=You create objects out of nothing. The cost in components is twice the item’s normal price, but this can be worth it if you really need an item while on an adventure. This creates generic objects of average quality; you cannot duplicate a specific object unless you have it in your presence. Nor can you create an object bearing specific information, such as a painting or book, unless you have something to copy. It can be used to create magic items but not ritual books or scrolls. The maximum gold piece value of created items depends on the result of the Arcana check.
+
| Arcana
{{4E ritual table
+
| 12
|keyskill=Arcana
+
| 3,000 gp
|resultheader=Maximum value
+
| 1,000 gp
|result9=10 gp.
+
|-
|result10=100 gp.
+
| [[Geas_(4E)|Geas]]
|result20=1,000 gp.
+
| Arcana (no check)
|result30=10,000 gp.
+
| 11
|result40=100,000 gp.
+
| 1,500 gp
}}
+
| 700 gp
 
+
|-
}}
+
| [[Ghostly_servant_(4E)|Ghostly Servant]]
==Dancing Lights==
+
| Arcana
{{4E ritual
+
| 2
|fluff=You finish the ritual, and an army of witchfires moves out under your command.
+
| 50gp
|level=1
+
| 15 gp
|category= Deception
+
|-
|time=10 minutes
+
| [[Glyph_of_Binding_(4E)|Glyph of Warding]]
|duration=1 hour
+
| Religion (no check)
|componentcost=5 gp
+
| 5
|marketprice=25 gp
+
| 200gp
|keyskill=Arcana
+
| 50gp
|text=You create illusory lights equal in number to your Arcana check. These shed little light, giving dim illumination in a burst 1 (5 ft. radius), but from a distance they look like torches, candles, lanterns, or vaguely glowing forms of any color you like. In the dark and from a distance of 10 squares of more, they look like people carrying lights. As a minor action, you can order each light to move (speed 6). Someone observing them closely can make an Insight check against your Arcana check for the ritual to realize they are fake.
+
|-
}}
+
| [[Greater_telepathic_bond_(4E)|Greater Telepathic Bond]]
==Darkvision==
+
| Arcana (no check)
{{4E ritual
+
| 19
|fluff=You stare into the dark, and shadowy patterns emerge.
+
| 21,000 gp
|level=12
+
| 5,500 gp
|category= Exploration
+
|-
|time=10 minutes
+
| [[Hallucinatory_Sound_(4E)|Hallucinatory Sound]]
|duration=1 hour
+
| Arcana
|componentcost=1,200 gp
+
| 2
|marketprice=3,600 gp
+
| 40 gp
|keyskill=Nature (no check)
+
| 10 gp
|text=Up to eight targets get darkvision.
+
|-
}}
+
| [[Hallucinatory_Terrain_(4E)|Hallucinatory Terrain]]
==Daylight==
+
| Arcana
{{4E ritual
+
| 7
|fluff=Calling upon the sun, you bind some of its light.
+
| 250 gp
|level=3
+
| 65 gp
|category= Exploration
+
|-
|time=10 minutes
+
| [[Hallucinatory_Wall_(4E)|Hallucinatory Wall]]
|duration=1 hour
+
| Arcana
|componentcost=20 gp.
+
| 4
|marketprice=150 gp.
+
| 150 gp
|keyskill=Arcana or Religion.
+
| 30 gp
|text=You imbue up to ten Tiny objects with light. Such an object can be activated once to illuminate a close burst 20 with bright light for four hours, creating a sunrod. If cast on fixtures the effect is permanent (until the fixture is destroyed or moved) and the close burst has a size equal to the ritual check. You can decide the hue of the light, but it is always bright.
+
|-
}}
+
| [[Heroic_Circle_(4E)|Heroic Circle]]
==Desecrate==
+
| Religion (No check)
{{4E ritual
+
| 14
|fluff=You invoke the power of shadow and imbue it in an area.  
+
| 5,000 gp
|level=3
+
| 2,000 gp
|category= Binding
+
|-
|time=10 minutes
+
| [[Heroism_(4E)|Heroism]]
|duration=6 hours
+
| Religion (No check)
|componentcost=100 gp
+
| 11
|marketprice=150 gp.
+
| 1,500 gp
|keyskill=Religion
+
| 700 gp
|text=This ritual imbues an area with necrotic energy. Creatures vulnerable to necrotic energy have that vulnerability doubled, while all creatures in the area increase their resistance to radiant energy by five, gaining resist 5 radiant if they don’t already have it and reducing any radiant vulnerability by 5. A desecrated area cannot be consecrated until the desecration is broken or ends.
+
|-
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to shadow, the ritual lasts as long as the altar remains inviolate. Profaning the altar can be done by anyone, and takes one minute of work. Alternatively, the altar can simply be destroyed.
+
| [[Hero%E2%80%99s_Feast_(4E)|Hero’s Feast]]
The desecrated area is a close burst with a size depending on the Religion check.
+
| Religion (no check)
{{4E ritual table
+
| 11
|keyskill=Religion
+
| 900 gp.
|resultheader=Size of the close burst (typical area)
+
| 540 gp. +
|result9=2 (small shrine)
+
|-
|result10=10 (church)
+
| [[Illusory_Scrying_(4E)|Illusory Scrying]]
|result20=50 (graveyard)
+
| Arcana
|result30=250 (necropolis)
+
| 1
|result40=1,000 (town)
+
| 25 gp
}}
+
| 10 gp
}}
+
|-
==Detect Plant or Beast ==
+
| [[Imbue_With_Power_(4E)|Imbue With Power]]
{{4E ritual
+
| Arcana (no check)
|fluff=Holding your dowsing stick, you think of deer. The stick pulls to towards one, then another.
+
| 7
|level=1
+
| 400 gp
|category= Divination
+
| 180 gp
|time=10 minutes
+
|-
|duration=Instant
+
| [[Longstrider_(4E)|Longstrider]]
|componentcost=10 gp
+
| Nature
|marketprice=25 gp
+
| 1
|keyskill=Nature
+
| 35 gp
|text=You can detect a particular kind of beast or plant – either plant creatures or regular growing plants - in a close burst. You must think of a kind of animal or plant when using the ritual.
+
| 5 gp
You sense the number of individuals of the specified kind in the area, and the conditions and location of each individual present. The ritual can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of precious metal or lead, or 3 feet of wood or dirt blocks it. The size of the burst depends on the result of your Nature check.
+
|-
{{4E ritual table
+
| [[Lord_of_the_Land_(4E)|Lord of the Land]]
|keyskill=Nature
+
| Nature
|resultheader=Size of the close burst (typical area)
+
| 10
|result9=10 (yard)
+
| 800 gp
|result10=100 (grove)
+
| 400 gp
|result20=1,000 (wood)
+
|-
|result30=10,000 (forest)
+
| [[Low-Light_Vision_(4E)|Low-Light Vision]]
|result40=100,000 (country)
+
| Nature (no check)
}}
+
| 5
}}
+
| 250 gp
==Detect Undead ==
+
| 100 gp
{{4E ritual
+
|-
|fluff=The incense burns steadily, but suddenly eddies appear in the smoke, disturbing shapes indicating the presence of undead.
+
| [[Magic_Jar_(4E)|Magic Jar]]
|level=1
+
| Arcana
|category= Divination
+
| 18
|time=10 minutes
+
| 15,000 gp
|duration=Instant
+
| 5,000 gp
|componentcost=10 gp
+
|-
|marketprice=25 gp
+
| [[Mark_of_Justice_(4E)|Mark of Justice]]
|keyskill=Religion
+
| Religion
|text=You can undead in a close burst. You sense the number of individuals of the specified kind in the area, and the conditions and location of each individual present. You cannot sense a particular undead creature if the Religion check is lower than it’s Will defense. The ritual can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of precious metal or lead, or 3 feet of wood or dirt blocks it. The size of the burst is equal to the result of your Religion check.
+
| 5
}}
+
| 150 gp
==Dimensional Anchor==
+
| 75 gp
{{4E ritual
+
|-
|fluff=A loadstone about your neck weights down on anyone trying to teleport nearby.
+
| [[Mask_of_Shadows_(4E)|Mask of Shadows]]
|level=7
+
| Arcana (no check)
|category= Warding
+
| 11
|time=10 minutes
+
| 2,400
|duration=1 hour
+
| 1,000
|componentcost=180 gp
+
|-
|marketprice=500 gp
+
| [[Message_(4E)|Message]]
|keyskill=Arcana
+
| Arcana
|text=You create a zone about yourself in which no teleportation is possible unless the creature using the teleport power is higher level than you. You can end the effect as a minor action, and others can disturb the loadstone and end the effect by making a Dexterity vs. Reflex melee attack against you. The size of the close burst is 1/10 of your Arcana check result; on a result of 9 or less it only affects your space.
+
| 1
}}
+
| 50 gp
==Dimensional Barrier==
+
| 10 gp
{{4E ritual
+
|-
|fluff=You hedge an area with ritual markers, creating a boundary between the planes.
+
| [[Miasma_of_Shadows_(4E)|Miasma of Shadows]]
|level=13
+
| Arcana
|category= Warding
+
| 3
|time=10 minutes
+
| 250 gp
|duration=24 hours
+
| 150 gp
|componentcost=600 gp
+
|-
|marketprice=3,500 gp
+
| [[Mimic_Shape_(4E)|Mimic Shape]]
|keyskill=Arcana
+
| Arcana
|text=You ward an area, making teleportation into the area impossible unless the creature is higher level than the ritual caster who performed the ritual. The area is a close burst with a size of 1/10 of your Arcana check result.
+
| 5
}}
+
| 250 gp
==Dismissal==
+
| 80 gp
{{4E ritual
+
|-
|fluff=With a flourish, you banish the defeated foe back to its home plane.
+
| [[Mind_Blank_(4E)|Mind Blank]]
|level=7
+
| Arcana (no check)
|category= Binding
+
| 24
|time=10 minutes
+
| 120,000 gp
|duration=Instantaneous
+
| 60,000 gp
|componentcost=135 gp.
+
|-
|marketprice=200 gp.
+
| [[Mind_Blank_Circle_(4E)|Mind Blank Circle]]
|keyskill=Religion or Arcana
+
| Arcana (no check)
|text=You return a helpless creature native to another plane to its home plane. If the Arcana or Religion check beat the creature’s Will defense, it cannot return to the plane it was dismissed from for a time dependent upon the result of the Arcana or Religion check.
+
| 28
{{4E ritual table
+
| 400,000 gp
|keyskill=Arcana or Religion
+
| 200,000 gp
|resultheader=Duration
+
|-
|result9=A week and a day
+
| [[Mind_puppet_(4E)|Mind Puppet]]
|result10=A month and a day
+
| Arcana
|result20=A year and a day
+
| 11
|result30=A decade and a day
+
| 1,500 gp
|result40=A century and a day
+
| 500 gp
}}
+
|-
 
