11.27 Rank 1 Rituals
| Accelerated Reading ✨ | Rank 1 |
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Tags: Sustain (attuneable, minor) | Rank 1 |
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Spheres: Chronomancy, Revelation
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You can read at twice your normal speed. However, the mental effort imposes a -2 penalty to your Mental defense.
This ritual requires one fatigue level from its participants.
| Alarm ✨ | Rank 1 |
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Spheres: Photomancy, Revelation
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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 a mental "ping" that only you can notice. You must be within 1 mile of the sensor to receive this mental alarm. The alarm is strong enough to wake you from normal sleep, but does not otherwise disturb concentration.
This ritual requires one fatigue level from its participants.
| Alter Object ✨ | Rank 1 |
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Rank 1 |
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Spheres: Cryomancy, Polymorph, Terramancy
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Choose one unattended, nonmagical object you touch. You make a Craft check to alter it (see Craft), except that you do not need any special tools to make the check (such as an anvil and furnace). The maximum hardness of a material you can affect with this ability is equal to your power.
Each time you perform this ritual, you can accomplish work that would take up to one minute with a normal Craft check.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Cryomancy: The target must be ice or water. If you choose water, it becomes ice during the ritual.
- Terramancy: The target must be a body of earth or unworked stone.
- Verdamancy: The target must be a living plant rather than an object. As long as the plant’s new shape is structurally sound and conducive to life, this reshaping does not harm the plant. It will continue growing as if it had always had its new shape.
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Rank 3: The amount of work you accomplish with the spell increases to two minutes.
Rank 5: The amount of work you accomplish with the spell increases to three minutes.
Rank 7: The amount of work you accomplish with the spell increases to five minutes.
| Bestow Low-Light Vision ✨ | Rank 1 |
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Spheres: Photomancy, Polymorph, Umbramancy
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Choose up to six ritual participants. Each target gains low-light vision.
This ritual requires one fatigue level from its participants.
| Bless Water ✨ | Rank 1 |
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Tags: Attune | Rank 1 |
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Spheres: Channel Divinity, Prayer
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One pint of unattended, nonmagical water within Short (30 ft.) range becomes holy water. A creature can throw a vial of holy water as a standard action. When they do, they make an attack vs. Reflex against something within shortrange. hit If the target is creaturetypeundead or an evil creaturetypeplaneforged, it takes 1d8+1d6 damage damage. Some creatures have specific effects when they are hit by holy water.
This ritual requires one fatigue level from its participants.
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Rank 3: The damage increases to 3d10 damage.
Rank 5: The damage increases to 7d8 damage.
Rank 7: The damage increases to 11d10 damage.
| Chill Air ✨ | Rank 1 |
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Tags: Sustain (attuneable, minor) | Rank 1 |
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Spheres: Cryomancy
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The temperatuture of the air within a Large (60 ft.) radius emanation from you is reduced by an amount of your choice, to a maximum reduction of 20 degrees Fahrenheit. You cannot reduce the temperature below 0 degrees in this way. This typically imposes no direct penalties on other creatures, but it may make them more or less comfortable depending on their preferred temperature.
This ritual requires one fatigue level from its participants.
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Rank 3: The maximum temperature change increases to 25 degrees.
Rank 5: The area increases to a Huge (90 ft.) radius.
Rank 7: The maximum temperature change increases to 30 degrees.
| Cold Tolerance ✨ | Rank 1 |
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Tags: Attune | Rank 1 |
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Spheres: Cryomancy, Polymorph, Pyromancy
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Choose either yourself or an ally or unattended object within Medium (60 ft.) range. The target suffers no harm from being in a cold environment. It can exist comfortably in conditions as low as -50 degrees Fahrenheit. Its equipment, if any, is also protected. This does not protect the target from Cold attacks.
This ritual requires one fatigue level from its participants.
| Continuous Light ✨ | Rank 1 |
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Spheres: Electromancy, Photomancy, Pyromancy
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Choose yourself or one Medium or smaller ally or unattended object within Medium (60 ft.) range. The target glows like a torch, emitting bright illumination in a Small (15 ft.) radius.
This ritual requires one fatigue level from its participants.
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Rank 3: The area increases to a Large (60 ft.) radius.
