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View table: Rituals

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Table structure:

  • Name - Wikitext
  • Sphere - Wikitext
  • Level - String
  • CastingTime - Wikitext
  • ScrollTime - Wikitext
  • Components - Wikitext
  • Focus - Wikitext
  • RitualRange - Wikitext
  • Duration - Wikitext
  • SavingThrow - Wikitext
  • SpellResistance - Wikitext
  • Short - Wikitext
  • Fluff - Wikitext
  • Description - Wikitext

This table has 119 rows altogether.

Page Name Sphere Level CastingTime ScrollTime Components Focus RitualRange Duration SavingThrow SpellResistance Short Fluff Description
Airsphere Airsphere Protection 3 30 minutes 1 minute titan's teeth worth 25 gp 10 minutes You create a sphere of fresh air around the individual or object touched; it also negates one breath weapon attack. This ritual creates a sphere of fresh air around the individual or object touched by the caster. Gaseous and vaporous attacks are unable to penetrate this airsphere, and acids or other liquids simply wash over it.

The sphere generates oxygen, enabling you to breathe underwater or in other areas with no fresh air (though as the sphere surrounds its recipient or object, it hampers movement in or under water).

This spell doesn’t protect against natural or magical effects occurring within the airsphere: for example, if a vial of acid is thrown into the sphere, it enters; if it breaks, its contents splash for their normal effects.

This ritual was specially crafted to guard against dragon breath; it will absorb and negate any breath weapon upon contact but is itself destroyed, instantly and harmlessly, in doing so.

Animal Messenger Animal Messenger Nature 2 10 minutes a morsel of food the animal likes Call a tiny animal to you and send it to another location. 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. 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).

Animal Mind Animal Mind Mind 3 30 minutes 1 minute blessed tokens worth 25 gp 8 hours Subject believes it is a specific kind of animal. Choose an animal type when you cast this ritual. The subject believes it is an animal of that type. If the subject does not know how such an animal would act, it acts in a manner that it believes an animal should act.

While affected by this spell, spells and abilities that target animals will also affect the subject. Any attempt to interact with the subject requires a Handle Animal check (DC 10 + your caster level).

Animate Element Animate Element Conjuration or Nature 1 5 minutes 1 round elemental salts worth 5 gp Concentration, up to 1 round/caster level Turn small quantity of an element into Small elemental. 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 Animate Wood Nature or Enhancement 1 5 minutes 1 round blessed tokens or titan's teeth worth 5 gp Concentration, up to 1 round/caster level Animate small wooden item. 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.
Ant Haul Ant Haul Enhancement 1 5 minutes small silver pulley worth 5 gp touch 2 hours/caster level Triple target's carrying capacity. The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell.
Arcane Lock Arcane Lock Creation 2 10 minutes titan's teeth worth 10 gp touch Magically locks a door, chest, or portal. An arcane lock spell cast upon a door, chest, or portal magically locks it.

You can freely pass your own arcane lock without affecting it.

If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell.

A knock ritual does not remove an arcane lock; it only suppresses the effect for 10 minutes.

Arcane Mark Arcane Mark Illusion 0 1 minute treated ink worth 1 gp touch Place a visible or invisible mark on an item. 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.

Arcane Sight Arcane Sight Divination 3 30 minutes titan's teeth worth 25 gp personal 1 min/caster level Allows you to see magical auras within 120 feet of you. This ritual makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of the Divination sphere's Divine ability, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted under the Divine ability. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.

Barkskin Barkskin Nature or Alteration or Protection 2 10 minutes 1 standard action reactive herbs worth 10 gp touch 10 min/caster level Gain a +2 bonus to natural armor. 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.

Beast's Curse Beast's Curse Fate 3 30 minutes 1 minute blessed tokens worth 25 gp Permanent Target is incessantly hounded by animals. Beast’s curse makes its target the victim of constant harassment by animals. Whenever an animal passes within either 30 feet of the victim or scent range, that animal’s attitude immediately shifts to hostile.

Animals are liable to attack or harass the character: birds fly around and peck at the character, cats trip him, and larger animals might do worse.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow Curse Bestow Curse Fate 3 30 minutes titan's teeth worth 25 gp Permanent Will negates yes Place a curse on the target. You place a curse on the subject. Choose one of the following.
  • -6 decrease to an ability score (minimum 1).
  • -4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

Bless Water Bless Water Fate 1 5 minutes holy incense worth 5 gp Create a pint of holy water. This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Blessing Of The Watch Blessing Of The Watch Protection 1 5 minutes titan's teeth worth 5 gp touch 1 hour/caster level Bless city watchmen in your home city. This ritual fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

It works only in the caster’s home city, and in areas under the jurisdiction of the city watch. For example, if the watch patrols a shantytown outside the city walls but not the ruined subterranean tunnels that lie beneath the city, the spell works in the former area but not the latter.

Blossom Blossom Nature 0 1 minute 1 standard action reactive herbs worth 1 sp Causes flowering plant to blossom. 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 Blossoming Footsteps Nature 1 5 minutes 1 round reactive herbs worth 5 gp 1 hour Causes plants to grow where the druid walks. 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.