+
| [[Mind_switch_(4E)|Mind Switch]]
}}
+
| Arcana
==Dream Sending==
+
| 13
{{4E ritual
+
| 3,000 gp
|fluff=You enter a trance visualizing your friend, and find yourself face-to-face with him in his dream world.
+
| 1,000 gp
|level=9
+
|-
|category= Exploration
+
| [[Mindbending_(4E)|Mindbending]]
|time=10 minutes
+
| Arcana
|duration=Special
+
| 6
|componentcost=150 gp.
+
| 300 gp
|marketprice=800 gp
+
| 100 gp
|keyskill=Arcana (no check)
+
|-
|text=You and any willing participants in the ritual fall unconscious and enter a trance where you enter into the dream of a sleeping creature that you have met in person. If the target is not sleeping, you can maintain the trance until he does sleep.  At any time any participant, including the target, can wake up and exit the ritual as a minor action.
+
| [[Mirage_Arcana_(4E)|Mirage Arcana]]
While in the dream, you can converse normally, and the target can show you memories and dreamscapes.  No one can fight or use powers in a normal dream sending. If the target is possessed or not in control of his own mind, a dream sending can be a harrowing adventure, but this is a special case under the DM’s control.
+
| Arcana
}}
+
| 15
==Earthquake==
+
| 3,000 gp
{{4E ritual
+
| 1,600 gp
|fluff=With clashing cymbals and stomping fee the ritual reaches a crescendo, and the very earth shakes in unison with your calls.
+
|-
|level=15
+
| [[Mnemonic_Alteration_(4E)|Mnemonic Alteration]]
|category= Exploration
+
| Arcana
|time=15 minutes
+
| 7
|duration=Instant
+
| 500 gp
|componentcost=2,800 gp
+
| 200 gp
|marketprice=8,000 gp
+
|-
|keyskill=Nature
+
| [[Modify_Magical_Terrain_(4E)|Modify Magical Terrain]]
|text=When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area.
+
| Arcana
* '''Creatures:''' Any creature on the ground where an earthquake occurs must make a DC 20 Acrobatics (balance) check or fall prone.
+
| 22
* '''Structures:''' Any typical wooden or masonry building has a 75% chance to collapse. Stone buildings have only a 50% chance to collapse, while fortified buildings have a 25% chance to collapse. Natural caverns do not collapse, but underground construction can suffer a cave-in with the same effect as above. Creatures in collapsed structures must make an Athletics check DC 20 or take 3d6 damage and become restrained. The DC to escape from this restraint is 20. The area where the collapsed building stood becomes difficult ground.
+
| 41,000 gp
The earthquake has a range of 50 and affects a burst with a size equal to the Nature check result. There must be a line of sight and line of effect to the target area.
+
| 20,000 gp
}}
+
|-  
 
+
| [[Modify_Memory_(4E)|Modify Memory]]
==Excavate==
+
| Arcana
{{4E ritual
+
| 10
|fluff=You make a great excavation in the earth.
+
| 800 gp
|level=16
+
| 250 gp
|category= Exploration
+
|-
|time=4 hours and more, see text
+
| [[Modify_Terrain_(4E)|Modify Terrain]]
|duration=Instant
+
| Arcana or Nature
|componentcost=2,900 gp
+
| 12
|marketprice=8,600 gp
+
| 2,200 gp
|keyskill=Arcana
+
| 800 gp
|text=You can excavate earth and stone, creating tunnels and chambers. The ritual has a variable casting time; it takes four hours to start up, then one minute for each square you want to excavate. Remember to think in three dimensions; a 10 ft. cube takes 4 minutes to excavate. If you are interrupted while excavating, any work you’ve already done remains.
+
|-
This ritual is accompanied by a great shaking of the earth so it is very noticeable, and it is very easy to disturb; simply hitting the earth hard within 100 ft. of where you are excavating ends it. This makes it less than useful as a siege weapon, you generally need to have complete control of the area you want to excavate.
+
| [[Name_Binding_(4E)|Name Binding]]
The walls of the excavation are plain undressed earth or stone. They are buttressed, but if the ground is not solid or you crate too large chambers, it might still collapse after a time.
+
| Arcana
The type of ground you can excavate depends on the result of the Arcana check:
+
| 7
{{4E ritual table
+
| 250 gp
|keyskill=Arcana
+
| Variable
|resultheader=Type of earth you can excavate
+
|-
|result9=Soft soil
+
| [[Nightmare_(4E)|Nightmare]]
|result10=Clay
+
| Arcana
|result20=Soft stone
+
| 7
|result30=Hard sedimentary stone like marble
+
| 250 gp
|result40=Bedrock
+
| 150 gp
}}
+
|-
}}
+
| [[Object_Portal_(4E)|Object Portal]]
==False Vision==
+
| Arcana
{{4E ritual
+
| 3
|fluff=You create an image in your mind, then superimpose it on reality, making sure any scrying will lock on to the image.
+
| 120 gp
|level=9
+
| 45 gp
|category= Deception
+
|-
|time=10 minutes
+
| [[Obscuring_Mist_(4E)|Obscuring Mist]]
|duration=24 hours
+
| Nature
|componentcost=160 gp
+
| 8
|marketprice=600 gp
+
| 750 gp
|keyskill=Arcana
+
| 180 gp
|text=Any scrying power used to view anything within the area of this spell instead receives a false image, as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static or plays up a simple scene. An Insight roll against the Arcana check result penetrates the illusion.
+
|-
}}
+
| [[Omen_(4E)|Omen]]
 
+
| Religion
==Fire Trap==
+
| 13
{{4E ritual
+
| 2,900
|fluff=You invoke a fiery explosion, then hold it back just short of being triggered.
+
| 900
|level=7
+
|-
|category= Waerding
+
| [[Onomancy_(4E)|Onomancy]]
|time=10 minutes
+
| Arcana
|duration=Until triggered
+
| 1
|componentcost=100 gp
+
| 75
|marketprice=460 gp
+
| 25
|keyskill=Arcana
+
|-
|text=Fire trap creates a fiery explosion when an intruder opens damages the item that the trap protects. A fire trap can ward any object that can be opened and closed.
+
| [[Permanent_Illusion_(4E)|Permanent Illusion]]
When casting fire trap, you select a point on the object as the center and place a trap there as detailed below.
+
| Arcana
 
+
| 21
A fire trapped item cannot have a second closure or warding ritual placed on it.
+
| 4,000 gp
}}
+
| 8,000 gp
{{4E trap
+
|-
|name=Fire Trap
+
| [[Phantom_Trap_(4E)|Phantom Trap]]
|class=Warder
+
| Arcana
|description=A fiery burst triggers when the item is opened or damaged.
+
| 3
|type=Trap
+
| 100 gp
|perceptiontext=* DC 24 to notice the trap
+
| 25 gp
|triggertext=Opening or damaging the trapped object. The trap can trigger several times.
+
|-
|action=Immediate reaction
+
| [[Phantom_cast_(4E)|Phantom Cast]]
|attack=Close burst 1
+
| Arcana
|target=Creatures (but not objects) in the burst.
+
| 9
|attackbonus=+10
+
| 125 gp
|defense=Reflex
+
| 900 gp
|effect='''Hit''': Target takes 3d6 fire damage<br>
+
|-
'''Miss''': Target takes half damage
+
| [[Polymorph_(4E)|Polymorph]]
|countermeasurestext=.
+
| Arcana
* An adjacent character can disable the trap with a DC 24 Arcana or Thievery check.
+
| 6+
*An adjacent character can bypass the trap with a password or a DC 19 Arcana or Thievery check, allowing the object to be opened without triggering the trap.
+
| Variable
*Destroying the object disables the trap.
+
| Variable
*If trapped objects are spread out in a square to be stepped on, a creature can make a Dexterity check (DC 5 + number of trapped objects) to avoid triggering one of them. A wary character that does not run or charge can automatically avoid them.
+
|-
|level=7
+
| [[Portal_Beacon_(4E)|Portal Beacon]]
|xp=xxx
+
| Arcana
|fluff=Stepping on the seemingly harmless nut causes a fiery explosion
+
| 13
}}
+
| 3,400 gp
 
+
| 1,000 gp
==Gaseous Form==
+
|-
{{4E ritual
+
| [[Programmed_Illusion_(4E)|Programmed Illusion]]
|fluff=You and your allies whirl in a ritual dance, your forms gradually softening until all that can be seen is a fine mist.
+
| Arcana
|level=12
+
| 18
|category= Exploration
+
| 12,000 gp
|time=10 minutes
+
| 2.400 gp
|duration=1 hour
+
|-
|componentcost=1,000 gp
+
| [[Programmed_Scrying_(4E)|Programmed Scrying]]
|marketprice=3,000 gp
+
| Arcana
|keyskill=Arcana
+
| 7
|text=All willing participants in the ritual and all gear they are carrying polymorph into a translucent mist. In this form you always have concealment. Because your armor is insubstantial, all attacks vs. AC instead attack Reflex defense. You have a fly speed of 4 (hover, max altitude 2) and become immune to falling damage. You cannot attack and can only take a move and a minor action each round in this form. You can pass through small holes or narrow openings, even mere cracks. Wind carries you along at its speed, and you can’t enter water or other liquid. You also can’t manipulate objects or activate items, even those carried along with the gaseous form. Continuously active items remain active, though in some cases their effects may be moot. Each of you can end the effect as a minor action.
+
| 300 gp
}}
+
| 75 gp
==Geas==
+
|-
{{4E ritual
+
| [[Purge_(4E)|Purge]]
|fluff=You negotiate an agreement with your enemies, then bind everyone to it with a geas. Breaking the agreement now has dire consequences.
+
| Arcana
|level=11
+
| 1
|category= Binding
+
| 35 gp.
|time=10 minutes
+
| 5 gp.
|duration=Special
+
|-
|componentcost=700 gp
+
| [[Quest_(4E)|Quest]]
|marketprice=1,500 gp
+
| Religion (no check)
|keyskill=Arcana (no check)
+
| 8
|text=Make an agreement between up to eight creatures. All must be willing, tough agreement can be coerced. Magically compelling someone to accept a geas voids the effect. The agreement can involve terms like these.
+
| 500 gp
* Avoid a certain action, such as harming a certain creature or type of creatures, enter a certain area, leave a certain area, and so forth.
+
| 150 gp
* Spend at least one week each month working towards a specific task or for a specific cause.
+
|-
* Protect a certain creature from harm.
+
| [[Raise_Tower_(4E)|Raise Tower]]
* Travel at least 10 miles closer to a certain destination each week.
+
| Arcana
* Serve a certain master as a vassal
+
| 12
Dawdling in execution of the geas, or breaking a stricture in a fashion you can recover from, means you cannot recover healing surges and lose one healing surge per day. Once out of healing surges, you are dazed until you return to fulfilling the geas.
+
| 2,000 gp
Direct, unrecoverable violation of the letter of a geas, such as killing a creature you were supposed to avoid or protect, incurs the same penalty, but after you run out of healing surges, you take 1d10 damage per day. This damage cannot be healed as long as the geas is in effect.
+
| 900 gp
 
+
|-
Geasa must contain some terms under which they break. This must be an impersonal event, such as when the Giant of Stonebridge is dead, after the passage of up to ten years or even a seemingly impossible event such as when there are two suns in the sky. It is also possible to end the geas if all the participants in the original geas or their heirs repeat the ritual.
+
| [[Reincarnate_(4E)|Reincarnate]]
It is always the letter of the geas that matters, especially when it comes to ending them. Stories are full of seemingly impossible events brought about by trickery in order to break a geas.
+
| Nature (no check)
}}
+
| 23
 
