11.16 Revelation

Share visions of the present and future, granting insight or combat prowess.

11.16.1 Cantrips

Reveal Sensation

Usage time: Standard action.

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You briefly gain a +3 enhancement bonus to Awareness checks.

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Rank 2: The bonus increases to +4.

Rank 4: The bonus increases to +5.

Rank 6: The bonus increases to +6.

Reveal Truth

Usage time: Standard action.

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You may reroll one Knowledge check you made last round. You can only cast this spell once per hour.

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Rank 2: You also gain a +2 enhancement bonus to the Knowledge check.

Rank 4: The bonus increases to +3.

Rank 6: The bonus increases to +4.

11.16.2 Spells

Armor Proficiency

Rank 1

Usage time: Standard action.

Attune

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You gain proficiency with all armor usage classes.

Blindsense

Rank 1

Usage time: Standard action.

Attune

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You gain blindsense with a 30 foot range, allowing you to sense your surroundings without light (see Blindsense).

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Rank 3: The range increases to 60 feet.

Rank 5: The range increases to 90 feet.

Rank 7: The range increases to 120 feet.

Enhanced Senses

Rank 1

Usage time: Standard action.

Attune

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If you have Awareness as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Myriad Visions

Rank 1

Usage time: Standard action.

Visual

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is dazzled (20% miss chance, no special vision) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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Your foe sees visions of possible futures that confuse its ability to determine reality.

Precognitive Defense

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to your damage resistance.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Precognitive Offense

Rank 1

Usage time: Standard action.

Attune

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Whenever you would make an attack roll, you can see into the future to change your fate. If you do, you roll the attack roll twice and take the higher result. After you change your fate in this way, this effect ends.

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You intuitively perceive your foes’ weaknesses.

Reveal Vulnerability

Rank 1

Usage time: Standard action.

Cost: One optional fatigue level. If you pay this cost, using spell only requires a minor action.

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Make an attack vs. Mental with a +4 accuracy bonus against one creature or object within Long (90 ft.) range. This attack automatically succeeds against unattended objects.

Hit: As a condition, the target’s vulnerabilities become clear for all to see. Anyone looking at it intuitively knows everything that it is vulnerable (-4 defenses), impervious (+4 defenses), and immune to.

Critical hit: The condition must be removed an additional time before the effect ends.

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The poison’s accuracy increases by +2 for each rank beyond 1.

Reveal Weakness

Rank 1

Usage time: Standard action.

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Choose one of the four defenses: Armor, Fortitude, Reflex, or Mental. Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, the target’s weaknesses are highlighted, and openings in its defenses are revealed to attackers moments before they exist. It takes a -2 penalty to the chosen defense.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Social Intuition

Rank 1

Usage time: Standard action.

Attune

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If you have Social Insight as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

True Strike

Rank 1

Usage time: Standard action.

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Choose yourself or one ally within Medium (60 ft.) range. The first time the target makes a strike this round, it gains a +1 accuracy bonus and rolls twice and takes the higher result. If you cast this spell on yourself, it affects the first strike you make before the end of the next round.

Weapon Proficiency

Rank 1

Usage time: Standard action.

Attune

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You gain proficiency with all weapons from one weapon group of your choice, including exotic weapons from that weapon group.

Animal’s Sight

Rank 2

Usage time: Standard action.

Sustain (standard)

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Make an attack vs. Mental against one animal within Medium (60 ft.) range. You cannot make this attack against that same creature again until this spell ends.

Hit: As a condition, you can see and hear out of the target’s eyes and ears instead of your own. If the target stops being within 1 mile from you, ignoring line of sight and line of effect, this effect ends. If you cannot see yourself, you are blinded (50% miss chance, -2 Armor and Ref) for combat purposes.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Armorbreak Sight

Rank 2

Usage time: Standard action.

Attune (deep)

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Whenever you would make a strike that would attack a creature’s Armor defense, you may instead attack that creature’s Reflex defense. If you do, you briefly cannot apply this effect again. You must make this choice before rolling the attack roll.

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You intuitively perceive gaps in your foes’ armor.

Distant Sight

Rank 2

Usage time: Standard action.

Attune

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You reduce your longshot penalty by 1.

Mystic Eye

Rank 2

Usage time: Standard action.

Scrying, Sustain (minor)

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A scrying sensor appears floating in the air in any unoccupied square within Medium (60 ft.) range. At the start of each round, you choose whether you see and hear from this sensor or from your body.