Brief Virulence Brief Virulence Death 0 1 minute 1 round a bit of diseased or poisoned flesh worth 1 gp 1 minute Increases a poison's DC by 2 for 1 minute. Increases the virulence of a poison, increasing its DC by 2 for the next minute.

Can also be cast on a creature with a venomous attack. The first time a creature is affected by its venomous attack within the next minute the attack's DC is increased by 2.

Ceremonial Servant Ceremonial Servant Conjuration 0 1 minute 1 round holy incense or titan's teeth worth 10 gp Up to 24 hours Summon a ghostly figure to aid with ceremonies or rituals. You conjure a shadowy, ghostlike figure that resembles you and that can participate in ceremonies or rituals you perform. They cannot perform any other tasks; if the ceremony is disrupted or you stop performing the ceremony or ritual, the spell ends.

The Ceremonial Servant counts as a Secondary Caster with 1 caster level, and fulfilling all sphere requirements of the ritual.

Holy incense is used to summon a servant that can aid in divine magic, and titan's teeth are used to summon a servant that can aid with arcana magic.

Change Fate Change Fate Fate 3 30 minutes 1 round gold coins worth 25 gp Up to 24 hours Gain the ability to change any one die roll for the next 24 hours. You a limited control over fate to choose between alternatives of existence, correcting the choices of fate you disagree with.

Within the ritual's duration you may as an immediate action change any one event, occurring within line of sight, and affected by a die roll. The result of the die roll is rolled again, and you pick which result of the two actually happens. Once that is done the ritual ends.

Change fate can affect attack rolls, critical hits, critical failures, initiative checks, saving throws, damage dice (even multiple damage dice, such as 5d6 from a fireball), healing dice (from cure spells, for example), skill checks, ability checks, and caster level checks. It cannot affect your roll for hit points when you gain a level. If it affects an event associated with a roll of multiple dice, you must choose either set of dice rolls; you cannot choose to replace individual die rolls.

You can wait to choose whether to affect a die roll until after it is actually rolled, but must state your intention to alter a die roll before any other actions or rolls occur. You cannot alter the past; you can only shape the present as it slips by.

If whoever caused the action has spell resistance you must overcome that resistance.

Change Path Change Path Warp 9 2 days 1 day titan's teeth worth 2,500 gp Permanent Eternally alter a pathway. Change the Path can completely twist a path or road around, causing it to bend around itself, shifting boulders, buildings, trees, sewers, statues, walls, and underground tunnels to fit its new path, with hardly noticeable effects by the locals.

The ritual must be physically performed on the path that you wish to adjust. Upon completion of the ritual, you may begin to walk along the path at a rate of 100 miles per day. While walking you may:

  • Make a section the path longer or shorter, but no more than twice, or less than half, its original length.
  • Make as many twists and turns as you like within the resulting length.
  • Make the path wider or narrower, but no more than twice, or less than half, its original width.
  • Change the route of the path, so that it passes through different settlements and locations than previously.

Once you reach the end of the path, the end may be located in a different place than originally.

Shifting and warping reality around its new path, the path affected by change the path moves structures and creatures out of its way harmlessly, pushing objects apart or pulling them together, narrowing and widening the new street to suit the result that the spellcaster designates. This includes warping the ground to create tunnels or bridges where necessary.

The ritual cannot alter any other objects other than the path itself, and cannot affect magical structures. The ritual only affects a single path or road (subject to DM's adjudication).

Clandestine Conversation Clandestine Conversation Illusion 0 1 minute 1 standard action silver dust worth 1 gp Touch 30 minutes Two creatures touched can converse without being overheard. 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.

Clarity of the Faith Clarity of the Faith Fate 1 1 minute 1 standard action holy water worth 5 gp Touch 10 minutes and see text Target gains a comprehensive understanding of the tenets of your faith. The target gains a comprehensive understanding of the tenets of your faith, granting a +5 competence bonus to Knowledge (religion) checks relating to questions of your faith.

Even after the spell fades, the target remains as familiar with your religion as if she had actually read its holy book or the equivalent repository of dogma and lore (make untrained checks of DC 15 or lower for one month).