+
| 60,000 gp
==Hallucinatory Sound==
+
| 60,000 gp
{{4E ritual
+
|-
|fluff=You direct, and its like an unseen orchestra is playing.
+
| [[Resist_Energy_(4E)|Resist Energy]]
|level=2
+
| Arcana
|category= Deception
+
| 5
|time=10 minutes
+
| 220 gp
|duration=4 hours
+
| 50 gp+
|componentcost=10 gp
+
|-
|marketprice=40 gp
+
| [[Resist_Energy_Circle_(4E)|Resist Energy Circle]]
|keyskill=Arcana
+
| Arcana
|text=You can create illusory sounds in an area. You cannot remove existing sounds, and all the sounds you create must originate in the area. You cannot create sounds of deafening or damaging volume.
+
| 12
A creature can make an Insight check as a minor action to perceive the illusion, but only if it has had some clue to the illusory nature of the terrain or has interacted with it in some fashion. The DC of the Insight check is the Arcana check for the ritual, and once the check succeeds, the creature can hear through the illusion from then on.
+
| 2,500 gp
The effect has a range of 20 and covers a burst with a size depending on the Arcana check.
+
| 500 gp+
{{4E ritual table
+
|-
|keyskill=Arcana
+
| [[Resist_Energy_Contingency_(4E)|Resist Energy Contingency]]
|resultheader=Area
+
| Arcana
|result9=Burst 2
+
| 20
|result10=Burst 5
+
| 30,000 gp
|result20=Burst 10
+
| 5,000 gp+
|result30=Burst 20
+
|-
|result40=Burst 40
+
| [[Resist_Energy_Kaleidoscope_(4E)|Resist Energy Kaleidoscope]]
}}
+
| Arcana
}}
+
| 22
==Hallucinatory Terrain==
+
| 57,000 gp
{{4E ritual
+
| 150,000 gp+
|fluff=You make terrain feel, look, sound, and smell like some other sort of terrain.
+
|-
|level=7
+
| [[Resist_Energy_Prism_(4E)|Resist Energy Prism]]
|category= Deception
+
| Arcana
|time=10 minutes
+
| 17
|duration=24 hours
+
| 14,400 gp
|componentcost=65 gp
+
| 2,800 gp+
|marketprice=250 gp
+
|-
|keyskill=Arcana
+
| [[Resist_Energy_Triad_(4E)|Resist Energy Triad]]
|text=You can create illusory terrain in the area. You can change  the appearance of terrain into some other terrain with the same game effect, for example making a marsh appear as deep sand or a solid rock wall appear to be made of translucent crystal. In squares of open terrain, you can add illusory terrain features of these types:
+
| Arcana
* Difficult ground
+
| 15
* Blocking terrain
+
| 6,500 gp
* Challenging terrain requiring an Athletics or Acrobatics check of 15 to move into.
+
| 1,250 gp+
* Cover terrain
+
|-
Creatures believing in the illusion are affected by the hallucinatory terrain as if it was real. A creature can make an Insight check as a minor action to perceive the illusion, but only if it has had some clue to the illusory nature of the terrain or has interacted with it in some fashion. The DC of the Insight check is the Arcana check for the ritual, and once the check succeeds, the creature can see through the illusion from then on. Anyone who saw the hallucinatory terrain take shape can also see though the illusion.
+
| [[Runemark_(4E)|Runemark]]
The effect has a range of 20 and covers a burst with a size depending on the Arcana check.
+
| Arcana (no check)
 
+
| 3
{{4E ritual table
+
| 100
|keyskill=Arcana
+
| 20
|resultheader=Area
+
|-
|result9=Burst 2
+
| [[Sealing_(4E)|Sealing]]
|result10=Burst 5
+
| Religion
|result20=Burst 10
+
| 8
|result30=Burst 20
+
| 500
|result40=Burst 40
+
| 250
}}
+
|-
}}
+
| [[Shape_Altering_Circle_(4E)|Shape Altering Circle]]
==Hallucinatory Wall==
+
| Arcana
{{4E ritual
+
| 13
|fluff=You make a solid illusory wall.
+
| 3,800
|level=4
+
| 1,000
|category= Deception
+
|-
|time=10 minutes
+
| [[Shape_Magic_Item_(4E)|Shape Magic Item]]
|duration=24 hours
+
| Arcana (no check)
|componentcost=30 gp
+
| 1
|marketprice=150 gp
+
| 25 gp
|keyskill=Arcana
+
| 5 gp
|text=You can create illusory blocking terrain. Creatures believing in the illusion are affected by the hallucinatory wall as if it was real. A creature can make an Insight check as a minor action to perceive the illusion, but only if it has had some clue to the illusory nature of the terrain or has interacted with it in some fashion. The DC of the Insight check is the Arcana check for the ritual, and once the check succeeds, the creature can see through the illusion from then on. Anyone who saw the hallucinatory wall take shape can also see though the illusion.
+
|-
The effect has a range of 10 and is a wall 4 squares high with a size depending on the Arcana check.
+
| [[Shrink_Item_(4E)|Shrink Item]]
 
+
| Arcana
{{4E ritual table
+
| 9
|keyskill=Arcana
+
| 800 gp
|resultheader=Area
+
| 320 gp
|result9=Wall 2
+
|-
|result10=Wall 5
+
| [[Simulacrum_(4E)|Simulacrum]]
|result20=Wall 10
+
| Arcana
|result30=Wall 20
+
| 15
|result40=Wall 40
+
| 25,000 gp
}}
+
| 4,000 gp
}}
+
|-
==Helping Hand==
+
| [[Soul_Trap_(4E)|Soul Trap]]
{{4E ritual
+
| Arcana
|fluff=You create the ghostly image of a hand, which can find a creature and lead it to you.
+
| 22
|level=5
+
| 75,000 gp
|category= Divination
+
| 25,000 gp
|time=10 minutes
+
|-
|duration=24 hours or until dismissed
+
| [[Spectral_Army_(4E)|Spectral Army]]
|componentcost=100 gp
+
| Arcana
|marketprice=180 gp
+
| 25
|keyskill=Religion
+
| 185, 000 gp
|text=You create the ghostly image of a hand, which you can send to find a creature within range. The hand then beckons to that creature and leads it to you if the creature is willing to follow. You can place a name, symbol, or single-word-text on the hand as an identifier, but the subject gains no other knowledge of your identity.
+
| 80,000 gp
When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. If there are several possible subjects, the hand appears to the closes one. The hand appears near the subject and beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 2 squares in front of the subject, moving before it at a speed of as much as 12. Once the hand leads the subject back to you, it disappears. If the subject chooses not to follow, the hand continues to beckon for the duration, then disappears.  The subject is not compelled to follow the hand or act in any particular way toward you, and can dismiss the hands as a minor action. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.
+
|-
The ghostly hand has no physical form. It is invisible to anyone except you and the subject. It cannot engage in combat or execute any other task aside from locating a subject. It can’t pass through solid objects and will only indicate a path the subject could squeeze through. The path might lead through locked doors or other dangers if no other path is available. The hand will not otherwise avoid traps or dangers.
+
| [[Spectral_Horde_(4E)|Spectral Horde]]
The range of the spell depends on the result of the Religion check.
+
| Arcana
{{4E ritual table
+
| 15
|keyskill=Religion
+
| 4,000 gp
|resultheader=Range
+
| 1,800 gp
|result9=200 (1,000 ft.)
+
|-
|result10=1,000 (1 mile)
+
| [[Spectral_Monster_(4E)|Spectral Monster]]
|result20=5,000 (5 miles)
+
| Arcana
|result30=20,000 (20 miles)
+
| 5
|result40=100,000 (100 miles)
+
| 200 gp
}}
+
| 50 gp
}}
+
|-
 
+
| [[Spectral_Squad_(4E)|Spectral Squad]]
==Hero’s Feast ==
+
| Arcana
{{4E ritual
+
| 10
|fluff=You attend a splendid banquet, waited upon by radiant beings and consuming nectar and ambrosia. After the meal, you are refreshed and ready for further heroics.
+
| 900 gp
|level=13
+
| 300 gp
|category= Exploration
+
|-
|time=1 hour
+
| [[Spirit_gossip_(4E)|Spirit Gossip]]
|duration=Instant
+
| Nature
|componentcost=2,600 gp
+
| 9
|marketprice=4,200 gp
+
| 375 gp.
|keyskill=Religion (no check)
+
| 175 gp.
|text=During the performance of this ritual up to eight people participate in a grand feast. An uninterrupted feast/ritual has the effect of a long rest, enabling the recovery of all powers, healing surges, and hit points, unless some lingering effect lessens the effect of a long rest. You can still only benefit from one long rest in any 12-hour period.
+
|-
}}
+
| [[Spirit_steed_(4E)|Spirit Steed]]
==Illusory Scrying==
+
| Nature
{{4E ritual
+
| 6
|fluff=Having heard of his miraculous rescue by an unknown hero, you show the young king a vision in which the secret savior is revealed to be you.
+
| 430gp.
|level=1
+
| 50 gp.
|category= Deception
+
|-  
|time=10 minutes
+
| [[Stupefy_(4E)|Stupefy]]
|duration=1 hour
+
| Arcana
|componentcost=10 gp
+
| 2
|marketprice=25 gp
+
| 65 gp
|keyskill=Arcana
+
| 20 gp
|text=You play out a small illusory scene up to 5 minutes long in a single square, often using a pool, mirror, crystal ball, or other scrying device as a vehicle. This is very obviously an image, and includes audio and olfactory components. The scene appears to be a scrying and can be very convincing; use the Arcana check result for either Intimidate, Bluff, or Diplomacy against all onlookers. The illusion can also be used simply to convey information you already have or even as an art form.
+
|-
}}
+
| [[Summon_Beast_(4E)|Summon Beast]]
==Imbue With Power==
+
| Nature
{{4E ritual
+
| Variable
|fluff=You imbue another with power, lending you a piece of your spirit for a limited time.
+
| Variable
|level=7
+
| Variable
|category= Binding
+
|-
|time=10 minutes
+
| [[Summon_Elemental_(4E)|Summon Elemental]]
|duration=6 hours
+
| Arcana
|componentcost=180 gp
+
| Variable
|marketprice=400 gp
+
| Variable
|keyskill=Arcana (no check)
+
| Variable
|text=Select one power you can use and a creature who is present as you cast the rite. You lose access to this power and the creature gains the use of it, just as if it had acquired the power normally. Imbue with power cannot transfer class features, feats, or skills unless they are specifically powers and have a power writeup.
+
|-
}}
+
| [[Summon_Immortal_(4E)|Summon Immortal]]
==Imprisonment==
+
| Religion
{{4E ritual
+
| Variable
|fluff=You send your defeated foe into eternal imprisonment from which he flee or be resurrected.
+
| Variable
|level=17
+
| Variable
|category= Binding
+
|-
|time=10 minutes
+
| [[Symbol_(4E)|Symbol]]
|duration=Permanent
+
| Arcana
|componentcost=5,000 gp
+
| 12
|marketprice=15,000 gp
+
| 2,500gp
|keyskill=Arcana
+
| 600 gp
|text=You use this ritual on a helpless creature. Usually it is cast on a defeated but live enemy you do not wish to kill. It imprisons the creature, making it helpless. The subject does not need to breathe, eat, or drink while imprisoned, nor does it age. Choose one of the following forms of confinement:
+
|-
* '''Extradimensional cell: '''The creature disappears into empty space. It can only be freed at the spot of its confinement.
+
| [[Sympathy_(4E)|Sympathy]]
* '''Suspended animation:''' The creature is turned into an invulnerable statue, either mirror like or pitch black. No known force can harm it in this state.
+
| Arcana
* '''Soul gem:''' The creature is imprisoned in a gem or crystal. This form of imprisonment is mobile.
+
| 15
Record the Arcana check for the imprisonment; the only way to free the creature is to use this ritual again at the site of imprisonment and achieve an equal or better result. Even if the check fails, you can converse with the imprisoned creature.
+
| 4,000
}}
+
| 1,500
 