While viewing through the sensor, your observation ability is the same as your normal body, except that it does not share the benefits of any magical ✨ effects that improve your vision. You otherwise act normally, though you may have difficulty moving or taking actions if the sensor cannot see your body or your intended targets, effectively making you blinded (50% miss chance, -2 Armor and Ref).

If undisturbed, the sensor floats in the air in its position. As a movement, you can move the sensor up to 30 feet in any direction, even vertically. At the end of each round, if the sensor is not within Distant (120 ft.) range from you, it is destroyed.

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Rank 4: The sensor is not destroyed if you do not have line of effect to it. If it gets farther than 240 feet from you, ignoring all obstacles, it is still destroyed.

Rank 6: The maximum distance before the sensor is destroyed increases to 480 feet.

Purge Invisibility

Rank 2

Usage time: Standard action.

Sustain (attuneable, minor)

Cost: One optional fatigue level. If you pay this cost, using spell only requires a minor action.

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Creatures or objects within a Large (60 ft.) radius emanation from you cannot be invisible. Any effects that would cause them to be invisible are suppressed.

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Rank 4: You can choose to affect a Huge (90 ft.) radius instead.

Rank 6: You can choose to affect a Gargantuan (120 ft.) radius instead.

True Cast

Rank 2

Usage time: Standard action.

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Choose yourself or one ally within Medium (60 ft.) range. The first time the target casts a spell this round, it gains a +1 accuracy bonus and rolls twice and takes the higher result. If you cast this spell on yourself, it affects the first spell you cast before the end of the next round.

Blindsight

Rank 3

Usage time: Standard action.

Attune

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You gain blindsight with a 15 foot range, allowing you to see without light (see Blindsight). If you already have blindsight, the range of your blindsight increases by 15 feet.

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Rank 5: The range increases to 30 feet.

Rank 7: The range increases to 60 feet.

Discern Lies

Rank 3

Usage time: Standard action.

Subtle, Sustain (attuneable, minor)

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This spell has no verbal components.

Make an attack vs. Mental against one creature within Medium (60 ft.) range. Whether you hit or miss, the target becomes immune to this effect until it takes a short rest.

Hit: When you hear the target deliberately and knowingly speaks a lie, you know that the target was lying. This ability does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Mass Armor Proficiency

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the armor proficiency spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mass Blindsense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the blindsense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The range increases to 60 feet.

Rank 7: The range increases to 120 feet.

Mass Precognitive Defense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the precognitive defense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The bonus increases to +8.

Rank 7: The bonus increases to +16.

Mass Precognitive Offense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the precognitive offense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mass Weapon Proficiency

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the weapon proficiency spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Precognitive Competence

Rank 3

Usage time: Standard action.

Attune

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You gain a +2 enhancement bonus to all skills.

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Rank 5: The bonus increases to +3.

Rank 7: The bonus increases to +4.

Reverse Scrying

Rank 3

Usage time: Standard action.

Scrying, Sustain (minor)

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Choose one magical sensor within Medium (60 ft.) range. A scrying sensor appears at the location of the source of the ability that created the chosen sensor. At the start of each round, you choose whether you see and hear from this sensor or from your body. While viewing through the sensor, your observation ability is the same as your normal body, except that it does not share the benefits of any magical ✨ effects that improve your vision. You otherwise act normally, though you may have difficulty moving or taking actions if the sensor cannot see your body or your intended targets, effectively making you blinded (50% miss chance, -2 Armor and Ref).

If undisturbed, the sensor floats in the air in its position.

Field of Visions

Rank 4

Usage time: Standard action.

Sustain (attuneable, standard), Visual

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You create a field of hallucinatory visions in a Medium (30 ft.) radius zone within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Mental against all enemies in the area.

Hit: Each target is dazzled (20% miss chance, no special vision) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Gift of Knowledge

Rank 4

Usage time: Standard action.

Attune

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You gain a +3 enhancement bonus to all Knowledge skills (see Knowledge). In addition, once per hour you may reroll one Knowledge check you make and take the higher result.

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Rank 6: The bonus increases to +4.

Greater Proficiency

Rank 4

Usage time: Standard action.

Attune

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You gain proficiency with all weapons and armor, including exotic weapons.

Mass Distant Sight

Rank 4

Usage time: Standard action.