Cleanse of Alcohol Cleanse of Alcohol Alteration 0 1 minute 1 round alcohol worth 1 gp Touch Cure any effect caused by indulging in alcohol. The target of the cleanse of alcohol ritual finds himself completely cured of any effect caused by indulging in alcohol.
Clear Conscience Clear Conscience Mind 3 1 minute 1 standard action silver dust worth 25 gp Touch Permanent Forget events from the previous half hour. A willing target loses all memory up to half an hour prior to casting the ritual. The target also loses any experience it might have earned in that period. This ritual does not negate any spells or other magical effects, but may make you forget any communications regarding the spell (a geas will still be in effect, even if you can't remember it, but if you were charmed and then asked to do something, you may forget about the command even though the charm is still in effect).
Cock's Crow Cock's Crow Alteration 1 1 minute 1 round alcohol worth 1 gp Touch 8 hours, until expended Gain the ability to wake multiple sleeping creatures instantly. Within the next 8 hours, as a swift action the target may utter a short, shrill call, and sleeping creatures within a 10-ft.-radius burst immediately awaken, including those affected by magical sleep effects. After you make the call the ritual ends.
Color Color Creation 1 5 minutes 1 standard action gem dust in the corresponding color worth 5 gp Touch Will negates Change the color of a small creature or object. This spell permanently alters the color of a creature or object of no more than 2 cu. ft./caster level. The effect can be removed by remove curse.
Command The Dead Command The Dead Death 2 10 minutes 1 standard action necrotic components worth 10 gp close (25 ft. + 5 ft./2 caster levels) 1 day/caster level Will negates; see text yes Charm an intelligent or unintelligent undead. This ritual allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Communal Endure Elements Endure Elements, Communal Protection 2 10 minutes titan's teeth worth 10 gp touch Special Protect multiple creatures from hot or cold environments. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

The ritual lasts a total of 24 hours divided in 1-hour increments among the creatures touched.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Communal Fey Mount Fey Mount, Communal Conjuration 2 10 minutes 1 round titan's teeth worth 10 gp Special Summon a horse-like creature to serve as a mount. You summon up to six horse-like fey creatures to serve as mounts. They serve willingly and well. The mounts comes with a bit and bridle and a riding saddle.

Divide 2 hours/level in 2-hour increments among the steeds summoned to determine the duration.

Comprehend Languages Comprehend Languages Divination 1 5 minutes titan's teeth worth 5 gp personal 10 minute/caster level Understand spoken words and written messages. You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The ritual enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the ritual reveals that it is magical. This ritual can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Corpse Lantern Corpse Lantern Death 2 10 minutes 1 standard action necrotic components worth 10 gp medium (100 ft. + 10 ft./caster level) 1 minute/caster level (D) Create four spheres of light which reveal illusions and hidden creatures. You create up to four spheres of light, each of which glows a sickly pale green. These corpse lanterns shed dim light in a 20-foot radius, and do not increase the light level in areas of normal light or bright light. In dim or normal light, the radiance of corpse lanterns provides a strange contrast, giving all creatures in the area a –5 penalty on Stealth checks. In addition, the hue interferes with illusion (pattern) spells, giving all creatures in the illuminated area a +2 bonus on any saving throws against such spells.

The lanterns must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lanterns can move up to 100 feet per round. A lantern winks out if the distance between you and it exceeds the spell’s range. If you have more than one corpse lantern ritual running, you can only control the movement of one at a time.

Create Snow Create Snow Creation 0 1 minute 1 standard action reactive herbs worth 1 sp Generates clean, unpolluted snow. This spell generates clean, unpolluted snow. Snow can be created in an area as small as will actually contain the snow, or in an area three times as large (possibly creating a downpour or filling many small receptacles).
Create Water Create Water Creation 0 1 minute 1 standard action titan's teeth worth 1 gp Create 2 gallons of water/level. This ritual generates 2 gallons of wholesome, drinkable water per caster level. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Crop Circle Crop Circle Nature 1 5 minutes 1 standard action blessed tokens worth 5 gp Hacks all grasses and underbrush to the ground, leaving nothing but an empty circle. 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.

Cure of Alcohol Cure of Alcohol Life 0 1 minute 1 round holy water worth 1 gp Touch Cure any effect caused by indulging in alcohol. The target of the cure of alcohol ritual finds himself completely cured of any effect caused by indulging in alcohol.
Curse Community Curse Community Fate 9 2 days 1 day titan's teeth worth 2,500 gp Permanent Place powerful curse upon a single permanent settlement. You place a powerful curse upon a single permanent settlement.

You choose one of the following effects:

  • All Craft, Knowledge, and Profession checks made within the settlement’s borders automatically fail.
  • The settlement and all within are hidden from sight and divination, as if affected by the screen spell. Those who leave the settlement and then attempt to return are also subject to this effect.
  • All within the settlement suffer from a continuous modify memory effect, which causes them to forget that anything exists outside the settlement’s borders.
  • All within the settlement’s borders take a –8 penalty on attack rolls, saving throws, ability checks, and skill checks (excluding those that automatically fail, as noted above).

You may also invent your own curse community, but it should be no more powerful than those listed above.

The GM determines the community’s effective borders. The GM also has final say on the curse’s effect.

This ritual cannot be dispelled, but it can be removed with a miracle or wish.

Detect Divinity Detect Divinity Divination or Fate 0 1 minute a Holy Symbol or Relic worth 1 or more gp Detect whether a supposed deity is truly divine. This ritual targets one creature or object. The target should either be the potential god itself, or a creature or object belonging to the god, such as a priest, holy object, or creature of a race created by the potential god.

The ritual may be cast with different components which may be used in part or combined for added effect; Verbal, Somatic and/or Focus.