Rank 5: The area increases to a Huge (90 ft.) radius.
Rank 7: The area increases to a Gargantuan (120 ft.) radius.
| Copy Writing ✨ | Rank 1 |
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Rank 1 |
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Spheres: Aquamancy, Fabrication, Polymorph
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You copy the writing from one Small or smaller written work within Short (30 ft.) range to a Small or smaller set of blank pages within Short (30 ft.) range. The blank pages must have enough room for the original writing. This ritual takes half the time required to copy the writing by hand, to a minimum of one minute, and does not require writing materials. It requires one fatigue level from its participants.
This ritual requires one fatigue level from its participants.
| Create Handholds ✨ | Rank 1 |
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Tags: Attune | Rank 1 |
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Spheres: Polymorph, Telekinesis, Terramancy
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Choose one unattended, mundane wall up to 50 feet high and 10 feet wide within Medium (60 ft.) range. You create handholds in the target, making it easier to climb. This reduces the difficulty value to climb the object by 10. When this effect ends, the handholds disappear.
This ritual requires one fatigue level from its participants.
| Create Water ✨ | Rank 1 |
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Spheres: Aquamancy, Fabrication, Terramancy
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You create up to ten gallons of wholesome, drinkable water divided among any number of locations within Short (30 ft.) range, allowing you to fill multiple small water containers. You must create a minimum of one ounce of water in each location. This generally means that you can create a single Tiny body of water.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Terramancy: The locations must be grounded, and the ritual takes one hour to perform instead of one minute.
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Rank 3: The volume created increases to twenty gallons.
Rank 4: The volume created increases to fifty gallons. This generally means that you can create a Small body of water by performing the ritual twice.
Rank 6: The volume created increases to one hundred gallons.
| Curse Water ✨ | Rank 1 |
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Tags: Attune | Rank 1 |
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Spheres: Channel Divinity, Prayer
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One pint of unattended, nonmagical water within Short (30 ft.) range becomes unholy water. A creature can throw a vial of unholy water as a standard action. When they do, they make an attack vs. Reflex against something within shortrange. hit If the target is creaturetypeundead or an evil creaturetypeplaneforged, it takes 1d8+1d6 damage damage. Some creatures have specific effects when they are hit by holy water.
This ritual requires one fatigue level from its participants.
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Rank 3: The damage increases to 3d10 damage.
Rank 5: The damage increases to 7d8 damage.
Rank 7: The damage increases to 11d10 damage.
| Darklantern ✨ | Rank 1 |
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Tags: Sustain (attuneable, minor) | Rank 1 |
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Spheres: Umbramancy
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Choose one unattended, nonmagical object that is Small or smaller within Short (30 ft.) range. The object emits dim illumination in a Small (15 ft.) radius. It illuminates dark areas, but does not suppress brighter light. Unlike normal light, this light is completely invisible outside of the radius that it illuminates.
This ritual requires one fatigue level from its participants.
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Rank 3: You can increase the radius to a Medium (30 ft.) radius.
Rank 5: You can increase the radius to a Large (60 ft.) radius.
Rank 7: You can increase the radius to a Huge (90 ft.) radius.
| Disenchant ✨ | Rank 1 |
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Rank 1 |
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Spheres: Thaumaturgy, Universal
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Choose one unattended magical ✨ item you touch. If the item is item rank 1 (4 gp), it disintegrates into magical dust, which permanently destroys the item. The dust has a value of item rank 0 (1 gp), and is suitable for use in powerful rituals.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Thaumaturgy: The amount of dust left behind is doubled.
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Rank 2: The item must be rank 2 (20 gp), and it leaves behind magical dust with a value of rank 1 (4 gp).
Rank 3: The item must be rank 3 (100 gp), and it leaves behind magical dust with a value of rank 2 (20 gp).
Rank 4: The item must be rank 4 (500 gp), and it leaves behind magical dust with a value of rank 3 (100 gp).
Rank 5: The item must be rank 5 (2,500 gp), and it leaves behind magical dust with a value of rank 4 (500 gp).
Rank 6: The item must be rank 6 (12,500 gp), and it leaves behind magical dust with a value of rank 5 (2,500 gp).
