Nature Rituals
From Titan's Teeth
< RitualsMain > Magic > Rituals > Nature |
Contents
- 1 Nature
- 1.1 Animal Messenger
- 1.2 Animate Element
- 1.3 Animate Wood
- 1.4 Barkskin
- 1.5 Blossom
- 1.6 Blossoming Footsteps
- 1.7 Crop Circle
- 1.8 Elemental Sample
- 1.9 Forest Friend
- 1.10 Forest Walk
- 1.11 Goodberry
- 1.12 Imbue Foodstuff
- 1.13 Ironskin
- 1.14 Know Direction
- 1.15 Light Fire
- 1.16 Mist Sight
- 1.17 Nature's Bed
- 1.18 Plant Spy
- 1.19 Preserve Food
- 1.20 Soften Earth And Stone
- 1.21 Speak With Animals
- 1.22 Stone Shape
- 1.23 Tree Shape
- 1.24 Web Shelter
Nature
Name | Level | |
---|---|---|
Blossom | 0 | Causes flowering plant to blossom. |
Elemental Sample | 0 | Creates a marble of compressed elemental matter for later used. |
Know Direction | 0 | Instantly know the direction of north. |
Light Fire | 0 | Starts a fire. |
Nature's Bed | 0 | Creates a comfortable place to sleep. |
Animate Element | 1 | Turn small quantity of an element into Small elemental. |
Animate Wood | 1 | Animate small wooden item. |
Blossoming Footsteps | 1 | Causes plants to grow where the druid walks. |
Crop Circle | 1 | Hacks all grasses and underbrush to the ground, leaving nothing but an empty circle. |
Goodberry | 1 | 2d4 berries each cure 1 hp. |
Mist Sight | 1 | You can see through mist, fog, and rain. |
Preserve Food | 1 | Keeps 5 lbs. of food fresh for a number of days. |
Speak With Animals | 1 | You can ask questions of and receive answers from animals. |
Animal Messenger | 2 | Call a tiny animal to you and send it to another location. |
Barkskin | 2 | Gain a +2 bonus to natural armor. |
Forest Friend | 2 | Make the terrain of forested areas become helpful instead of hindering. |
Ironskin | 2 | Gain a +4 bonus to natural armor. |
Soften Earth And Stone | 2 | Soften all natural, undressed earth or stone in the spell’s area. |
Tree Shape | 2 | Take the shape of a tree. |
Web Shelter | 2 | You create a small but relatively secure shelter out of sticky webs. |
Forest Walk | 3 | You move more easily through undergrowth. |
Plant Spy | 3 | Turn a plant into a recording device. |
Stone Shape | 3 | Form an existing piece of stone into any shape. |
Imbue Foodstuff | 7 | Imbue a piece of food with a ritual that is cast when eaten. |
Animal Messenger
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies.
Sphere Nature; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time —
Components V, S
, M (a morsel of food the animal likes)
Using some type of food desirable to the animal as a lure, you call the animal to you. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach a small item or note to the messenger.
The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he doesn’t know, for example).
Animate Element
Sphere Conjuration or Nature; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 round
Components V, S
, M (elemental salts worth 5 gp)
Duration Concentration, up to 1 round/caster level
The caster animates a small section of air, earth, fire, or water. The animated element has the statistics of a Small elemental, and attacks as directed by the caster. It cannot move beyond 30 feet from the caster.
Animate Wood
Sphere Nature or Enhancement; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 round
Components V, S
, M (blessed tokens or titan's teeth worth 5 gp)
Duration Concentration, up to 1 round/caster level
This spell imbues a Small or smaller wooden object as an animated object, then causes it to immediately attack whomever or whatever you initially designate. Objects animated by this spell have hardness 5. If you attempt to affect an attended object, the object or its attendee receives a Will save and spell resistance applies.
Barkskin
Sphere Nature or Alteration or Protection; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (reactive herbs worth 10 gp)
Range touch
Duration 10 min/caster level
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Blossom
Sphere Nature; Ritual Level 0
Casting Time 1 minute
Scroll Casting Time 1 standard action
Components V, S
, M (reactive herbs worth 1 sp)
This ritual causes up to one flower per caster level to sprout and bloom on a flowering plant. Only plant creatures receive a saving throw.