Upon the completion of the ritual, all creatures within long range of the caster learn whether the target is a god. This is not to mean whether or not the object or creature is worshiped as a god, whether the target deserves to be worshiped, or if the target is as powerful as (or greater than) a god, but rather whether such a target has in fact ascended to godhood or has inherent divinity.

Component Example Negative Response Positive Response
Verbal Stating the target's name A telepathic voice fills the air understood by all stating whether the target is or is not divine.
Somatic Pointing at the target Target appears monochrome for 1 round. Target appears prismatic, fascinating onlookers for 1 round (will negates)
Focus The target's Holy Symbol Holy Symbol breaks Holy Symbol glows

In addition to the effects listed above, the caster may divine the strength of the target’s divinity aura.

Target Aura Strength Aura Duration
False God or mere spirit No aura -
Demi-God or Fallen God Dim 1 round
Lesser Deities Faint 1d6 rounds
Intermediate Deities Moderate 1d6 minutes
Greater Deities Strong 1d6 x 10 minutes
Dim Dim Darkness 0 1 minute 1 standard action shade dust worth 1 gp 10 minutes Dims light sources within 100 feet of object touched. Dim creates an aura that hampers normal, nonmagical light sources. The ritual must be cast upon an object, which then radiates the dimming aura. All light sources within a 100-ft. radius have the radius in which they cast light halved.

The effect is immobile, but it can be cast on a movable object.

This spell has no effect on magical light sources of any level, and a spell with the light descriptor of any level counters and dispels this spell.

Dire Form Dire Form Alteration 2 10 minutes 1 standard action blessed paints worth 10 gp 1 minute/caster level Animals or magical beasts become feral and more powerful. Dire form causes a regular animal or magical beast to change into a more feral, more powerful form.

The target animal or magical beast, which must not have more hit dice than you, gains a +4 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, and a +2 enhancement bonus to natural armor. All of the target’s natural weapons improve as if it possessed the Improved Natural Attack feat. (The effect of this spell stacks with the actual feat, but not other magical sources.)

This spell does not provide you with any additional way of controlling the animals affected, and indeed, it tends to make them more aggressive (increase Animal Empathy DC by +5, and it gains a second chance to break any charm or compulsion effects).

Dragon's Breath Dragon's Breath Destruction 2 10 minutes 1 standard action dragon's blood or alchemical reagents worth 50 gp 10 minutes/caster level Gain the ability to breathe for three times. Up to thrice during this ritual’s duration, you can belch forth a cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in a 15 ft. cone. The second cone of flame deals 2d6 points of fire damage to every creature in the cone. The third cone of flame deals 1d6 points of fire damage to every creature in the cone.

A successful Reflex save (DC 15) halves this damage. After the third cone of flame, the ritual ends.

A ritual scroll of this ritual costs only 25 gp x caster level to create (or twice that to buy), but has a duration of only 1 round/caster level.

Dream Feast Dream Feast Mind 1 5 minutes titan's teeth worth 5 gp touch Gain sustenance from a dream feast. The next time the target sleeps (within the next 8 hours), she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious meal, regardless of what she dreamed she ate.

The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects.

Elemental Sample Elemental Sample Nature 0 5 minutes 1 standard action reactive herbs worth 1 gp Touch 8 hours Creates a marble of compressed elemental matter for later used. 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.
Endure Elements Endure Elements Protection 1 5 minutes titan's teeth worth 5 gp touch 24 hours Protect creature from hot or cold environments. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Expeditious Construction Expeditious Construction Create 1 5 minutes titan's teeth worth 5 gp touch Excavate a 5-foot cube of earth, dust, and sand. You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet). Each square of the structure can appear only in unoccupied spaces atop earthen or stone surfaces able to support it. The wall grants cover as per a low wall and can be climbed with a successful DC 5 Climb check.

Large and larger creatures don’t need to attempt a Climb check to climb over it.

At your discretion, you can make the structure half as long but thicker by forming it into a berm consisting of a steep slope on each side. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter a square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must attempt a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters attempt a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2.

Expeditious Excavation Expeditious Excavation Create 1 5 minutes titan's teeth worth 5 gp touch Excavate a 5-foot cube of earth, dust, and sand. You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling.

The earth excavated by this spell is ordinarily distributed harmlessly around the hole, but you may choose to place it in a single pile.

Expeditious excavation has no effect on solid rock or earth creatures.

Explosive Runes Explosive Runes Protection 3 30 minutes titan's teeth worth 25 gp touch Permanent until discharged Trace runes upon an object which explode when read. You trace mystic runes upon an object weighing no more than 10 lbs. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion.

Eye of Bug Eye of Bug Conjuration or Divination 0 1 minute 1 round a pinch of dirt from an insect hive worth 1 gp 3 rounds (see below) Creates a bug through whos eyes you can see. Summons a crawling insect which is sent in one direction. It moves 10 feet in that direction every round, trying to circumvent or crawl over or under obstacles. The ritual caster can see through the insects eyes until it reaches a distance of 30 feet, at which point it crawls into the ground and disappears.

The bug counts as a magical sensor for the purpose of detecting divination magic.