Rank 7: The item must be rank 7 (62,500 gp), and it leaves behind magical dust with a value of rank 6 (12,500 gp).
| Fertile Patch ✨ | Rank 1 |
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Rank 1 |
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Spheres: Terramancy, Toxicology, Verdamancy
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Choose one unattended, nonmagical 5-ft. square of earth. The soil in the target becomes suffused with plant-sustaining nutrients, making it fertile ground for plants. This effect lasts for one year.
This ritual requires one fatigue level from its participants.
| Heat Air ✨ | Rank 1 |
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Tags: Attune | Rank 1 |
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Spheres: Pyromancy
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The temperatuture of the air within a Large (60 ft.) radius emanation from you is increased by an amount of your choice, to a maximum increase of 20 degrees Fahrenheit. You cannot increase the temperature above 100 degrees in this way. This typically imposes no direct penalties on other creatures, but it may make them more or less comfortable depending on their preferred temperature.
This ritual requires one fatigue level from its participants.
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Rank 3: The maximum temperature change increases to 25 degrees.
Rank 5: The area increases to a Huge (90 ft.) radius.
Rank 7: The maximum temperature change increases to 30 degrees.
| Heat Tolerance ✨ | Rank 1 |
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Tags: Attune | Rank 1 |
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Spheres: Cryomancy, Polymorph, Pyromancy
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Choose yourself or an ally or unattended object within Medium (60 ft.) range. The target suffers no harm from being in a hot environment. It can exist comfortably in conditions as high as 140 degrees Fahrenheit. Its equipment, if any, is also protected. This does not protect the target from Fire attacks.
This ritual requires one fatigue level from its participants.
| Limited Air Supply ✨ | Rank 1 |
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Tags: Attune (target) | Rank 1 |
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Spheres: Aeromancy, Aquamancy, Polymorph
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Choose up to six ritual participants. Each target gains a temporary supply of air that it can use to breathe. It can activate the air supply as a free action. When it does, it gains the ability to breathe clear, clean air regardless of its surroundings for one minute. This can allow it to breathe underwater and avoid inhalation-based poisons.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Aquamancy: The target can only gain air in this way while it is underwater.
| Magnetize ✨ | Rank 1 |
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Tags: Sustain (attuneable, minor) | Rank 1 |
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Spheres: Electromancy
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Choose one Small or smaller unattended metallic object within Medium (60 ft.) range. It pulls itself toward metal objects within 1 foot of it. Smaller objects are typically pulled towards the target, while it moves itself towards larger objects. Once it becomes affixed to another metal object, it takes a difficulty value 10 Strength check to separate the two objects.
This ritual requires one fatigue level from its participants.
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Rank 3: The maximum size increases to Medium.
Rank 5: The maximum size increases to Large.
Rank 7: The maximum size increases to Huge.
| Manifest Equipment ✨ | Rank 1 |
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Tags: Manifestation, Attune (target) | Rank 1 |
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Spheres: Cryomancy, Fabrication, Terramancy
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Choose one ritual participant. You can create any one weapon, shield, or body armor that you are proficient with. It is sized appropriately for the target, up to a maximum of a Medium size item. You can choose whether the item appears in the target’s hand, on their body fully donned, or on the ground at their feet. It disappears when this ritual’s effect ends.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Cryomancy: The ritual requires a body of water at least as large as the created item.
- Terramancy: The ritual requires a body of earth or stone at least as large as the created item.
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You can perform this ritual at a higher rank to craft with special materials. If you create body armor or a weapon, it can be created from any special material other than cold iron, dragonscale, and dragonfang (see Armor Special Materials, and Weapon Special Materials). The item’s rank cannot exceed this ritual’s rank.
| Manipulate Air ✨ | Rank 1 |
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Tags: Sustain (attuneable, minor) | Rank 1 |
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Spheres: Aeromancy
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You change the wind speed within a Large (60 ft.) radius emanation from you by up to 10 miles per hour. If you decrease the wind’s speed to 0, you can increase it again with the remainder of your speed change and choose any direction for it to travel. You choose the speed change and direction when you cast this spell, and that choice persists for the duration of this effect.
This ritual requires one fatigue level from its participants.