Blossoming Footsteps
Sphere Nature; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 round
Components V, S
, M (reactive herbs worth 5 gp)
Duration 1 hour
While under the effect of this spell, the druid’s footsteps cause plants to grow wherever he walks. At the druid’s option, these plants can be flowers or normal undergrowth such as grass and weeds.
Blossoming footsteps only functions in rounds when the druid moves. The plants do not hinder movement or provide cover on their own, nor does their growth damage the surface where they grow. They can, however, be targeted by spells such as entangle or plant growth.
When the spell’s duration expires, the plants either continue to live normally if the ground is suitable, or else melt away.
Crop Circle
Sphere Nature; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (blessed tokens worth 5 gp)
Upon completion you summon an invisible force that instantaneously hacks all grasses and underbrush within a 40-ft.-radius spread to the ground, leaving nothing but an empty circle. Although the blades are invisible, they are not insubstantial. The swirling scythes and sickles deal 1d6 points of damage plus one point per caster level (up to +5) to any creature or inanimate object within the spell’s area of effect.
This spell has no effect on plants with CR ½ or higher.
Elemental Sample
Sphere Nature; Ritual Level 0
Casting Time 5 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (reactive herbs worth 1 gp)
Range Touch
Duration 8 hours
Elemental sample creates a small marble of compressed elemental matter (air, earth, fire, or water). When broken (squeezed in hand or thrown against hard surface) the marble expands to 1 cubic foot of matter. The effects of this vary depending on the type of elemental matter created.
- Air: The conjured air disperses into air or fire. However, if used underwater or underground, it creates a bubble of breathable air, allowing a character to breathe for 1d6 rounds before it is spent.
- Earth: The conjured earth forms into a block of stone, crumbling into dust after 1d3 rounds. You can drop it on an opponent, given the right conditions (treat the stone as weighing 15 lbs.), or you could use it as a stepping stone or for any number of other possible uses.
- Fire: The conjured fire snuffs out in 1 round. If used against an opponent and the opponent fails a Reflex save, the fire deals 1d3 points of damage. Conjured fire can ignite combustibles, which burn for 1d2 rounds before extinguishing.
- Water: Conjured water can snuff small fires (fireplace or smaller) or provide drinking water. If not used immediately, the conjured water evaporates in 1d6 rounds.
Forest Friend
Sphere Nature; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time —
Components V, S
, M (reactive herbs worth 10 gp)
Range touch
Duration 1 minute/caster level
While subject to this spell, the target finds that forested areas become helpful instead of hindering. The target suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal.
When moving in and among trees, the target gains a +5 circumstance bonus on Acrobatics, Climb and Stealth checks. Characters with a favored terrain ability can also add their favored terrain bonus on such Acrobatics, Climb and Stealth checks.
Forest Walk
Sphere Nature; Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time 1 minute
Components V, S
, M (blessed tokens worth 25 gp)
Duration 8 hours
The target may may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
In addition, the target gains a +5 competence bonus on Stealth checks in areas of medium to dense vegetation, and a +5 competence bonus on all Diplomacy checks made to influence plant and fey creatures.
Goodberry
Sphere Nature; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (reactive herbs worth 5 gp)
Duration 1 day
Casting goodberry creates 2d4 magical berries. Each berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Imbue Foodstuff
Sphere Nature; Ritual Level 7
Casting Time 8 hours
Scroll Casting Time 1 hour
Components V, S
, M (blessed candles or titan's teeth worth 500 gp)
This spell imbues a food item (generally of Tiny size or smaller) with a single ritual. The ritual must specify a target and be of level 2 or lower. Imbuing a ritual requires that you can cast it, and expend the material components necessary to do so, but the casting is otherwise folded into the casting of this ritual.
The imbued ritual may be from a scroll, but the scroll is consumed as part of the casting (though in this case you do not need to supply any additional material components).
The imbued ritual triggers as soon as any creature eats even a single bite of the food. The spell targets only the creature that ate it but otherwise acts normally (including saving throws, spell resistance, etc). Once the spell is triggered any remaining part of the food is harmless.
Ironskin
Your skin hardens and takes on the color and texture of rough iron.
Sphere Nature (Earth) or Protection; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (reactive herbs worth 10 gp)
Range personal
Duration 1 min/caster level
You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0).