False Life False Life Death 2 10 minutes 1 standard action necrotic components worth 10 gp 1 hour/caster level (D) Gain 1d10 + 1/level temporary hit points. You harness the power of unlife to grant yourself a limited ability to avoid death. While this ritual is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Fey Mount Fey Mount Conjuration 1 5 minutes 1 round titan's teeth worth 5 gp 2 hours/caster level Summon a horse-like creature to serve as a mount. You summon a horse-like fey creature to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Fey Ward Fey Ward Protection 3 30 minutes 1 minute blessed tokens worth 25 gp 5 minutes Barrier keeps out fey creatures. A sphere of yellowish magical energy surrounds you which prevents fey from physically approaching within 20 ft. of you. The spell moves with you.

This spell may be used only defensively, not aggressively. Forcing a fey ward against fey creatures collapses the barrier.

Final Meeting Final Meeting Death 7 8 hours 10 minutes necrotic components worth 500 gp, diamond dust worth 500 gp 24 hours Bring a person back to life for 24 hours You restore temporary life to a body. The spell lasts for 24 hours, after which the target dies again. You must be in possession of at least 50% of the original body (though it may be in any state of decomposition).

The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies.

The target still counts as a dead corpse (but not undead) for the purpose of magic that revive dead creatures.

Floating Disk Floating Disk Creation 1 5 minutes titan's teeth worth 5 gp 1 hour/caster level Creates a floating disk of force that follows you around. You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons.

The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within 5 ft. and will accompany you at a rate of no more than 30 ft. each round. If you move more than 5 ft. from the disk, it remains stationary.

The disk winks out of existence when the spell duration expires. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Forest Friend Forest Friend Nature 2 10 minutes reactive herbs worth 10 gp touch 1 minute/caster level Make the terrain of forested areas become helpful instead of hindering. 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 Forest Walk Nature 3 30 minutes 1 minute blessed tokens worth 25 gp 8 hours You move more easily through undergrowth. 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.

Gentle Repose Gentle Repose Life or Death 2 10 minutes titan's teeth worth 10 gp touch 1 day/caster level Prevents decay of dead creature or body parts. You preserve the remains of a dead creature so that they do not decay. The spell also works on severed body parts and the like.
Goodberry Goodberry Nature 1 5 minutes 1 standard action reactive herbs worth 5 gp 1 day 2d4 berries each cure 1 hp. 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.
Grant Insight Grant Insight Divination 0 1 minute 1 standard action titan's teeth worth 1 gp personal Get +2 insight bonus to skill check. Your next single skill check (if it is made before the end of the next round) gains a +2 insight bonus.
Grant Metamagic Feat Grant Metamagic Feat Destruction 3 30 minutes burnt magical scrolls worth 125 gp Gain knowledge of one metamagic feat for 24 hours. The performer of the ritual gains knowledge of one metamagic feat for which he meets the prerequisites for 24 hours. Only one feat may be gained from this ritual at one time; additional castings remove the feats previously gained from this ritual.
Greater Shadow Sentry Greater Shadow Sentry Illusion 3 30 minutes 1 round shade dust worth 25 gp 8 hours Create a strong warrior made from shadows that can guard or attack. 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.

Grow Wings Grow Wings Alteration 3 30 minutes 1 standard action feather from magical beast worth 25 gp touch 1 min./caster level Grows wings giving a fly speed of 60 feet. The subject grows wings giving it a fly speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Using the wings requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the ritual duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance. Since dispelling a ritual effectively ends it, the subject also descends safely in this way if the fly ritual is dispelled, but not if it is negated by an antimagic field.

Guardian Monument Guardian Monument Protection 3 30 minutes titan's teeth worth 25 gp an unattended, nonmagical object touch 1 hour/caster level Create a touchstone for humans defending the area. You touch an unattended, nonmagical object to create a touchstone for humans defending the area. Such human defenders are protected by a shimmering aura as long as they are in the area.

The ritual grants each subject damage reduction 2/magic. Humans who leave the area and reenter regain the damage reduction.

The ritual is suppressed if the object is moved from its place, but resumes if the object is put back. Its duration continues to elapse while it is suppressed this way.

Normally, the area of effect is 40 feet from the touched object. If the touched object is a monument to human achievement, the area increases to a 60-foot radius.

Hide Campsite Hide Campsite Illusion 3 30 minute reactive herbs worth 25 gp 2 hours/caster level Will disbelief (if interacted with) Hides a campsite. 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.

Identify Identify Divination 1 5 minutes titan's teeth worth 5 gp Gain a +10 bonus to identify magic items. Gain a +10 bonus to the spellcraft check to identify a single magic item.
Idyllic Sleep Idyllic Sleep Mind 0 1 minute 1 standard action lavender worth 1 gp touch 8 hours Gain a good night’s sleep even in horrible conditions. One willing, living creature can get a good night’s sleep even in horrible conditions. Even wearing armor, lying on a slimy dungeon floor surrounded by corpses, a character can sleep soundly.
Imbue Foodstuff Imbue Foodstuff Nature 7 8 hours 1 hour blessed candles or titan's teeth worth 500 gp Imbue a piece of food with a ritual that is cast when eaten. 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.