Attune (target)

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This spell functions like the distant sight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Sensory Chain

Rank 4

Usage time: Standard action.

Sustain (standard)

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, you can see and hear out of the target’s eyes and ears instead of your own. If the target stops being within 1 mile from you, ignoring line of sight and line of effect, this effect ends. If you cannot see yourself, you are blinded (50% miss chance, -2 Armor and Ref) for combat purposes.

While using the target’s senses, you can choose any creatures you see as intended targets to continue the chain. Whenever the currently affected creature touches an intended target, you make a reactive attack against the new creature. You can only make this attack against a given target once per phase. On a hit, the touched creature becomes the new target of this spell and the condition is transferred to it. On a miss, the condition remains on the previous creature.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Clairvoyance

Rank 5

Usage time: Standard action.

Attune, Scrying

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A scrying sensor appears floating in the air in any unoccupied square within Medium (60 ft.) range. You do not need line of sight or line of effect to target a location. You must specify a distance and direction to target a location you cannot see. This can allow you to cast the spell beyond walls and similar obstacles.

At the start of each round, you choose whether you see and hear from this sensor or from your body. While viewing through the sensor, your observation ability is the same as your normal body, except that it does not share the benefits of any magical ✨ effects that improve your vision. You otherwise act normally, though you may have difficulty moving or taking actions if the sensor cannot see your body or your intended targets, effectively making you blinded (50% miss chance, -2 Armor and Ref).

If undisturbed, the sensor floats in the air in its position.

Foresight

Rank 5

Usage time: Standard action.

Attune

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You are never unaware (-6 Armor and Ref) or partially unaware (50% miss chance, -2 Armor and Ref).

Intense Reveal Weakness

Rank 5

Usage time: Standard action.

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This spell functions like the reveal weakness spell, except that the penalty increases to -4.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mass Blindsight

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the blindsight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 7: The range increases to 30 feet.

Efficient Armorbreak Sight

Rank 6

Usage time: Standard action.

Attune (deep)

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This spell functions like the armorbreak sight spell, except that it has the Attune tag instead of Attune (deep).

Empowered Distant Sight

Rank 6

Usage time: Standard action.

Attune

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You reduce your longshot penalty by 2.

Empowered True Strike

Rank 6

Usage time: Standard action.

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This spell functions like the true strike spell, except that the accuracy bonus increases to +4. However, after you cast this spell, you briefly cannot cast it again.

Empowered True Cast

Rank 7

Usage time: Standard action.

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This spell functions like the true cast spell, except that the accuracy bonus increases to +4. However, after you cast this spell, you briefly cannot cast it again.

Mass Foresight

Rank 7

Usage time: Standard action.

Attune (target)

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This spell functions like the foresight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

11.16.3 Rituals

Alarm

Rank 1

Casting time: One minute.

Attune, Scrying

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A scrying sensor appears floating in the air in the target location. The sensor passively observes its surroundings. As with other Scrying effects, its visual acuity is the same as yours. You can choose the minimum size category that the alarm will notify you for when you cast this spell. If it sees a creature or object of that size or larger moving within 50 feet of it, it will trigger an alarm. When you perform this ritual, you choose whether the alarm causes the sound of a ringing bell or a mental "ping" that only you can notice. You must be within 1 mile of the sensor to receive this mental alarm. This mental sensation is strong enough to wake you from normal sleep, but does not otherwise disturb concentration.

This ritual requires one fatigue level from its participants.

Augury

Rank 2

Casting time: One hour.

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You receive a limited glimpse into your immediate future. When you perform this ritual, you specify a course of action that you could hypothetically take during the next hour. You can be as broad or as detailed as you want in your description of your plan, though more specific and plausible plans generally yield more accurate results. The GM specifies one of four possible outcomes for the augury based on what is most likely to occur if you follow your plan. This is not a guarantee of success or failure, especially for plans that have some intrinsic randomness or chance of failure (such as planning to defeat a monster in combat).

This ritual only yields accurate results once for any given situation. If you perform the ritual again in a situation that has not meaningfully changed, the augury always has no outcome regardless of the plan you specify. For example, if you are presented with seven doorways, with one doorway leading to a magnificent treasure and all other doorways leading to certain death, you cannot simply perform this ritual six times to determine the correct doorway.

This ritual requires one fatigue level from its participants.