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Rank 3: The maximum speed change increases to 15 miles per hour.
Rank 5: The maximum speed change increases to 20 miles per hour.
Rank 7: The maximum speed change increases to 30 miles per hour.
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The wind around you waxes and wanes at your command, softening the force of a tempest or creating one to harass your foes.
| Poisoncraft ✨ | Rank 1 |
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Tags: Poison | Rank 1 |
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Spheres: Fabrication, Toxicology
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You can create a rank 1 poison. This functions like crafting a poison normally with the Craft (poison) skill, except that you do not need the appropriate materials to craft the poison (see Crafting Items). Instead, you must supply ritual components equal to a rank 1 item (4 gp).
This ritual requires one fatigue level from its participants.
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You can perform this ritual at a higher rank. This increases the cost of the ritual components to be equal to a consumable item of the ritual’s rank (see Wealth and Item Ranks). The maximum rank of a poison you can craft with this ritual is equal to this ritual’s rank.
| Preservation ✨ | Rank 1 |
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Tags: Attune | Rank 1 |
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Spheres: Chronomancy, Cryomancy, Toxicology, Vivimancy
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Choose one Large or smaller unattended, nonmagical object within Short (30 ft.) range. It does not decay or spoil with the passage of time. This can extend the time a poison or similar item lasts before becoming inert. The target can still be attacked and damaged normally.
If used on a corpse, this effectively extends the time limit for effects that require a fresh or intact body. Additionally, this can make transporting a fallen comrade more pleasant.
This ritual requires one fatigue level from its participants.
| Rainstorm ✨ | Rank 1 |
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Tags: Manifestation, Sustain (attuneable, minor) | Rank 1 |
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Spheres: Aquamancy
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Torrential rain begins falling out of thin air within a shapeable Large (60 ft.) radius zone within Long (90 ft.) range. The rain extinguishes minor fires such as campfires and torches on contact. Everything in the area is impervious (+4 defenses) to Fire attacks.
This ritual requires one fatigue level from its participants.
| Reinforcement ✨ | Rank 1 |
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Rank 1 |
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Spheres: Fabrication, Polymorph, Prayer, Terramancy
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Choose one unattended, nonmagical object or part of an object of up to Large size. Unlike most abilities, this ritual can affect individual parts of a whole object.
The target gains a +10 enhancement bonus to its hardness. If the target is moved, this ability is dismissed. Otherwise, it lasts for one year.
This ritual requires one fatigue level from its participants.
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Rank 3: The bonus increases to +20.
Rank 5: The bonus increases to +40.
Rank 7: The bonus increases to +80.
| Repair ✨ | Rank 1 |
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Rank 1 |
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Spheres: Chronomancy, Fabrication, Polymorph
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Choose one Large or smaller broken object within Short (30 ft.) range. The object is repaired as if it had never been broken.
This ritual requires 2 fatigue levels from its participants.
| Reveal Truth ✨ | Rank 1 |
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Rank 1 |
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Spheres: Revelation
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You may reroll one Knowledge check you made within the past ten minutes. You can only reroll any individual Knowledge check once with this ritual.
This ritual requires one fatigue level from its participants.
| Sculpt Appearance ✨ | Rank 1 |
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Tags: Sustain (attuneable, minor) | Rank 1 |
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Spheres: Photomancy, Polymorph
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This ritual functions like the change appearance ability, except that you gain a +4 bonus to the Disguise check (see Disguise).
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Photomancy: You can only accomplish changes that would be possible with makeup, paint, and dye. You cannot make structural changes to your face, equipment, and so on. The ritual gains the Visual tag.
- Polymorph: You cannot change the appearance of your equipment. This is a physical change to your body, so no amount of inspection will reveal your true form. A successful Awareness check that beats your Disguise check only reveals that your body’s appearance has been magically altered.
| Soothing Presence ✨ | Rank 1 |
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Tags: Sustain (attuneable, minor) | Rank 1 |
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Spheres: Enchantment, Prayer
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All creatures within a Large (60 ft.) radius emanation from you are soothed. They feel pain and discomfort less intensely, and perceive themselves to be less tired. This does not actually remove injuries or restore fatigue.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Enchantment: This effect gains the Emotion tag.