Instant Dehydration Instant Dehydration Enhancement 1 5 minutes 1 round titan's teeth worth 5 gp Dries up to 5 lbs. of food. This ritual instantly dehydrates up to 5 lbs. of food touched by the caster. The food behaves exactly as if it had been dried normally. Dried foods weigh about a quarter as much as they did beforehand.
Instant Rehydration Instant Rehydration Enhancement 1 5 minutes 1 round titan's teeth worth 5 gp, 3 lbs. of water per lb. of food Rehydrates up to 5 lbs. of food. This ritual instantly rehydrates up to 5 lbs. of dried food touched by the caster. Food that hasnʼt been dried is unaffected. Unlike normal rehydration, this spell actually restores the food to its original texture.
Ironskin Ironskin Nature (Earth) or Protection 2 10 minutes 1 standard action reactive herbs worth 10 gp personal 1 min/caster level Gain a +4 bonus to natural armor. Your skin hardens and takes on the color and texture of rough iron. 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.

Knock Knock Telekinesis 2 10 minutes titan's teeth worth 10 gp touch Unlock a single lock. Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock.

When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure.

Lock Quality DC
Simple 20
Average 25
Good 30
Amazing 40

This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut).

If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own.

Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.

Know Direction Know Direction Nature 0 1 minute personal Instantly know the direction of north. 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.

Lay Of The Land Lay Of The Land Divination 2 10 minutes reactive herbs worth 10 gp or titan's teeth worth 10 gp personal 1 day Learn about the geography of the surrounding countryside. In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.

Additionally, for the duration of the spell you can make Knowledge (geography) checks regarding the affected area as though you were trained in that skill.

Light Fire Light Fire Creation or Nature (fire) 0 1 minute 1 round Starts a fire. 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.

Lose The Trail Lose The Trail Illusion 1 5 minutes titan's teeth worth 5 gp touch 1 hour/caster level Obscure the tracks of one creature/level targets. 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.

Luckwing Luckwing Conjuration 2 10 minutes 1 round reactive herbs worth 10 gp 1 minute/caster level Summons a 1-ft. long butterfly; caster can see, hear, and feel everything the butterfly does. Casting this spell creates a one-foot-long golden butterfly (use stats for a stirge except it does not possess its melee attack, scent ability, or its special abilities). This butterfly is under your complete control, and you are empowered to see, hear, and feel everything the butterfly does. The butterfly triggers any traps and suffers any damage a normal stirge would.
Lungs Of Water Lungs Of Water Alteration 2 10 minutes titan's teeth worth 10 gp touch Special Enhance creatures to allow them to breathe water. The transmuted creatures can breathe water freely. However, they can no longer breathe air.

Divide 1 hour/level evenly among all the creatures you touch.

This spell has no effect on creatures that can already breathe water.

Maker's Tool Maker's Tool Creation 0 5 minutes 1 standard action alchemically-treated steel dust worth 1 gp or the cost of the tool whichever is more Touch Permanent Create a small craftsman's tool. This spell creates a small tool that appears in your hand. The tool may not weigh more than 1 lb. and can be no larger than one cubic foot in size. The tool can be just about anything within the aforesaid limit and appropriate to the campaign. You could, for example, create a hacksaw, lock pick, crowbar, hammer, etc. The tool will be of ordinary manufacture.
Mist Sight Mist Sight Nature 1 5 minutes 1 standard action blessed paints worth 5 gp 1 hour You can see through mist, fog, and rain. 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 Nature's Bed Nature or Creation 0 1 minute 1 round blessed tokens worth 1 gp Creates a comfortable place to sleep. 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.

Open Rift Open Rift Destruction 3 30 minutes 25 gp worth of material from a creature of that plane 400 ft. 24 hours Create an area with the planar traits of another plane. An elemental rift is opened at a point within 400 ft, creating an area with a 30 ft radius inside of which the planar traits (elemental and energy traits, gravity traits, and magic traits only) of one elemental plane override those of the plane on which this spell is cast.
Phantom Steed Phantom Steed Conjuration 3 30 minutes 10 minutes titan's teeth worth 25 gp 1 hour/caster level Conjure a large, quasi-real, horse-like creature. You conjure a Large, quasi-real, horse-like creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount is AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per caster level.

Planar Inquiry Planar Inquiry Conjuration 3 30 minutes 10 minutes titan's teeth worth 100 gp per HD of creature called Summon an outsider to answer one or more questions. When cast, this ritual calls a creature from another plane to your precise location. You can ask this creature to answer questions or gather information regarding a specific topic (a person, a place, or a thing). Depending on the questions, the creature may require more gifts than what was provided whether the ritual's material components.

After hearing your request, if the creature has an appropriate Knowledge skill it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you roll 1d20 plus your caster level and use the result to determine what information the creature has gathered about the subject (as if using Diplomacy). The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane.

If the creature is attacked or damaged at any time during the ritual's duration, the ritual ends and the creature returns to the plane from which you summoned it.