Discern Location

Rank 2

Casting time: 24 hours.

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When you perform this ritual, choose a creature or object. You must have seen the chosen creature or object in person and either be able to clearly visualize its appearance or know its proper name to find it with this ritual. A creature or object without a proper name cannot be identified by name in this way. If you specify the chosen creature or object’s appearance incorrectly, or if it has significantly changed its appearance, you may accidentally affect a different creature, or the ritual may simply fail.

If the chosen creature or object is within 100 miles of you, you learn the location (place, name, business name, or the like), community, country, and continent where the target was at when you started performing this ritual. If there is no corresponding information about an aspect of the target’s location, such as if the target is in a location which is not part of a recognized country, you learn only that that aspect of the information is missing.

This ritual requires 8 fatigue levels from its participants.

Scryward

Rank 2

Casting time: 24 hours.

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This ritual creates a ward against scrying in a Medium (30 ft.) radius zone centered on your location. All Scrying effects fail to function in the area. This effect lasts for one year.

This ritual requires 8 fatigue levels from its participants.

Seek Legacy

Rank 2

Casting time: One hour.

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One ritual participant learns the precise distance and direction to their legacy item, if it is on the same plane.

This ritual requires one fatigue level from its participants.

Sending

Rank 2

Casting time: One hour.

Sustain (standard)

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Choose a creature within 100 miles of you. You do not need line of sight or line of effect to the target. However, you must specify your target with a precise mental image of its appearance. The image does not have to be perfect, but it must unambiguously identify the target. If you specify its appearance incorrectly, or if the target has changed its appearance, you may accidentally target a different creature, or the ritual may simply fail.

You send the target a short verbal message. The message must be twenty-five words or less, and speaking the message must not take longer than five rounds.

After the target receives the message, it may reply with a message of the same length as long as the ritual’s effect continues. Once it speaks twenty-five words, or you stop sustaining the effect, the effect ends.

This ritual requires one fatigue level from its participants.

Locate Creature

Rank 3

Casting time: One hour.

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When you perform this ritual, choose a creature. You must have seen the chosen creature in person and either be able to clearly visualize its appearance or know its proper name to find it with this ritual. A creature without a proper name cannot be identified by name in this way. If you specify the chosen creature’s appearance incorrectly, or if it has significantly changed its appearance, you may accidentally affect a different creature, or the ritual may simply fail.

If the creature is within 100 miles of your location, you unerringly learn the relative direction from your location to the location it was in when you started performing this ritual.

This ritual requires one fatigue level from its participants.

Locate Object

Rank 3

Casting time: One hour.

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This ritual functions like the locate creature ritual, except that it locates unattended objects instead of creatures.

This ritual requires one fatigue level from its participants.

Reveal True Form

Rank 3

Casting time: One hour.

Attune

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Choose one creature within Long (90 ft.) range. You can see the target’s true form, regardless of any shapechanging or illusion effects.

This ritual requires one fatigue level from its participants.

Scry Creature

Rank 3

Casting time: One hour.

Scrying

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Make an attack vs. Mental against one creature within 100 miles of you. You do not need line of sight or line of effect to the target. However, must specify your target with a precise mental image of its appearance. The image does not have to be perfect, but it must unambiguously identify the target. If you specify its appearance incorrectly, or if the target has changed its appearance, you may accidentally target a different creature, or the spell may simply fail without effect. This attack roll cannot explode.

This ritual requires one fatigue level from its participants.

Hit: A scrying sensor appears in the target’s space. This sensor functions like the sensor created by the mystic eye spell, except that you cannot move the sensor manually. Instead, it automatically tries to follow the target to stay in its space. At the end of each phase, if the sensor is not in the target’s space, this effect is dismissed.

Telepathic Bond

Rank 3

Casting time: One minute.

Attune

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Each target can communicate mentally through telepathy with each other target. This communication is instantaneous, though it cannot reach more than 100 miles or across planes.

Each target must attune to this ritual independently. If a target breaks its attunement, it stops being able to send and receive mental messages with other targets. However, the effect continues as long as at least one target attunes to it. If you dismiss the ritual, the effect ends for all targets.

This ritual requires one fatigue level from its participants.

Distant Discern Location

Rank 4

Casting time: 24 hours.

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This ritual functions like the discern location ritual, except that there is no distance limitation. The creature or object must simply be on the same plane as you.

This ritual requires 32 fatigue levels from its participants.