This enhancement bonus increases by 1 for every 4 caster levels above 3rd, to a maximum of +7 at 15th level.
While you’re under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
Know Direction
Sphere Nature; Ritual Level 0
Casting Time 1 minute
Scroll Casting Time —
Components V, S
Range personal
When you finish this ritual, you instantly know the direction of north from your current position. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
The ritual is effective in any environment in which “north” exists, but it may not work in extraplanar settings.
Light Fire
Sphere Creation or Nature (fire); Ritual Level 0
Casting Time 1 minute
Scroll Casting Time 1 round
Components V, S
With this ritual you are able to start a fire with easily combustible materials, such as paper, dried kindling, or lantern oil. As a general rule, if it could be ignited with flint and steel, it can be ignited with this spell.
Upon completion the ritual instantly lights a small fire roughly equivalent to the size of a torch.
Mist Sight
Sphere Nature; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (blessed paints worth 5 gp)
Duration 1 hour
You can see through mist, fog, heavy rain, and other water-based forms of concealment as if they weren’t there.
For example, a fog cloud spell does not provide any concealment miss chance against your attacks. All non-visual effects of the spell work normally (for example, a stinking cloud nauseates you if you enter it; a solid fog slows you, and so on).
Nature's Bed
Sphere Nature or Creation; Ritual Level 0
Casting Time 1 minute
Scroll Casting Time 1 round
Components V, S
, M (blessed tokens worth 1 gp)
Simple bed gathers, loosens and flattens surrounding vegetation, dead leaves and loose soil in order to create a very comfortable bed, which gives the caster a pleasant, restful night.
The first night the bed is slept on it it counts as Comfort Level 2, and on subsequent nights as Comfort Level 1.
Plant Spy
Sphere Nature; Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time 1 minute
Components V, S
, M (blessed paints worth 25 gp)
Duration 1 day/caster level
You make a plant into a spy of sorts. For the duration of the spell, all visible and auditory activities that occur within fifty feet of the plant are “stored” magically within the plant.
At any time afterward, you (and only you) can touch the plant and experience the information stored within it. Once you have accessed the information, you cannot do so again. The plant’s “senses” are the same as a normal human’s (regardless of the race of the caster) — it cannot see in the dark, it cannot see invisible creatures, and so on.
Preserve Food
This ritual keeps food fresh and edible longer.
Sphere Nature; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 round
Components V, S
, M (titan's teeth worth 5 gp)
Duration 1 day/caster level
For the duration of the ritual, up to 5 lbs. of food is immune to natural spoilage. Vegetables donʼt wilt, meat doesnʼt grow maggots, and milk doesnʼt go bad.
Creatures can eat the food normally, so casters should still take precautions against mice, vermin, and hungry traveling companions.
Soften Earth And Stone
Sphere Nature (Earth); Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time —
Components V, S
, M (reactive herbs worth 10 gp)
Range touch
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot.
Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
Speak With Animals
Sphere Nature; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time —
Components V, S
, M (reactive herbs worth 5 gp)
Range personal
Duration 1 min/caster level
You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Stone Shape
Sphere Nature (Earth); Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time —
Components V, S
, M (reactive herbs worth 25 gp)
Range touch
You can form an existing piece of stone, up to 10 cu. ft. + 1 cu. ft./level, into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Tree Shape
Sphere Alteration or Nature (plant); Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S
, M (reactive herbs worth 10 gp)
Range personal
Duration 1 hour/caster level
This ritual allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control.
Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although detect magic reveals a faint transmutation on the tree.
While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
You can dismiss tree shape as a free action.
Web Shelter
Sphere Nature or Creation; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 minute
Components V, S
, M (giant spider webbing worth 10 gp)
Duration 8 hours
You create a shelter of slightly sticky webbing.
You may create a hemisphere with a diameter of between 5 and 20 feet or a sphere with a diameter of between 5 and 10 feet. The shelter has a hinged door large enough to accommodate a Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.
Creatures other than the caster—and those designated by her at the time of the casting—touching the web shelter become grappled by the sticky fibers and must make a Combat Maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC, or remain grappled.
The shelter is watertight and insulated with the door closed. Its surface has a hardness of 0 and 2 hit points for every 5-foot square of web surface area. It takes normal damage from fire (not half damage like most objects) and burns as easily as wood.
When the spell ends, the webbing decays rapidly and disappears.