+
|-
==Investiture==
+
| [[Tame_Beasts_(4E)|Tame Beasts]]
{{4E ritual
+
| Nature
|fluff=You call out to your god to make a compact with a new devotee.
+
| 2
|level=1
+
| 25 gp
|category= Binding
+
| 10 gp
|time=6 hours
+
|-
|duration=Instant
+
| [[Telepathic_Message_(4E)|Telepathic Message]]
|componentcost=Free
+
| Arcana (no check)
|marketprice=Free
+
| 7
|keyskill=Religion (no check), user must be of a divine origin class
+
| 500 gp
|text=This ritual is required to invest a character into a divine class, or to multiclass into a divine class. The new devotee is marked and noticed by the god, and rarely, the god either refuses the call, metes out some punishment, or grants a vision or special boon. This rite can also be invoked when doubting your faith, asking for divine censure or guidance. The god might give council or demand atonement in some form, or just remain silent. The ritual is free, but can only be learned and used by characters of divine classes.
+
| 80 gp
}}
+
|-
==Leomund’s Secure Shelter==
+
| [[Teleportation_Beacon_(4E)|Teleportation Beacon]]
{{4E ritual
+
| Arcana (no check)
|fluff=The cottage suddenly is there, like a natural extension of the terrain.
+
| 16
|level=8
+
| 9,000 gp
|category= Creation
+
| 3,400 gp
|time=10 minutes
+
|-
|duration=24 hours
+
| [[Teleportation_Circle_(4E)|Teleportation Circle]]
|componentcost=5 gp
+
| Arcana (no check)
|marketprice=35 gp
+
| 11
|keyskill=Arcana (no check)
+
| 900 gp
|text=You conjure a sturdy cottage or lodge made of material that is common in the area where the ritual is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace. I comfortably houses four people and is cramped for eight.
+
| 680 gp
The shelter has no heating or cooling source (other than natural insulation qualities). It does, however, provide considerable security otherwise — it is as strong as a normal stone building, regardless of its material composition.   
+
|-
The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. 
+
| [[Temporal_Stasis_(4E)|Temporal Stasis]]
}}
+
| Arcana
==Longstrider==
+
| 17
{{4E ritual
+
| 15,000 gp
|fluff=After joining together in a quick marching ditty, you set off walking at a frisk pace.  
+
| 5,000 gp
|level=1
+
|-
|category= Exploration
+
| [[Totem_Talk_(4E)|Totem Talk]]
|time=10 minutes
+
| Nature
|duration=10 hours or until broken
+
| 3
|componentcost=5 gp
+
| 90 gp.
|marketprice=35 gp
+
| 25 gp.
|keyskill=Nature
+
|-
|text=Up to eight targets have their speed increased. Entering combat breaks this effect.
+
| [[Trial_by_Elements_(4E)|Trial by Elements]]
{{4E ritual table
+
| Arcana
|keyskill=Nature
+
| 3
|resultheader=Speed Increase
+
| 65
|result9=1
+
| 55
|result10=2
+
|-
|result20=3
+
| [[True_sending_(4E)|True Sending]]
|result30=4
+
| Arcana (no check)
|result40=5
+
| 20
}}
+
| 25,000 gp
}}
+
| 4,000 gp
 
+
|-
==Lord of the Land==
+
| [[Tunnel_(4E)|Tunnel]]
{{4E ritual
+
| Arcana
|fluff=|level=10
+
| 20
|category= Exploration
+
| 24,000 gp
|time=1 hour
+
| 12,000 gp
|duration=1 year
+
|-
|componentcost=400 gp
+
| [[Unity_of_Purpose_(4E)|Unity of Purpose]]
|marketprice=800 gp
+
| Religion (no check)
|keyskill=Nature
+
| 5
|text=You either bless or blight vegetation in a close burst whose size depends on your Nature check. Over the course of the next year, plant life in the area will either wither and die, or grow abundantly so as to create a fully grown forest, jungle or other natural overgrowth. This has no effect in areas that are naturally barren, such as deserts and mountain tops, and you can elect not to affect certain parts of the area – for example cultivated fields or the grounds of a certain landowner. This ritual can be reversed if it is cast again by someone of the same or higher level.
+
| 250 gp
{{4E ritual table
+
| 100 gp
|keyskill=Nature
+
|-
|resultheader=Size of the close burst (typical area)
+
| [[Vision_of_Guidance_(4E)|Vision of Guidance]]
|result9=10 (large tree)
+
| Religion
|result10=100 (grove)
+
| 5
|result20=1,000 (wood)
+
| 180 gp
|result30=10,000 (forest)
+
| 100 gp
|result40=100,000 (country)
+
|-
}}
+
| [[Wall_of_Stone_(4E)|Wall of Stone]]
}}
+
| Arcana
==Low-Light Vision==
+
| 10
{{4E ritual
+
| 1,000 gp
|fluff=You close your eyes, and when you open them again they gleam like a cat’s.
+
| 500 gp
|level=5
+
|-
|category= Exploration
+
| [[Wall_of_Thorns_(4E)|Wall of Thorns]]
|time=10 minutes
+
| Nature
|duration=1 hour
+
| 10
|componentcost=100 gp
+
| 800 gp.
|marketprice=250 gp
+
| 400 gp.
|keyskill=Nature (no check)
+
|-
|text=Up to eight targets get low-light vision.
+
| [[Water_Walking_Circle_(4E)|Water Walking Circle]]
}}
+
| Nature
==Mark of Justice==
+
| 5
{{4E ritual
+
| 250 gp.
|fluff=You mark a prisoner with a mark that shows his sins to the world.
+
| 100 gp.
|level=5
+
|-
|category= Binding
+
| [[Whispering_Wind_(4E)|Whispering Wind]]
|time=10 minutes
+
| Arcana
|duration=Permanent
+
| 4
|componentcost=75 gp
+
| 120 gp
|marketprice=150 gp
+
| 40 gp
|keyskill=Religion
+
|-
|text=You use this ritual on a helpless creature. Usually it is cast on a defeated but live enemy you do not wish to kill. It creates an invisible mark on the subject’s forehead, which turns visible and slows and dazes the subject if he takes an action you specify. The daze only persists as long as he tries to take the forbidden action, but the slow and visible mark remains for one day after each transgression. The mark can be anything you like, but most show the subject in a bad light and marks the victim a criminal or outsider.
+
| [[Wish_(4E)|Wish]]
The mark can be removed by casting this ritual again and achieving a higher arcane check result than that of the first one.
+
| Arcana
}}
+
| 21
==Message==
+
| 75,000 gp.
{{4E ritual
+
| 5,000 gp.+
|fluff=Gentle breezes carry your words to your friends.
+
|-
|level=1
+
| [[Zone_of_Revelation_(4E)|Zone of Revelation]]
|category= Exploration
+
| Religion
|time=10 minutes
+
| 5
|duration=1 hour
+
| 200 gp.
|componentcost=10 gp
+
| 80 gp.
|marketprice=50 gp
+
|}
|keyskill=Arcana
 
|text=All participants in the ritual can communicate with each other within a range equal to twice the result of the Arcana check. Messages can travel through tiny openings like keyholes, but not through solid walls. It also works underwater, tough it confers no ability to breathe water. You can whisper when using message and only be audible in adjacent spaces.
 
}}
 
==Miasma of Shadows==
 
{{4E ritual
 
|fluff=With a dramatic gesture, you open your cloak, and a dark fog envelops the area.
 
|level=3
 
|category= Deception
 
|time=10 minutes
 
|duration=4 hours
 
|componentcost=150 gp
 
|marketprice=250 gp
 
|keyskill=Arcana
 
|text=A dark miasma with faint starlets floating in it spreads out to cover the area. The entire area becomes dimly lit regardless of the earlier level of light and the miasma offers light obscurement.
 
* '''Concealment:''' A creature has total concealment against you if 5 or more lightly obscured squares stand between you and it (including the nearest square of the creature’s space). Closer creatures have concealment, but not total concealment.
 
* '''Vision:''' You can see through lightly obscured squares, but you take a –5 penalty to Perception checks to see or spot things.
 
The area affected is a close burst with a radius depending on the Arcana check that created it. The area is immobile once created. You can always chose to affect a smaller area.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Size of the Close Burst
 
|result9=Close burst 2
 
|result10=Close burst 20
 
|result20=Close burst 200 (300 yard. radius)
 
|result30=Close burst 2,000 (3,000 yd. radius)
 
|result40=Close burst 20,000 (30,000 yard radius)
 
}}
 
}}
 
  
==Mimic Shape==
+
== See also ==
{{4E ritual
+
* [[Ritual Rules (4E)|Ritual rules]]
|fluff=Everyone in the ritual becomes the race of one participant.
+
* [[Obscure Rituals (4E)|Obscure ritual]]
|level=5
+
* [[:Category:4E rituals|List of rituals]]
|category= Exploration
+
* [[Rituals in development (4E)|Rituals in development]]
|time=10 minutes
 
|duration=See text
 
|componentcost=80 gp
 
|marketprice=250 gp
 
|keyskill=Arcana
 
|text=Pick one living humanoid participant in the ritual of small or medium size; all participants in the ritual polymorph into the race of the selected member. This is a physical change, but no attributes change; each member becomes himself translated into the new race. If the selected creature’s race has any of the following attributes or keywords, all participants gain these abilities; small size, medium size, aquatic, swim speed, climb speed, forest walk, or ice walk. The ritual lasts a number of hours equal to the Arcana check, but each participant can end the ritual as a minor action.
 
}}
 
==Mind Blank==
 
{{4E ritual
 
|fluff=You put a perfectly white and smooth clay mask over the target’s face, which gradually grows transparent and forms a shield around his mind.
 
|level=24
 
|category= Warding
 
|time=10 minutes
 
|duration=24 hours
 
|componentcost=60,000 gp
 
|marketprice=120,000 gp
 
|keyskill=Arcana
 
|text=This targets one creature, whose mind now cannot be detected or read. All powers with the charm keyword fail automatically, the target cannot be communicated with telepathically and all attempts to magically locate or scry on him by name or identity fail. Finally, he gets a +2 power bonus to Will defense. 
 
