%% Last Updated: - [[2021-02-09]] - [[2021-02-06]] %% ## [[Traveler's Chant (ritual)]] 10 minutes Your chant lifts your allies’ steps and helps take their minds off the drudgery of the journey. Level: 1 Category: Exploration Time: 10 minutes Duration: 8 hours Prerequisite: Bard Component Cost: 10 gp, plus a focus worth 5 gp Market Price: 75 gp Key Skill: Arcana (no check) For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2. Focus: A musical instrument you play as part of performing the ritual. learned from [[Bardic Ritualist (feat)]] ## [[Comprehend language (ritual)]] 10 minutes As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand. Level: 1 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. learned from [[Bardic Ritualist (feat)]] ## [[Travelers' Feast (ritual)]] 1 hour Food for your entire group materializes out of the air, enough to sustain you through a long day’s march. Level: 4 Category: Exploration Time: 1 hour Duration: 24 hours Component Cost: 35 gp Market Price: 175 gp Key Skill: Nature (no check) You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on). Any food or water created but uneaten disappears at the end of the duration." ## [[Tenser's Floating Disk (ritual)]] 10 minutes _“Oh, this? It follows me everywhere, like a porter that never needs to rest.”_ Level: 1 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana Arcana Check Result Maximum Load 9 or lower 250 pounds 10–24 500 pounds 25–39 1,000 pounds 40 or higher 2,000 pounds You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry. ## [[Create Campsite (ritual)]] 10 minutes A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring. Level: 1 Category: Exploration Time: 10 minutes Duration: 8 hours Component Cost: 15 gp Market Price: 50 gp Key Skill: Nature You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp. The spirits utilize your and your allies’ gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite. At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there. ## [[Brew Potion (ritual)]] 1 hour Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink. Level: 5 Category: Creation Time: 1 hour Duration: Permanent until consumed Component Cost: Special Market Price: 75 gp Key Skill: Arcana or Religion (no check) You create a potion or an elixir (see page 255) of your level or lower. The ritual’s component cost is equal to the price of the potion or the elixir you create. ## [[Endure Elements (ritual)]] 10 minutes Neither the biting cold nor the searing heat troubles you anymore. You travel in arctic or desert wastes as comfortably as in temperate climes. Level: 2 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 20 gp Market Price: 100 gp Key Skill: [[ttrpgs/Order of the Wandering Mind/Arcana (Skill)]] or [[ttrpgs/Order of the Wandering Mind/Nature (Skill)]] (no check) The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather. An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit (-45.6 to 60 degrees Celsius), and the creature’s equipment is likewise protected from the ravages of these temperatures and of precipitation. ## [[Purify Water (ritual)]] 10 minutes The lake, tainted by a now-dead demon that laired in its depths, becomes crystal clear and refreshing to drink. Level: 1 Component Cost: 10 gp Category: Exploration Market Price: 50 gp Time: 10 minutes Key Skill: Arcana, Nature, or Religion Duration: Instantaneous You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check. | Skill Check Result | Amount of Water | | ------------------ | --------------- | | 9 or lower | 1 square | | 10-19 | 2 squares | | 20-34 | 4 squares | | 35 or higher | 10 squares | ## [[Skull Watch (ritual)]] 10 minutes ## [[Knock (ritual)]] 10 minutes ## Other rituals I like ### [[Water Walk (ritual)]] 10 minutes You walk on the water as if it were dry land. Level: 2 Category: Exploration Time: 10 minutes Duration: 1 hour Component Cost: 20 gp Market Price: 100 gp Key Skill: Nature (no check) You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual. ### [[Gentle Repose (ritual)]] Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead. Level: 1 Category: Restoration Time: 1 hour Duration: Special Component Cost: 10 gp Market Price: 50 gp Key Skill: Heal (no check) This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days. ### [[Make Whole (ritual)]] As you finish the ritual, the oaken door stands whole and unblemished as if Orten the Rager hadn’t just burst through it with murder in his eyes. It’s the least you can do after using the inn to ambush the infamous barbarian. Level: 1 Category: Exploration Time: 10 minutes Duration: Permanent Component Cost: Special Market Price: 50 gp Key Skill: Arcana (no check) A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost. ### [[Knock (ritual)]] - [[Gloomtoes]] has this! A blue, glowing key appears in front of the door and disappears into it. The door glows amber for a moment and then unlocks. Level: 4 Category: Exploration Time: 10 minutes Duration: Instantaneous Component Cost: 35 gp, plus 1 healing surge Market Price: 175 gp Key Skill: Arcana The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it. Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check. If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end. ### [[Animal Messenger (ritual)]] 10 minutes You whisper to the animal before you, and it bounds off in the direction you point to carry your message. Level: 1 Category: Exploration Time: 10 minutes Duration: Special Component Cost: 10 gp Market Price: 50 gp Key Skill: Nature You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior. Your Nature check determines how long the animal is affected by the ritual. Nature Check Result Duration 19 or lower 6 hours 20–29 12hours 30–39 18 hours 40 or higher 24 hours ### [[Traveler's Camouflage (ritual)]] 10 minutes You and your allies take on the textures and colors of the world around you. Level: 1 Component Cost: 10 gp Category: Deception Market Price: 50 gp Time: 10 minutes Key Skill: Nature Duration: 10 hours You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks. Your Nature check determines the bonus you and your allies gain and the penalty others take. ![](assets/1622579334_150.png) This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter. If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.