When you cast this ritual, you can choose a specific kind of outsider to call, even calling an individual creature by name. The kind of outsider called doesn’t alter the effects of the ritual, but when you use planar inquiry to summon a creature with an alignment or elemental subtype, it is a ritual of that type.

Plant Spy Plant Spy Nature 3 30 minutes 1 minute blessed paints worth 25 gp 1 day/caster level Turn a plant into a recording device. 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.

Precipitate Precipitate Weather 1 5 minutes 1 standard action blessed tokens worth 5 gp Concentration, up to 1 round/caster level Creates driving rain, sleet, or snow. You create driving rain in the ritual’s area if the temperature is above 5 degrees Celsius, sleet or rain instead if the air temperature is between 5 degrees Celsius and freezing, and sleet or snow if the air temperature is freezing or below.

The precipitation blocks all sight (including darkvision) beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance), while creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). In addition, each type of precipitation has an additional effect:

Rain: Small, unprotected mundane flames (such as candles, torches, and campfires of Tiny size) are extinguished by the driving rain. There is no effect on fire creatures or magical flames.

Sleet: Ground in the area becomes slick and icy, so creatures can move safely only at one-half speed. Creatures moving at full speed must make an Acrobatics check DC 10, with failure indicating that the creature cannot move on the ice, and failure by 5 points or more meaning that the creature falls prone.

Snow: Ground in the area becomes icy and snow accumulates. Creatures can move only at one-half speed, and no running or charging is possible. Even moving at one-half speed, a creature must make an Acrobatics check DC 10, with failure indicating that the creature cannot move and failure by 5 points or more meaning that the creature falls prone.

Preserve Preserve Life 1 5 minutes titan's teeth worth 5 gp touch 1 week Prevents decay and spoilage of 1 lb./level of organic matter. You imbue one or more objects up to 1 lb./level with magic that dramatically slows down natural processes that lead to decay and spoilage.

For the duration of the spell, food, water, plants, and other perishable objects affected by the spell remain as fresh as they were when the spell was cast. The spell also protects these objects against spells of the same level or lower that cause spoilage, such as putrefy food and drink. When the duration of preserve expires, the objects resume aging at their normal rate.

The spell also works on severed body parts and the bodies of small creatures as per gentle repose, provided that the weight of the creature or part does not exceed the spell’s limit.

Preserve Food Preserve Food Nature 1 5 minutes 1 round titan's teeth worth 5 gp 1 day/caster level Keeps 5 lbs. of food fresh for a number of days. This ritual keeps food fresh and edible longer. 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.

Preserve Organ Preserve Organ Life 0 1 minute holy incense worth 1 gp 24 hours Prevents decay and spoilage of a severed limb or harvested organ. You may preserve a severed limb or harvested organ for 24 hours, during which time the limb or organ does not decompose or deteriorate in any way. When the duration of this ritual expires, the severed limb or harvested organ continues to decompose. This ritual is not sufficient to preserve a whole corpse for the purpose of raising the dead.
Quill Quill Creation 0 1 minute 1 standard action treated ink worth 1 gp Creates a feather quill that does not require ink. This spell conjures a perfectly formed quill pen, usually pure white. The conjured quill has a soft glow. The quill does not need ink; it creates its own as needed. The quill vanishes if it moves farther than 1 foot from the caster’s hand.
Quill Skin Quill Skin Alteration 1 5 minutes 1 standard action blessed paints worth 5 gp 2 rounds/caster level Coat your body with sharp quills. Hundreds of thin, pointed quills instantly erupt from your skin. The quills effectively serve as armor spikes and you are treated as if you are proficient with them.

These quills cover the majority your body and do not harm you, or hinder your movement or any other actions. The quills sprout out of natural and leather armor but remain harmless under other types. The quills are fine enough as not to cause damage to clothing or other items worn.

Creatures swallowing or constricting you take 3d6 points of damage each round while you remain swallowed or constricted.

Read Weather Read Weather Weather 1 5 minutes reactive herbs worth 5 gp personal 48 hours Forecast the weather at your location for the next 48 hours. This ritual allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This forecast reveals only the weather that would arise naturally, and does not take into account any magical occurrences that might change the weather.
Receive Ritual Receive Ritual Any 0 Special; see below holy incense; see cost below Learn a ritual from your divine patron. Some magical practitioners reject the artifice of ritual books and instead receive their rituals directly from their divine patron. For these practitioners Receive Ritual is the way to acquire new rituals.

The Receive Ritual ritual is simple enough to be memorized by an appropriate practitioner.

The time and cost of the ritual depends on the ritual that the practitioner is to receive from their patron. Choose a level and a ritual and consult the table below. Note that a deity might might not wish or be able to provide certain rituals, depending on its domain.

Alternatively you may decide to just set a level and let your deity decide the ritual to provide. In this case the casting time is divided by 10.