}}
 
==Mirage Arcana==
 
{{4E ritual
 
|fluff=You paint in broad strokes, imagination your brush, reality your canvas.
 
|level=15
 
|category= Deception
 
|time=10 minutes
 
|duration=24 hours
 
|componentcost=1,600 gp
 
|marketprice=3,000 gp
 
|keyskill=Arcana
 
|text=You can create illusory terrain and creatures in the area. You can create blocking terrain or change  the appearance of terrain into some other terrain with the same game effect, for example making a marsh appear as deep sand or a solid rock wall appear to be made of translucent crystal. In squares of open terrain, you can add illusory terrain features of these types:
 
* Difficult ground
 
* Blocking terrain
 
* Challenging terrain requiring an Athletics or Acrobatics check of 15 to move into.
 
* Cover terrain
 
You can also create illusory creatures in the area and set them up to act out simple scenes, such as patrolling, camping out, or grazing.
 
Creatures believing in the illusion are affected by the illusory terrain as if it was real, while illusory creatures are immaterial images only. A creature can make an Insight check as a minor action to perceive the illusion, but only if it has had some clue to the illusory nature of the mirage arcana or has interacted with it in some fashion. The DC of the Insight check is the Arcana check for the ritual, and once the check succeeds, the creature can see through the illusion from then on. Anyone who saw the mirage arcana take shape can automatically see though the illusion.
 
The effect has a range of 20 and covers a burst with a size depending on the Arcana check.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Area
 
|result9=Burst 2
 
|result10=Burst 5
 
|result20=Burst 10
 
|result30=Burst 20
 
|result40=Burst 40
 
}}
 
}}
 
==Modify Magical Terrain==
 
{{4E ritual
 
|fluff=With great rumbling of earth, you change one type of terrain into another.
 
|level=22
 
|category= Exploration
 
|time=10 minutes
 
|duration=Instant
 
|componentcost=20,000 gp
 
|marketprice=41,000 gp
 
|keyskill=Arcana
 
|text=This is the same as Modify Terrain, except you can also create magical terrain. See Sample Magical Terrain, DMG p. 67.
 
}}
 
==Modify Memory==
 
{{4E ritual
 
|fluff=Reaching into the mind of the target, you pluck the strands of memory like the strings of a lute.
 
|level=10
 
|category= Deception
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=250 gp
 
|marketprice=800 gp
 
|keyskill=Arcana
 
|text=You reach into the mind of a helpless or willing target and modify its memories in one of the following ways.
 
* Eliminate all memory of an event the subject actually experienced. 
 
* Allow the subject to recall with perfect clarity an event it actually experienced.
 
* Change the details of an event the subject actually experienced. You must have fairly detailed knowledge of the even to do this.
 
* Implant a memory of an event the subject never experienced.
 
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.
 
The amount of time the modified memory can span depends on your Arcana check as follows. The whole sequence must be within the allotted time span; if you want to modify the memory of two events three years apart, you need to be able to modify three year’s worth of memories.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Memory time span affected
 
|result9=1 hour
 
|result10=1 day
 
|result20=1 month
 
|result30=1 year
 
|result40=10 years
 
}}
 
}}
 
==Modify Terrain==
 
{{4E ritual
 
|fluff=With great rumbling of earth, you change one type of terrain into another.
 
|level=12
 
|category= Exploration
 
|time=10 minutes
 
|duration=Instant
 
|componentcost=800 gp
 
|marketprice=2,200 gp
 
|keyskill=Arcana
 
|text=You can modify the terrain in an area. In each square of non-blocking terrain, you can remove any non-magical terrain features and replace them with one of the following.
 
* Open terrain
 
* Difficult ground
 
* Challenging terrain requiring an Athletics or Acrobatics check of 15 to move into.
 
* Cover terrain
 
The exact manifestation of the these terrain types depend on your whim and the local area; in a marshland, difficult terrain is a bog or bramble, in a typical dungeon it is rubble.
 
The effect has a range of 20 and covers a burst with a size depending on the Arcana check.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Area
 
|result9=Burst 2
 
|result10=Burst 5
 
|result20=Burst 10
 
|result30=Burst 20
 
|result40=Burst 40
 
}}
 
}}
 
==Naming==
 
{{4E ritual
 
|fluff=You can make a creature put a mortgage on its spirit, allowing it to be summoned to serve later.
 
|level=7
 
|category= Binding
 
|time=10 minutes
 
|duration=Instant or 1 hour
 
|componentcost=150 gp
 
|marketprice=250 gp
 
|keyskill=Arcana
 
|text=You use this ritual on a helpless creature of the elemental, fey, immortal, and shadow origin. Usually it is cast on a defeated but live enemy you do not wish to kill. It creates a mystic link to the creature, that you can later use to summon and order it about. This link takes the form of a small art object, often a statuette, ribbon, or a piece of paper with the creature’s name on it. By performing this ritual over such an object, you call the creature to serve you. The duration of the service depends on the result of the Arcana check, and you suffer a penalty to this check equal to the creature’s level.
 
If a creature you call to serve is of a higher level than you or the result of the Arcana score is particularly bad, you lose the link. Otherwise, the link can be used again and again, and it can be given away or stolen like any magical object.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Duration of service and side effect
 
|result9=1 hour, link is lost
 
|result10=1 hour
 
|result20=24 hours
 
|result30=1 week
 
|result40=1 month
 
}}
 
}}
 
==Nightmare==
 
{{4E ritual
 
|fluff=You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
 
|level=7
 
|category= Deception
 
|time=1 hour
 
|duration=Instant
 
|componentcost=150 gp
 
|marketprice=250 gp
 
|keyskill=Arcana
 
|text=The nightmare prevents restful sleep and disrupts the target’s next long rest, as long as the target is within 25 miles.  The ritual works better if you have knowledge of the target. Make an Arcana check against the target’s Will defense, with the following modifiers to the Arcana check.
 
|style="width:40em;"
 
|-style="background:#eee;"
 
||'''Knowledge'''||align="right" |'''Arcana Roll Modifier'''
 
|-
 
||You have heard of the subject||align="right" |-15
 
|-
 
||You have met the subject||align="right" |-10
 
|-
 
||You know the subject well||align="right" |-5
 
|-
 
||You possess a body part, lock of hair, bit of nail, etc.||align="right" |+5
 
|-
 
  
If the recipient is not resting when the ritual begins, you can choose to cease casting (ending the ritual) or continue and wait for the target to go to start resting. The ritual casting begins properly once the victim begins a long rest. 
+
== References ==
}}
+
Official rituals can be found in these books:
==Object Portal==
 
{{4E ritual
 
|fluff=The shimmering expands, causing objects in the area to disappear.
 
|level=3
 
|category= Transport
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=45 gp
 
|marketprice=120 gp
 
|keyskill=Arcana
 
|text=This is the same as Linked Portal, except only objects can be moved trough the portal; creatures cannot traverse it. Objects move trough the portal move slowly, and attacks cannot move across the portal.
 
}}
 
==Obscuring Mist==
 
{{4E ritual
 
|fluff=Swirling tendrils of mist rise out of the ground, obscuring everything.
 
|level=8
 
|category= Exploration
 
|time=10 minutes
 
|duration=4 hours
 
|componentcost=180 gp
 
|marketprice=750 gp
 
|keyskill=Nature
 
|text=Mist fills the area, making vision uncertain.
 
* '''Concealment:''' A creature has total concealment against you if 5 or more lightly obscured squares stand between you and it (including the nearest square of the creature’s space). Closer creatures have concealment, but not total concealment.
 
* '''Vision:''' You can see through lightly obscured squares, but you take a –5 penalty to Perception checks to see or spot things.
 
The area affected is a close burst with a radius depending on the Arcana check that created it. The area is immobile once created. You can always chose to affect a smaller area.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Size of the Close Burst
 
|result9=Close burst 2
 
|result10=Close burst 20
 
|result20=Close burst 200 (300 yard. radius)
 
|result30=Close burst 2,000 (3,000 yd. radius)
 
|result40=Close burst 20,000 (30,000 yard radius)
 
}}
 
}}
 
  
==Overland Flight==
+
* Player's Handbook (4E)
{{4E ritual
+
* Monster Manual (4E)
|fluff=Dealing with the wind spirits, you negotiate passage for you and your friends.
+
* Forgotten Realms Player's Guide
|level=17
+
* Adventurer's Vault
|category= Exploration
 
|time=10 minutes
 
|duration=10 hours
 
|componentcost=5,200 gp
 
|marketprice=15,000 gp
 
|keyskill=Arcana
 
|text=All those participating in the ritual gain fly (overland flight) at double their normal speed.
 
}}
 
==Passwall==
 
{{4E ritual
 
|fluff=You twist the nature of the earth, temporarily opening a passage trough still-solid rock.
 
|level=10
 
|category= Exploration
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=480 gp
 
|marketprice=960 gp
 
|keyskill=Arcana
 
|text=You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The length of the passage depends on the arcane check that creates it. If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. When passwall ends, creatures within the passage are ejected out the nearest exit. Consider the effect a conjuration for dispelling purposes.
 
Place the passwall as if it was a wall, only it can only be placed in squares of blocking terrain.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Area of the passage
 
|result9=Wall 2
 
|result10=Wall 5
 
|result20=Wall 10
 
|result30=Wall 20
 
|result40=Wall 40
 
}}
 
}}
 
==Permanent Illusion==
 
{{4E ritual
 
|fluff=You craft an elaborate alternate reality.
 
|level=21
 
|category= Deception
 
|time=1 hour
 
|duration=Permanent
 
|componentcost=8,000 gp
 
|marketprice=4,000 gp
 
|keyskill=Arcana
 
|text=This is the same as [[#Mirage Arcana|Mirage Arcana]], except it is permanent.
 
}}
 
 
 
==Phantom Trap==
 
{{4E ritual
 
|fluff=You imagine the worst trap you can and then make an illusion of it.
 
|level=3
 
|category= Deception
 
|time=10 minutes
 
|duration=24 hours
 
|componentcost=25 gp
 
|marketprice=100 gp
 
|keyskill=Arcana
 
|text=You can create the illusion of a trap of your choice in an area up to Burst 4. The Perception difficulty of spotting this trap is 10.
 
A creature trying to disarm the illusory trap can make an Insight or Thievery check at the beginning of its turn as a free action to perceive the illusion. The DC is the Arcana check for the ritual.
 
}}
 
==Portal Beacon==
 
{{4E ritual
 
|fluff=You teleport to a known location, and leave the link open so you can return.
 
|level=13
 
|category= Travel
 
|time=10 minutes
 
|duration=Special
 
|componentcost=1,000 gp
 
|marketprice=3,400 gp
 
|keyskill=Arcana
 
|text=This works like the Linked Portal ritual, and in addition you create a tenuous connection back to the spot you teleported from. Within the next 24 hours, you can use another Portal Beacon ritual to travel back to this site, just as if there was a permanent teleportation circle there.
 
}}
 
==Programmed Illusion==
 
{{4E ritual
 
|fluff=You craft an elaborate scene in your mind, then hide it away until it is needed.
 
|level=18
 
|category= Deception
 
|time=1 hour
 
|duration=Until triggered, then 24 hours
 
|componentcost=2.400 gp
 
|marketprice=12,000 gp
 
|keyskill=Arcana
 
|text=Set up a condition when you cast this ritual; when this condition occurs a pre-programmed illusion plays out. This has the same effect as a Mirage Arcana.
 