Distant Sending

Rank 4

Casting time: One hour.

Sustain (standard)

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This ritual functions like the sending ritual, except that there is no distance limitation. The target must simply be on the same plane as you.

This ritual requires one fatigue level from its participants.

Find the Path

Rank 4

Casting time: One hour.

Attune

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When you perform this ritual, you must unambiguously specify a location on the same plane as you, and you choose up to six ritual participants to guide. You know exactly what direction you must travel to reach your chosen destination by the most direct physical route. You are not always led in the exact direction of the destination – if there is an impassable obstacle between the target and the destination, this ability will direct you around the obstacle, rather than through it.

The guidance provided by this ability adjusts to match the current physical capabilities of each ritual participant, including flight and other unusual movement modes. It does not consider teleportation spells or any other active abilities which could allow the creatures to bypass physical obstacles. It does not see into the future, and changing circumstances may cause the most direct path to change over time. It also does not consider hostile creatures, traps, and other passable dangers which may endanger or slow progress.

This ritual requires one fatigue level from its participants.

Greater Augury

Rank 4

Casting time: One hour.

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This ritual functions like the augury ritual, except that the augury considers events up to 4 hours into your future when evaluating the outcomes of your plan.

This ritual requires one fatigue level from its participants.

Prophetic Dream

Rank 4

Casting time: One hour.

Scrying

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The next time you fall asleep, you have a dream that foreshadows some important event or decision in your future. The dream may be vague or even self-contradictory, since the future is never certain, but its contents always provide some hint about what may lie ahead of you. Generally, a prophetic dream concerns events no more than a month before they occur, though staggeringly important events can be prophesied years in advance.

Once you have performed this ritual, performing it again always yields the same dream until the prophesied event has happened or is no longer a relevant or likely future. This can happen as if your actions prevent the event from coming to pass.

This ritual requires one fatigue level from its participants.

Rapid Sending

Rank 4

Casting time: One minute.

Sustain (standard)

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This ritual functions like the sending ritual, except that the casting time is much shorter.

This ritual requires one fatigue level from its participants.

Distant Scry Creature

Rank 5

Casting time: One hour.

Scrying

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This ritual functions like the scry creature ritual, except that there is no distance limit.

This ritual requires one fatigue level from its participants.

Distant Telepathic Bond

Rank 5

Casting time: One minute.

Attune

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This ritual functions like the telepathic bond ritual, except that the effect works at any distance. The communication still does not function across planes.

This ritual requires one fatigue level from its participants.

Private Sanctum

Rank 5

Casting time: 24 hours.

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This ritual creates a ward against any external perception in a Medium (30 ft.) radius zone centered on your location. This effect lasts for one year. Everything in the area is completely imperceptible from outside the area. Anyone observing the area from outside sees only a dark, silent void, regardless of darkvision and similar abilities. In addition, all Scrying effects fail to function in the area. Creatures inside the area can see within the area and outside of it without any difficulty.

This ritual requires 50 fatigue levels from its participants.

Efficient Find the Path

Rank 6

Casting time: One hour.

Attune

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This ritual functions like the find the path ritual, except that the casting time is shorter, and the ritual is much less exhausting.

This ritual requires one fatigue level from its participants.

Interplanar Discern Location

Rank 6

Casting time: 24 hours.

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This ritual functions like the discern location ritual, except that the target does not have to be on the same plane as you.

This ritual requires 72 fatigue levels from its participants.

Interplanar Sending

Rank 6

Casting time: One hour.

Sustain (standard)

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This ritual functions like the sending ritual, except that there is no distance limitation, and the target does not have to be on the same plane as you.

This ritual requires one fatigue level from its participants.

Supreme Augury

Rank 6

Casting time: One hour.

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This ritual functions like the augury ritual, except that the augury considers events up to 12 hours into your future when evaluating the outcomes of your plan.

This ritual requires one fatigue level from its participants.

Interplanar Scry Creature

Rank 7

Casting time: One hour.

Scrying

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This ritual functions like the scry creature ritual, except that there is no distance limit, and the target does not have to be on the same plane as you.

This ritual requires one fatigue level from its participants.

Interplanar Telepathic Bond

Rank 7

Casting time: One minute.

Attune

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This ritual functions like the telepathic bond ritual, except that the effect works at any distance and across planes.

This ritual requires one fatigue level from its participants.