Received
Ritual Level
Material
Cost
Casting
Time
Received
Ritual Level
Material
Cost
Casting
Time
0 50 gp 10 minutes 5 4,900 gp 1 day
1 120 gp 1 hour 6 7,600 gp 2 days
2 640 gp 2 hours 7 13,200 gp 4 days
3 1,600 gp 5 hours 8 16,000 gp 8 days
4 3,000 gp 10 hours 9 25,300 gp 16 days
Rest Eternal Rest Eternal Death 4 1 hour 1 round necrotic components worth 50 gp Prevent a corpse from being returned to life or undeath You place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell or ritual that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. Rest eternal cannot be dispelled by any effect with a caster level lower than that used in the casting of the ritual.
Ride Winds Ride Winds Weather 2 10 minutes 1 standard action reactive herbs worth 10 gp 1 round/caster level Fall safely, levitate, or fly by floating on the air. This spell grants you the ability to float on the air for a short time, allowing you to fall safely, to levitate, or even to fly depending on the force of the wind. In addition to gaining a +5 circumstance bonus to all Acrobatics checks while the spell is in effect, you gain the following abilities, depending on wind type and the load you carry.
  • Calm: You cannot fly or levitate, but you can fall or jump down a distance of 30 feet or less as a move action, provided you carry only a light load.
  • Light Wind: You can levitate if you carry no more than a light load, descending up to 40 feet or ascending up to 20 feet as a move action, or simply hovering in place. Alternatively, you can fall safely (as above) while carrying up to a medium load.
  • Moderate Wind: You can fly at a speed of 30 feet with good maneuverability so long as you carry no more than a light load. If you carry no more than a medium load, you can levitate (as above), or can fall safely if you carry a heavy load.
  • Severe or More Powerful Wind: As moderate wind. You are still susceptible to special wind effects (such as being blown away or knocked down), but wind affects you as though you are flying even if you aren’t.
Scentless Scentless Alteration 1 5 minutes 1 standard action blessed paints worth 5 gp 1 hour Negates scent ability. The scent ability does not help creatures find the target of this spell; it has no scent for the duration.
Scout's Hike Scout's Hike Alteration 2 10 minutes 1 standard action blessed tokens worth 10 gp 1 hour/caster level Subject gains +2 to Dex, +4 to Stealth checks, and base land speed increases by 10 feet. The target creature gains a +2 enhancement bonus to Dexterity, a +4 competence bonus to Stealth checks, and increases its base land speed by 10 feet. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

If the creature moves faster than walking speed (half base land speed) the ritual ends.

The ritual can be cast on multiple creatures by multiplying the component cost by the number of creatures. This does not change the casting time.

Sculpt Corpse Sculpt Corpse Death 1 5 minutes 1 standard action necrotic components worth 5 gp Change the appearance of a corpse. With a clammy caress and a word to the powers lurking beyond death, you can reshape a dead body look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks. You can make the corpse one size larger or smaller and change anything else about it including its apparent type, gender, or age.

Creatures with a reason to suspect deception may make a Will Saving Throw to realize that the corpse was altered. If you chose to make the corpse look like a specific individual anyone who knows that individual can make a Will save to realize that the corpse is not actually that person. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake.

This spell merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.

See Invisibility See Invisibility Divination 2 10 minutes titan's teeth worth 10 gp personal 10 min./caster level Shrink one non-magical item to 1/16 of its normal size. You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The ritual does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Shadow Gate Shadow Gate Darkness or Warp 9 2 days 1 minute titan's teeth worth 2,500 gp instantaneous or concentration Open a portal to The Shadow, allowing travel back and forth. Casting the shadow gate ritual has two effects.

First, it creates a portal between the Titans' Corpus and The Shadow, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional opening into The Shadow, and anyone or anything can move through freely to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to The Shadow; creatures moving through it from the back are not.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid. By naming a particular being or kind of being as you cast the ritual, you cause the being to become aware of the ritual, and it may begin moving towards where the gate will open under its own power. You may pass a short message to the creature in question to entice it to make the journey. If the creature has 2 Intelligence or lower it will instinctually move towards the location of gate. You do not automatically control a creature summoned in this way. An uncontrolled being acts as it pleases.

This use of the ritual has an additional material cost of 10,000 gp in rare incense and offerings.

If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your ritual caster level.

Shadow Sentry Shadow Sentry Illusion 2 10 minutes 1 standard action shade dust worth 10 gp 8 hours Create a warrior made from shadows that can guard or attack. 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.

Shadow Walk Shadow Walk Darkness or Warp 5 2 hours 1 minute titan's teeth worth 100 gp Travel to The Shadow. You move yourself or some other creature to The Shadow. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time.

You arrive in The Shadow directly across from the Titans' Corpus. Shadow Walk transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting Shadow Walk again).

Shield Open Flame Shield Open Flame Protection 0 1 minute 1 standard action small metal or glass dish worth 10 gp touch 4 hours Shield flame up to torch size from wind. You shield a single small flame no larger than a torch from being extinguished by non-magical gusts of wind (including tornado- and hurricane-like gusts of wind). Magical wind (such as that produced by a gust of wind spell) extinguishes the flame normally and ends this spell.

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