}}
 
==Programmed Scrying==
 
{{4E ritual
 
|fluff=Looking into the mirror, the onlooker sees his horrible demise at the hands of the baron, who appears to be vampire in disguise.
 
|level=7
 
|category= Deception
 
|time=10 minutes
 
|duration=Until triggered
 
|componentcost=75 gp
 
|marketprice=300 gp
 
|keyskill=Arcana
 
|text=You bind a message into an object you touch. When conditions you set are met, the object triggers an Illusory Scrying ritual preprogrammed by you.
 
}}
 
==Quest==
 
{{4E ritual
 
|fluff=Raising your blade in salute, you dedicate yourself to a sacred mission.
 
|level=8
 
|category= Binding
 
|time=10 minutes
 
|duration=One year or until fulfilled
 
|componentcost=150 gp
 
|marketprice=500 gp
 
|keyskill=Religion (no check)
 
|text=The target must voluntarily accept a mission relevant to a god he worships. This is always a specific task and can involve taking part in the war against opposing alignment, right (or inflict) some injustice or wrong, or just an expression of ego for chaotic gods. Examples include slaying named enemies or recovering a specific treasure. As long as he is working against this task, he gain a +2 power bonus to Will defense and gains a daily use of his patron’s divine challenge ability. This is in addition to any other divine challenge abilities he might already have.
 
If the target neglects the mission, he starts to lose healing surges. After each long rest and before he can spend any healing surges, he loses one healing surge per week he has not been working on the quest.
 
Characters who do not worship any gods cannot accept a quest.
 
}}
 
==Raise Tower==
 
{{4E ritual
 
|fluff=You cause the earth to raise into a great tower
 
|level=12
 
|category= Exploration
 
|time=24 hours
 
|duration=Special
 
|componentcost=900 gp
 
|marketprice=2,000 gp
 
|keyskill=Arcana
 
|text=You cause a stone tower to raise out of the earth. This tower has a maximum surface width of 10 squares and contains up to three floors; if the tower is tall some ceilings will have to be high indeed. It is made of dressed stone and has simple decorations according to your taste and skill, but contains no furnishings or other objects. You can include stone doors, windows, stairs, ladders, or ramps as you like.  The tower is solidly built, but not fortified, and it includes no traps, arrow slits, murder holes, or other defenses.
 
This ritual is accompanied by a great shaking of the earth so it is very noticeable, and it is very easy to disturb; simply hitting the ground hard within 100 ft. of where you are working ends it. You generally need to have complete control of the area you want to build in.
 
The tower has a final height depending on the result of the Arcana check.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Height of the tower
 
|result9=6 (30 ft.)
 
|result10=12 (60 ft.)
 
|result20=24 (120 ft.)
 
|result30=50 (250 ft.)
 
|result40=100 (500 ft.)
 
}}
 
}}
 
==Resist Energy==
 
{{4E ritual
 
|fluff=You say the final word of the ritual and pour a drop of acid on your skin. At first, it burns, but the feeling quickly fades and it fizzles away harmlessly.
 
|level=5
 
|category= Warding
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=100 gp
 
|marketprice=220 gp
 
|keyskill=Arcana
 
|text=Choose one type of energy; acid, cold, fire, lightning, necrotic, radiant, or thunder. One target gets resistance to this element depending on the result of the Arcana check. You can only have one resist energy ritual active at one time.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Degree of resistance
 
|result9=2 resist
 
|result10=5 resist
 
|result20=10 resist
 
|result30=20 resist
 
|result40=30 resist
 
}}
 
}}
 
==Resist Energy, Contingent==
 
{{4E ritual
 
|fluff=Wearing a brace of seven gemstones, you link their magic so that one of them can steal the magic of all of the others.
 
|level=20
 
|category= Warding
 
|time=10 minutes
 
|duration=1 hour
 
|keyskill=Arcana
 
|componentcost=15,000 gp
 
|marketprice=30,000 gp
 
|text=As [[#Resist Energy|Resist Energy]], except that you do not choose an energy type. The first time you take energy damage during the ritual’s duration, the energy type you take becomes the type of energy the ritual protects against.
 
}}
 
 
 
==Resist Energy, Mass==
 
{{4E ritual
 
|fluff=You send three gemstones into orbit around your head, ready to absorb any incoming energy.
 
|level=10
 
|componentcost=500 gp
 
|marketprice=1,000 gp
 
|category= Warding
 
|time=10 minutes
 
|duration=1 hour
 
|keyskill=Arcana
 
|text=As [[#Resist Energy|Resist Energy]], except that you can affect up to eight people.
 
}}
 
 
 
==Resist Energy, Prismatic==
 
{{4E ritual
 
|fluff=Wearing a brace of seven gemstones, you link their magic so that all of them are active at once.
 
|level=15
 
|componentcost=2800 gp
 
|marketprice=5200 gp
 
|category= Warding
 
|time=10 minutes
 
|duration=1 hour
 
|keyskill=Arcana
 
|text=You gain an equal amount of energy resistance to each type of energy; acid, cold, fire, lightning, necrotic, radiant, and thunder. The exact resistance value depends on the result of the Arcana check.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Degree of resistance
 
|result9=1 resist
 
|result10=2 resist
 
|result20=5 resist
 
|result30=10 resist
 
|result40=15 resist
 
}}
 
}}
 
 
 
==Resist Energy, Triad==
 
{{4E ritual
 
|fluff=You send three gemstones into orbit around your head, ready to absorb any incoming energy.
 
|level=25
 
|componentcost=65,000 gp
 
|marketprice=125,000 gp
 
|category= Warding
 
|time=10 minutes
 
|duration=1 hour
 
|keyskill=Arcana
 
|text=As [[#Resist Energy|Resist Energy]], except that you do can choose three types of energy to be resistant against.
 
}}
 
 
 
==Shape Magic Item==
 
{{4E ritual
 
|fluff=You take the ugly red shoes off and invoke the ritual, finding delicious lime sandals in their place. Red is so last week!
 
|level=1
 
|category= Creation
 
|time=1 hour
 
|duration=Instant
 
|componentcost=25 gp
 
|marketprice=50 gp
 
|keyskill=Arcana (no roll)
 
|text=You change the appearance and shape of a magic item into any kind of item allowed for this enchantment. You can change size, model, even weapon and armor type within the specifications of the type of item you are working with. This includes changing a holy symbol so that it represents another god. If the item carries an Arcane Mark or other unique identifier, these remain.
 
}}
 
==Shrink Item==
 
{{4E ritual
 
|fluff=You peer at the item through a crystal lens, noting how it becomes smaller and smaller. When you remove the lens, it remains shrunk.
 
|level=5
 
|category= Creation
 
|time=10 minutes
 
|duration=Until restored
 
|componentcost=80 gp
 
|marketprice=200 gp
 
|keyskill=Arcana
 
|text=You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). You can shrink a container and all its contents, but they must all be restored together. Objects changed by a shrink item spell can be returned to normal size merely by tossing them onto any solid surface or by a word of command. Restoring the shrunken object to its normal size ends the effect.
 
The maximum original size of the object to be shrunk depends on the Arcana check.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Maximum original size (example)
 
|result9=Tiny (one-handed weapon)
 
|result10=Small (two-handed weapon)
 
|result20=Medium (suit of armor)
 
|result30=Large (cart)
 
|result40=Huge (cottage)
 
}}
 
}}
 
==Simulacrum==
 
{{4E ritual
 
|fluff=Shaping an rough form of snow and ice, you add a body part from your victim and a strong whiff of shadow energy. Suddenly, your victim is at your command.
 
|level=15
 
|category= Deception
 
|time=10 minutes
 
|duration=Permanent until destroyed
 
|componentcost=4,000 gp
 
|marketprice=25,000 gp
 
|keyskill=Arcana
 
|text=As [[#Spectral Monster|Spectral Monster]], only you can create an illusory duplicate of a specific creature on any type. You need a body part, lock of hair, or hair clipping from your target. The Simulacrum is able to play the role of the creature it mimics very closely, using the Arcana check as its Bluff check result.
 
}}
 
 
 
==Sound of Doom==
 
{{4E ritual
 
|fluff=Angelic trumpets blast the target area.
 
|level=15
 
|category= Exploration
 
|time=15 minutes
 
|duration=1 round
 
|componentcost=3,900 gp
 
|marketprice=7,500 gp
 
|keyskill=Religion
 
|text=You must specify a target spot when you begin the ritual, and it strikes in a burst 4 area with a range of 20, using the Religion check as an attack against Fortitude inflicting a number of d6 of thunder damage equal to the Religion check. This is usually enough to reduce everything in the target area to rubble and create difficult ground. The target area becomes obvious during the last minute of the ritual.
 
}}
 
==Spectral Army==
 
{{4E ritual
 
|fluff=You create the illusion of a creature, then imbue it with a shadow of sentience.
 
|level=25
 
|time=1 hour
 
|duration=Variable
 
|category=Deception
 
|keyskill=Arcana
 
|componentcost=80,000 gp
 
|marketprice=185, 000 gp
 
|text=You create 2d6 illusory creatures identical to those created by [[#Spectral Horde|Spectral Horde ]] and an additional 6d6 creatures identical to those created by [[#Spectral Monster|Spectral Monster]]. The Spectral Horde monsters will act as leaders among the regular spectral monsters.
 
}}
 
 
 
==Spectral Horde==
 
{{4E ritual
 
|fluff=Imagining a host of creatures, you let your mental phantoms take on a semblance of life.
 
|level=15
 
|duration=Variable
 
|category=Deception
 
|keyskill=Arcana
 
|time=10 minutes
 
|componentcost=1,800 gp
 
|marketprice=4,000 gp
 
|text=You create 2d6 illusory creatures identical to those created by [[#Spectral Monster|Spectral Monster]]. You can create leader, elite (counts as two creatures), and solo monster (count as five creatures). If the spectral creatures are of compatible types, they will cooperate.
 
}}
 
 
 
==Spectral Monster==
 
{{4E ritual
 
|fluff=You create the illusion of a creature, then imbue it with a shadow of sentience.
 
|level=5
 
|category= Deception
 
|time=10 minutes
 
|duration=Variable
 
|componentcost=50 gp
 
|marketprice=200 gp
 
|keyskill=Arcana
 
|text=You create the illusion of a creature of your level or less, then give it a glimmer of awareness so that it can act on its own. You cannot create spectral leader, minion, elite, or solo monsters. The creature will act as a natural monster of this type would, it has no special loyalty to you and will not follow you about. It thinks it is real, but can only affect the real world to a limited extent.
 
* It counts as a minion when taking damage; it has 1 hp, but a missed attack never damages it. It does not die, it simply disappears. Any effects based on the death of another creature, such as the warlock’s curses, does not trigger when they are defeated.
 
* All the damage it does is converted to psionic damage after passing damage resistance or vulnerability. Apply resistance and vulnerability to both psionic damage and the attack’s apparent damage to the damage it inflicts, applying resistance/vulnerability to psionic damage last.
 
* Any character conversing or interacting with it can make an Insight check against it’s Will defense as a standard action; on a success it disappears.
 
