Illusion Rituals
From Titan's Teeth
< RitualsMain > Magic > Rituals > Illusion |
Illusion
Name | Level | |
---|---|---|
Arcane Mark | 0 | Place a visible or invisible mark on an item. |
Clandestine Conversation | 0 | Two creatures touched can converse without being overheard. |
Lose The Trail | 1 | Obscure the tracks of one creature/level targets. |
Shadow Sentry | 2 | Create a warrior made from shadows that can guard or attack. |
Greater Shadow Sentry | 3 | Create a strong warrior made from shadows that can guard or attack. |
Hide Campsite | 3 | Hides a campsite. |
Arcane Mark
Sphere Illusion; Ritual Level 0
Casting Time 1 minute
Scroll Casting Time —
Components V, S
, M (treated ink worth 1 gp)
Range touch
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters, and measure no more than 1 sq. ft. 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.
If an invisible mark is made, the Divination Divine ability causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
If an arcane mark is placed on a living being, the effect gradually fades in about a month, otherwise it is permanent.
Clandestine Conversation
Sphere Illusion; Ritual Level 0
Casting Time 1 minute
Scroll Casting Time 1 standard action
Components V, S
, M (silver dust worth 1 gp)
Range Touch
Duration 30 minutes
Two creatures touched can converse without anyone else overhearing what they are saying. While under the effect of this spell, a target creature can speak to someone not affected by this spell, but everyone can hear that conversation normally. Only when one target creature speaks to the other target creature does the conversation remain private.
Creatures who can read lips might still be able to determine what is said, but no Perception check can possibly allow one to overhear the conversation.
If desired, you may hold the charge after casting the spell, in which case the targets will be you and one creature (intentionally) touched before the end of the duration. The duration continues to run while you are holding the charge.
Greater Shadow Sentry
Sphere Illusion; Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time 1 round
Components V, S
, M (shade dust worth 25 gp)
Duration 8 hours
Greater shadow sentry creates either a shadowy or faceless humanoid warrior (AC 15) under your command. The sentry may be commanded to “guard,” where it shouts an alarm if it notices anyone approach within 30 ft (using the caster’s Perception score +3), “patrol,” where it follows a route first walked by the caster and calls an alarm if it notices anyone approach within 30 feet, and “attack,” where it attacks with its shadowy greatsword (2d6 damage + 2).
The sentry has a BAB equal to the caster’s level and adds the caster’s casting ability modifier. The sentry may provide an ally a flanking bonus, but does not benefit from one.
The sentry is discharged after being successfully struck for 25 hp of damage. It has saves equal to the caster’s.
Hide Campsite
Sphere Illusion; Ritual Level 3
Casting Time 30 minute
Scroll Casting Time —
Components V, S
, M (reactive herbs worth 25 gp)
Duration 2 hours/caster level
Saving Throw Will disbelief (if interacted with)
You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. The campsite can fill up to one 20-ft. cube.
Creatures outside the area cannot sense any activity going on inside the area—they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally.
Once a creature steps into the area of the spell, it can see everything in and around the area normally.
Lose The Trail
Sphere Illusion; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time —
Components V, S
, M (titan's teeth worth 5 gp)
Range touch
Duration 1 hour/caster level
This ritual obscures the tracks of up to one creature/level targets. Their targets disappear as far back as the remaining duration of the spell.
So, if the ritual has a duration of 2 hours, the spell will cover any tracks made up to 2 hours before the casting of the ritual. When half an hour has passed, the ritual covers tracks up to 1½ hours past, or 1 hour before the casting of the ritual. The tracks are slowly revealed, until finally they catch up to the user, once the duration ends.
Trying to follow obscured tracks increases the DC of any Survival checks by 2 per level of the caster.
Shadow Sentry
Sphere Illusion; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (shade dust worth 10 gp)
Duration 8 hours
Shadow sentry creates either a shadowy or faceless humanoid warrior (AC 12) under your command. The sentry may be commanded to “guard,” where it shouts an alarm if it notices anyone approach within 30 ft (using the caster’s Perception score), “patrol,” where it follows a route first walked by the caster and calls an alarm if it notices anyone approach within 30 feet, and “attack,” where it attacks with its shadowy sword (1d8 + 1 damage).
The sentry has a BAB equal to the caster’s level and adds the caster’s casting ability modifier. The sentry may provide an ally a flanking bonus, but does not benefit from one.
The sentry is discharged after being successfully struck for any damage.