The duration depends on the result of the Arcana check.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Duration
 
|result9=10 minutes
 
|result10=1 hour
 
|result20=6 hours
 
|result30=24 hours
 
|result40=1 week
 
}}
 
}}
 
 
 
==Spectral Squad==
 
{{4E ritual
 
|fluff=Imagining a host of creatures, you let your mental phantoms take on a semblance of life.
 
|level=10
 
|componentcost=300 gp
 
|marketprice=900 gp
 
|duration=Variable
 
|category=Deception
 
|keyskill=Arcana
 
|text=You create 1d3+2 illusory creatures, all of the same type and otherwise identical to those created by [[#Spectral Monster|Spectral Monster]].
 
}}
 
 
 
==Sympathy==
 
{{4E ritual
 
|fluff=You set up an irresistible lure drawing a particular kind of creature closer.
 
|level=15
 
|category= Deception
 
|time=1 hour
 
|duration=24 hours
 
|componentcost=1,500
 
|marketprice=4,000
 
|keyskill=Arcana
 
|text=This is the same as [[#Antipathy|Antipathy]], except the effect is to slow and pull 3.
 
}}
 
 
 
==Tame Beasts==
 
{{4E ritual
 
|fluff=Chanting softly, you tame wild beasts in the vicinity and ask them to serve you.
 
|level=2
 
|category= Exploration
 
|time=10 minutes
 
|duration=1 week
 
|componentcost=10 gp
 
|marketprice=25 gp
 
|keyskill=Nature
 
|text=Each participant in the ritual selects one natural, shadow, or fey origin beast within range 100. You do not need to see the beast, but you must think of a specific creature, which usually means you must have scouted them out beforehand. Each creature must be of a lower level than the character who selects it, and the Nature check suffers a penalty equal to the highest level creature selected. Compare the final Nature check against the Will defense of each creature. If successful, that creature is tamed and will serve as a mount or beast of burden while the ritual lasts. It will not fight.
 
}}
 
==Telepathic Bond==
 
{{4E ritual
 
|fluff=You mix your blood with that of the others and feel how your thoughts mix as well.
 
|level=12
 
|category= Exploration
 
|time=10 minutes
 
|duration=24 hours
 
|componentcost=600 gp
 
|marketprice=2,000 gp
 
|keyskill=Arcana
 
|text=All participants in the ritual can communicate telepathically with each other regardless of range, even across planar boundaries. This telepathy is equivalent to speech, but cannot be eavesdropped on and is completely silent. Each participant can extend the ritual by 24 hours by spending a healing surge, and can continue to do so indefinitely.
 
}}
 
==Telepathic Message==
 
{{4E ritual
 
|fluff=You put your heads together and temporarily break the wall between minds.
 
|level=7
 
|category= Exploration
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=80 gp
 
|marketprice=500 gp
 
|keyskill=Arcana (no roll)
 
|text=All participants in the ritual can communicate telepathically with each other regardless of range but not across planar boundaries. This telepathy is equivalent to speech, but cannot be eavesdropped on and is completely silent. 
 
}}
 
==Teleportation Beacon==
 
{{4E ritual
 
|fluff=You set up a temporary beacon for others to teleport to.
 
|level=16
 
|category= Travel
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=3,400 gp
 
|marketprice=9,000 gp
 
|keyskill=Arcana (no check)
 
|text=You create a temporary teleportation circle suitable for use with such rituals as linked portal and planar portal. You pick the unique signature code of the teleportation circle, usually drawing it out in paint or chalk. It is customary to use Sending or similar means to inform allies of the beacon’s location.
 
}}
 
==Teleportation Circle==
 
{{4E ritual
 
|fluff=Over time, you craft a magical beacon for others to teleport to.
 
|level=11
 
|category= Travel
 
|time=1 month
 
|duration=Permanent
 
|componentcost=680 gp
 
|marketprice=900 gp
 
|keyskill=Arcana (no check)
 
|text=You create a permanent teleportation circle suitable for use with such rituals as linked portal and planar portal. You pick the unique signature code of the teleportation circle and engrave this into the ground, preferably in stone or metal because of their durability. It is customary to place guards and defense at a teleportation circle, but those are not a part of the ritual.
 
}}
 
==Unity of Purpose==
 
{{4E ritual
 
|fluff=You make a pledge to certain ideals and seek unity of purpose with your friends.
 
|level=5
 
|category= Binding
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=100 gp
 
|marketprice=250 gp
 
|keyskill=Religion (no check)
 
|text=Select an alignment when invoking the ritual. Creatures who participated in the ritual and have this alignment get a +2 bonus to Will defense. Creatures of the same or a related alignment can use Second Wind one additional time during each encounter. Unaligned characters are not related to anyone, and you cannot choose the unaligned alignment for this rite.
 
In the 4th edition alignment system, good alignments are related to each other and evil alignments are related to each other. In the third edition alignment system characters within one step of each other on the alignment graph are related; neutral characters are not related to anyone, and you cannot choose the neutral alignment for this ritual. In Starfox’s alignment system, alignments adjacent to each other are related. 
 
}}
 
==Wall of Stone==
 
{{4E ritual
 
|fluff=You create a solid stone wall
 
|level=10
 
|category= Exploration
 
|time=1 hour
 
|duration=Instant
 
|componentcost=500 gp
 
|marketprice=1,000 gp
 
|keyskill=Arcana
 
|text=You can create blocking terrain. The effect has a range of 10 and is a wall 4 squares high with a size depending on the Arcana check. The wall must rest on solid ground capable of carrying its weight.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Area
 
|result9=Wall 2
 
|result10=Wall 5
 
|result20=Wall 10
 
|result30=Wall 20
 
|result40=Wall 40
 
}}
 
}}
 
==Wall of Thorns==
 
{{4E ritual
 
|fluff=A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger.
 
|level=10
 
|category= Exploration
 
|time=10 minutes
 
|duration=Instant
 
|componentcost=400 gp.
 
|marketprice=800 gp.
 
|keyskill=Nature
 
|text=You create a wall of challenging terrain. A creature inside the wall has concealment, and it cannot be seen trough and blocks blindsight. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature’s AC. A creature trying to move into a wall square must make an Athletics check DC 25; if successful each square of wall still costs 3 squares of movement. A creature with forest walk can move freely trough the wall. A wall of thorns can be breached. It takes half damage from all attacks except close and area attacks or cutting weapons, and each square of wall has 40hp.
 
 
 
The effect has a range of 10 and is a wall 2 squares high with a size depending on the Arcana check.
 
{{4E ritual table
 
|keyskill=Nature
 
|resultheader=Area
 
|result9=Wall 2
 
|result10=Wall 5
 
|result20=Wall 10
 
|result30=Wall 20
 
|result40=Wall 40
 
}}
 
}}
 
 
 
==Water Walk, Group==
 
{{4E ritual
 
|fluff=The ritual makes everyone in the ritual tread on water as if walking on solid ground.
 
|level=5
 
|category= Exploration
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=100 gp.
 
|marketprice=250 gp.
 
|keyskill=Nature
 
|text=All those participating in the ritual can walk on the surface of water as if on solid ground.
 
}}
 
==Whispering Wind==
 
{{4E ritual
 
|fluff=A quiet zephyr carries your words to your friends.
 
|level=4
 
|category= Exploration
 
|time=10 minutes
 
|duration=1 hour
 
|componentcost=40 gp
 
|marketprice=120 gp
 
|keyskill=Arcana
 
|text=All participants in the ritual can communicate with each other within one mile. Messages can travel through tiny openings like keyholes, but not through solid walls. It also works underwater, tough it confers no ability to breathe water. You can whisper when using message and only be audible in adjacent spaces. The duration depends on the result of the Arcana check.
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Duration
 
|result9=1 hour
 
|result10=4 hours
 
|result20=8 hours
 
|result30=16 hours
 
|result40=24 hours
 
}}
 
}}
 
==Zone of Revelation==
 
{{4E ritual
 
|fluff=You spread ritual dust over the area, revealing all secret magic.
 
|level=5
 
|category= Divination
 
|time=10 minutes
 
|duration=10 minutes
 
|componentcost=80 gp.
 
|marketprice=200 gp.
 
|keyskill=Religion
 
|text=In a close burst with a size equal to the Arcana check, all magical powers become visible. Effects of rituals and powers not of the martial origin are easily discerned, and objects and creatures hidden by such powers become visible. Creatures or objects that enter the area of effect after the ritual is finished are not affected, nor are the effects of skills or powers of the martial origin.
 
}}
 
==Summon Monster==
 
{{4E ritual
 
|fluff=You summon a creature and demand that it does your bidding.
 
|level=Variable
 
|category= Binding
 
|time=10 minutes
 
|duration=Variable
 
|componentcost=Variable
 
|marketprice=Variable
 
|keyskill=Arcana, Nature, or Religion
 
|text=You summon a creature that serves you for the duration. Each monster is a different ritual that must be learnt separately. There are monsters to be summoned at all levels of power, and higher level creatures are much more powerful and expensive. You cannot summon elite, solo, or leader creatures. Minions are summoned in groups of four, at the same cost. The skill used for the ritual and a creature’s typical behavior varies a little depending on its origin and type.
 
* An aberration is inimical to all normal life. It will obey commands, but interpret them according to its own twisted logic. Count on them to be violent in the extreme. Summoned using Arcana skill.
 
* An immortal or natural creature (except natural beasts or constructs) has a karmic debt it can pay off by serving you. It is fanatic and will take horrible risks as long as your purposes coincide, but it will not betray its alignment or nature and might turn on you if you try to make it do so. Summoned using Religion skill.
 
* An elemental is will interpret any command you give according to it’s alignment and personality, tough it cannot disobey the letter of a command. Summoned using Arcana skill.
 
* A fey creature is generally unwilling to serve, but can be coaxed and bargained with. Depending on how it is treated, it can be very cooperative or sullen and hostile. Summoned using Arcana skill.
 
* A shadow creature or undead serves because it is bound, and generally takes out its frustration on anyone except the summoner. Shadow creatures are summoned using Arcana, undead using Religion.
 
* A beast of any origin is summoned using Nature skill and can be relied upon to fight as it naturally would; it can be ordered otherwise, but this creates tension and is prone to mishaps.
 
* Undead and beasts that are of a type that can be summoned using another skill can use either skill.
 
 
 
You have no special power of communication; if you cannot talk to it, it will simply follow you around and act as a bodyguard. Instructing the creature to take a standard or move action takes a minor action for you; it will take minor actions on its own and move actions to stay within 2 squares of you unless ordered otherwise. It always acts on your initiative.
 
}}
 
 
 
The duration of the service depends on the result of the ritual check
 
{{4E ritual table
 
|keyskill=Arcana
 
|resultheader=Area
 
|result9=1 hour
 
|result10=1 hour
 
|result20=4 hours
 
|result30=1 day
 
|result40=3 days
 
}}
 
The cost of the ritual to learn and cast depends on the level of the summoned creature.
 
{|style="width:30em;"
 
|-style="background:#eee;"
 
||'''Level'''||align="right" |'''Market price'''||align="right" |'''Component cost'''
 
|-
 
||1||align="right" |360||align="right" |72
 
|-
 
||2||align="right" |520||align="right" |104
 
|-
 
||3||align="right" |680||align="right" |136
 
|-
 
||4||align="right" |840||align="right" |168
 
|-
 
||5||align="right" |1,000||align="right" |200
 
|-
 
||6||align="right" |1,800||align="right" |360
 
|-
 
||7||align="right" |2,600||align="right" |520
 
|-
 
||8||align="right" |3,400||align="right" |680
 
|-
 
||9||align="right" |4,200||align="right" |840
 
|-
 
||10||align="right" |5,000||align="right" |1,000
 
|-
 
||11||align="right" |9,000||align="right" |1,800
 
|-
 
||12||align="right" |13,000||align="right" |2,600
 
|-
 
||13||align="right" |17,000||align="right" |3,400
 
|-
 
||14||align="right" |21,000||align="right" |4,200
 
|-
 
||15||align="right" |25,000||align="right" |5,000
 
|-
 
||16||align="right" |45,000||align="right" |9,000
 
|-
 
||17||align="right" |65,000||align="right" |13,000
 
|-
 
||18||align="right" |85,000||align="right" |17,000
 
|-
 
||19||align="right" |105,000||align="right" |21,000
 
|-
 
||20||align="right" |125,000||align="right" |25,000
 
|-
 
||21||align="right" |225,000||align="right" |45,000
 
|-
 
||22||align="right" |325,000||align="right" |65,000
 
|-
 
||23||align="right" |425,000||align="right" |85,000
 
|-
 
||24||align="right" |525,000||align="right" |105,000
 
|-
 
||25||align="right" |625,000||align="right" |125,000
 
|-
 
||26||align="right" |1,125,000||align="right" |225,000
 
|-
 
||27||align="right" |1,625,000||align="right" |325,000
 
|-
 
||28||align="right" |2,125,000||align="right" |425,000
 
|-
 
||29||align="right" |2,625,000||align="right" |525,000
 
|-
 
||30||align="right" |3,125,000||align="right" |625,000
 
|-
 
|}
 
  
 +
* Google spreadsheet with all official rituals [http://spreadsheets.google.com/ccc?key=ryBaKBBqAClCJRGdYp3zR4g]
 
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Latest revision as of 18:06, 8 June 2013

4ED&D 4E
4th Edition Dungeons & Dragons

This is a list of unofficial rituals. See the talk page for rituals in development. Click on the icons in the header to sort the table by column.

Ritual Skill Level Market Price Component Cost
Adaptation Nature 11 1,600 gp. 250 gp.
Air Walk Arcana (no check) 21 98,000 gp 17,000 gp
Air Walking Circle Arcana 23 175,000 gp 25,000 gp
Alter Shape Arcana 10 1,450 550
Amplify Ritual Arcana or Religion (no check) 5 250 gp One healing surge
Animal Explorer Nature 13 2,780 gp 450 gp
Animal Sneak Nature 3 90 gp 35gp
Animal Travel Nature 6 300 gp 100 gp
Animal Venturer Nature 16 8,000 gp 2,000 gp
Animal Token Nature 11 1260gp. 250 gp.
Animate Rope Arcana 1 40 10
Antipathy Arcana 15 4,000 1,500
Arcane Sight Arcana (no check) 5 250 100
Ascension Religion 6+ Variable Variable
Assume Appearance Arcana 8 200 75
Assume Appearance Circle Arcana 10 400 150
Astral Projection Religion (no check) 18 16,000 5,000
Baleful Polymorph Arcana 7 260 190
Beast Shape Nature 6+ Variable Variable
Belomancy Nature 8 350 120
Body Theft Arcana 23 75,000 gp 25,000 gp
Call of Faith Religion (no check) 1 Free Free
Call of the Wild Nature 3 90 gp. 50 gp.
Capture Image Arcana 1 25 10
Cleromancy Religion 1 10 5
Cloak of Shadows Arcana (no check) 14 5,000 1,800
Clone Heal (no check) 17 12,000 50,000 gp.
Conjure Cottage Arcana (no check) 4 35 gp 5 gp
Consecrate Religion 3 150 100
Contagion Religion 6 300 250
Continual Flame Arcana (no check) 1 150 50
Control Crops Nature 1 50 10
Control Winds Nature 12 1,200 500
Cornucopia Nature 9 1,000 300
Create Sunrod Arcana 1 15 gp. 2 gp.
Creation Arcana 11 1,500 gp. 100 gp.+
Dancing Lights Arcana 1 25 gp 5 gp
Darkvision Nature (no check) 12 3,600 gp 1,200 gp
Daylight Arcana or Religion 8 350 gp 100 gp
Detect Plant or Beast Nature 1 25 gp 10 gp
Detect Undead Religion 1 25 gp 10 gp
Dimensional Anchor Arcana 7 500 gp 180 gp
Dimensional Barrier Arcana 13 3,500 gp 600 gp
Dismissal Religion or Arcana 7 200 gp. 135 gp.
Dowsing Arcana 4 100 25
Dream Sending Arcana (no check) 9 800 gp 150 gp.
Earthquake Nature 15 8,000 gp 2,800 gp
Elemental Invasion Arcana 15 6,000 gp 3,000 gp
Excavate Arcana 16 8,600 gp 2,900 gp
Explosive Runes Arcana (no check) 5 200gp 50gp
Fairy Debt Arcana 5 150 100
False Vision Arcana 9 600 gp 160 gp
Fetch Avatar Arcana or Nature 6 325 gp. 75 gp.
Fetch Avatar Circle Nature 10 1225 gp. 300 gp.
Fire Trap Arcana 7 460 gp 100 gp
Gaseous Form Arcana 12 3,000 gp 1,000 gp
Geas Arcana (no check) 11 1,500 gp 700 gp
Ghostly Servant Arcana 2 50gp 15 gp
Glyph of Warding Religion (no check) 5 200gp 50gp
Greater Telepathic Bond Arcana (no check) 19 21,000 gp 5,500 gp
Hallucinatory Sound Arcana 2 40 gp 10 gp
Hallucinatory Terrain Arcana 7 250 gp 65 gp
Hallucinatory Wall Arcana 4 150 gp 30 gp
Heroic Circle Religion (No check) 14 5,000 gp 2,000 gp
Heroism Religion (No check) 11 1,500 gp 700 gp
Hero’s Feast Religion (no check) 11 900 gp. 540 gp. +
Illusory Scrying Arcana 1 25 gp 10 gp
Imbue With Power Arcana (no check) 7 400 gp 180 gp
Longstrider Nature 1 35 gp 5 gp
Lord of the Land Nature 10 800 gp 400 gp
Low-Light Vision Nature (no check) 5 250 gp 100 gp
Magic Jar Arcana 18 15,000 gp 5,000 gp
Mark of Justice Religion 5 150 gp 75 gp
Mask of Shadows Arcana (no check) 11 2,400 1,000
Message Arcana 1 50 gp 10 gp
Miasma of Shadows Arcana 3 250 gp 150 gp
Mimic Shape Arcana 5 250 gp 80 gp
Mind Blank Arcana (no check) 24 120,000 gp 60,000 gp
Mind Blank Circle Arcana (no check) 28 400,000 gp 200,000 gp
Mind Puppet Arcana 11 1,500 gp 500 gp
Mind Switch Arcana 13 3,000 gp 1,000 gp
Mindbending Arcana 6 300 gp 100 gp
Mirage Arcana Arcana 15 3,000 gp 1,600 gp
Mnemonic Alteration Arcana 7 500 gp 200 gp
Modify Magical Terrain Arcana 22 41,000 gp 20,000 gp
Modify Memory Arcana 10 800 gp 250 gp
Modify Terrain Arcana or Nature 12 2,200 gp 800 gp
Name Binding Arcana 7 250 gp Variable
Nightmare Arcana 7 250 gp 150 gp
Object Portal Arcana 3 120 gp 45 gp
Obscuring Mist Nature 8 750 gp 180 gp
Omen Religion 13 2,900 900
Onomancy Arcana 1 75 25
Permanent Illusion Arcana 21 4,000 gp 8,000 gp
Phantom Trap Arcana 3 100 gp 25 gp
Phantom Cast Arcana 9 125 gp 900 gp
Polymorph Arcana 6+ Variable Variable
Portal Beacon Arcana 13 3,400 gp 1,000 gp
Programmed Illusion Arcana 18 12,000 gp 2.400 gp
Programmed Scrying Arcana 7 300 gp 75 gp
Purge Arcana 1 35 gp. 5 gp.
Quest Religion (no check) 8 500 gp 150 gp
Raise Tower Arcana 12 2,000 gp 900 gp
Reincarnate Nature (no check) 23 60,000 gp 60,000 gp
Resist Energy Arcana 5 220 gp 50 gp+
Resist Energy Circle Arcana 12 2,500 gp 500 gp+
Resist Energy Contingency Arcana 20 30,000 gp 5,000 gp+
Resist Energy Kaleidoscope Arcana 22 57,000 gp 150,000 gp+
Resist Energy Prism Arcana 17 14,400 gp 2,800 gp+
Resist Energy Triad Arcana 15 6,500 gp 1,250 gp+
Runemark Arcana (no check) 3 100 20
Sealing Religion 8 500 250
Shape Altering Circle Arcana 13 3,800 1,000
Shape Magic Item Arcana (no check) 1 25 gp 5 gp
Shrink Item Arcana 9 800 gp 320 gp
Simulacrum Arcana 15 25,000 gp 4,000 gp
Soul Trap Arcana 22 75,000 gp 25,000 gp
Spectral Army Arcana 25 185, 000 gp 80,000 gp
Spectral Horde Arcana 15 4,000 gp 1,800 gp
Spectral Monster Arcana 5 200 gp 50 gp
Spectral Squad Arcana 10 900 gp 300 gp
Spirit Gossip Nature 9 375 gp. 175 gp.
Spirit Steed Nature 6 430gp. 50 gp.
Stupefy Arcana 2 65 gp 20 gp
Summon Beast Nature Variable Variable Variable
Summon Elemental Arcana Variable Variable Variable
Summon Immortal Religion Variable Variable Variable
Symbol Arcana 12 2,500gp 600 gp
Sympathy Arcana 15 4,000 1,500
Tame Beasts Nature 2 25 gp 10 gp
Telepathic Message Arcana (no check) 7 500 gp 80 gp
Teleportation Beacon Arcana (no check) 16 9,000 gp 3,400 gp
Teleportation Circle Arcana (no check) 11 900 gp 680 gp
Temporal Stasis Arcana 17 15,000 gp 5,000 gp
Totem Talk Nature 3 90 gp. 25 gp.
Trial by Elements Arcana 3 65 55
True Sending Arcana (no check) 20 25,000 gp 4,000 gp
Tunnel Arcana 20 24,000 gp 12,000 gp
Unity of Purpose Religion (no check) 5 250 gp 100 gp
Vision of Guidance Religion 5 180 gp 100 gp
Wall of Stone Arcana 10 1,000 gp 500 gp
Wall of Thorns Nature 10 800 gp. 400 gp.
Water Walking Circle Nature 5 250 gp. 100 gp.
Whispering Wind Arcana 4 120 gp 40 gp
Wish Arcana 21 75,000 gp. 5,000 gp.+
Zone of Revelation Religion 5 200 gp. 80 gp.

See also

References

Official rituals can be found in these books:

  • Player's Handbook (4E)
  • Monster Manual (4E)
  • Forgotten Realms Player's Guide
  • Adventurer's Vault
  • Google spreadsheet with all official rituals [1]