11.30 Rank 3 Rituals
Air Supply | Rank 3 |
Casting time: One minute. | Attune (target) |
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Spheres: Aeromancy, Aquamancy, Polymorph
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Choose up to six ritual participants. Each target gains the ability to breathe clear, clean air regardless of its surroundings. 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.
Ammunition Stockpile | Rank 3 |
Casting time: One hour. | Attune, Manifestation |
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Spheres: Cryomancy, Fabrication, Verdamancy
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You create a Large pile of either nonmagical arrows or crossbow bolts in any unoccupied location on solid ground adjacent to you. You can choose to create blunted ammunition, but you cannot create other forms of special ammunition like fire arrows or repeating bolts. Any creature may take ammunition from the pile to use.
This ritual requires one fatigue level from its participants.
Animate Dead | Rank 3 |
Casting time: One hour. | Attune (deep) |
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Spheres: Vivimancy
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Choose up to four corpses within Short (30 ft.) range. The combined levels of all targets cannot exceed your level. Each target becomes an undead creature that obeys your mental commands.
You choose whether to create a skeleton or a zombie from each corpse. Creating a zombie require a mostly intact corpse, including most of the flesh. Creating a skeleton only requires a mostly intact skeleton. If a skeleton is made from an intact corpse, the flesh quickly falls off the animated bones.
As a minor action, you can mentally command your undead. The command must be no more than 10 words, and overly complex commands may cause strange and unintended behavior. It affects any undead you created with this ability that are within Distant (120 ft.) range of you. Undead will obey their most recent command indefinitely.
This ritual requires one fatigue level from its participants and the consumption of diamond dust with the equivalent value of a rank 3 item (1,000 gp).
Astral Chest | Rank 3 |
Casting time: One hour.
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Spheres: Astromancy, Summoning
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When you cast this spell, you choose whether to send an object to the Astral Plane or retrieve the object you stored there. If you send an object to the Astral Plane, choose a a Medium or smaller unattended object within Medium (60 ft.) range of you. That object teleports to a random location in the Astral Plane.
If you retrieve an object, choose an unoccupied space on stable ground within Medium (60 ft.) range of you. The object you previously stored in the Astral Plane with this ritual appears at that location. The object normally returns exactly as it was sent away, since the Astral Plane is vast and mostly uninhabited. There is a 1% chance per year that the object spends in the Astral Plane that it has been lost irretrievably.
This ritual requires one fatigue level from its participants.
Bestow Scent | Rank 3 |
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Spheres: Polymorph
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Choose up to six ritual participants. Each target gains scent.
This ritual requires one fatigue level from its participants.
Blighted Field | Rank 3 |
Casting time: 24 hours.
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Spheres: Terramancy, Toxicology, Verdamancy
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This ritual creates an area of death and decay in a zone from your location. You can choose an arbitrarily shaped contiguous area that fits within a one mile radius from you. Normal plants within the area become half as productive as normal for the next year. This ritual does not stack with itself. If the fertility ritual is also applied to the same area, the most recently performed ritual takes precedence.
This ritual requires 18 fatigue levels from its participants.
Commune with the Dead | Rank 3 |
Casting time: 24 hours.
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Spheres: Astromancy, Prayer, Revelation, Vivimancy
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You ask the soul of a dead creature a single yes or no question. To contact a creature in this way, you must know its name and have something that belonged to it in life. The object must have some importance to the creature, not just a gold piece that it owned for a time. This could be one of its possesions or a body part from its corpse.
You receive a correct answer to that question to the limit of that creature’s knowledge. The answer is typically given as "yes" or "no", but it may answer "unclear" if the source does not know the answer. In cases where a one-word answer would be misleading or contrary to the creature’s interests, a short phrase may be given as an answer instead.
This ritual requires 18 fatigue levels from its participants.
Corpse Communion | Rank 3 |
Casting time: One hour.
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Spheres: Astromancy, Prayer, Revelation, Vivimancy
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You ask a corpse a single yes or no question. In its afterlife, the soul that inhabited the corpse becomes aware of your question and can answer yes or no as it chooses. It receives no magical insight into your identity, but it hears your question in your words. The corpse answers yes or no if the soul wishes to, but no other communication is possible. This requires a corpse with an intact mouth or other speaking apparatus.
This ritual requires one fatigue level from its participants.
Craft Object | Rank 3 |
Casting time: Special.
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Spheres: Polymorph, Telekinesis
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Choose any number of unattended, nonmagical objects within Short (30 ft.) range. You make a Craft check to transform the subjects into a new item (or items) made of the same materials. You require none of the tools that would normally be necessary, such as an anvil and furnace. The total size of all targets combined must be Medium size or smaller.
This ritual takes time equal to one tenth of the time that would normally be required to craft the object, to a minimum of one hour.
This ritual requires one fatigue level from its participants.
Dispel Curse | Rank 3 |
Casting time: 24 hours.
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Spheres: Prayer, Thaumaturgy
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Choose yourself or one ally within Short (30 ft.) range. All curses affecting the target are removed. This ritual cannot remove a curse that is part of the effect of an item the target has equipped. However, it can allow the target to remove any cursed items it has equipped.
This ritual requires 18 fatigue levels from its participants.
Enduring Fortification | Rank 3 |
Casting time: 24 hours.
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Spheres: Fabrication, Polymorph, Prayer, Terramancy
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This ritual functions like the blessing of fortification ritual, except that the effect lasts for one hundred years.
This ritual requires 18 fatigue levels from its participants.
Explosive Runes | Rank 3 |
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Spheres: Fabrication, Thaumaturgy
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Choose one Medium or smaller unattended object with writing on it within Short (30 ft.) range. The writing on the object is altered by the runes in subtle ways, making it more difficult to read. It becomes a trap. To read the writing, a creature must concentrate on reading it, which requires a standard action. If a creature reads the object, the object explodes. After the object explodes in this way, the ritual is dismissed. If the object is destroyed or rendered illegible, the ritual is dismissed without exploding.
When the object explodes, make an attack vs. Reflex against everything within a Medium (30 ft.) radius from the object. Your accuracy with this attack is equal to half the sum of your level and Perception. This accuracy is calculated at the time that you perform this ritual and does not change afterwards.
Hit: 1d8 damage +1 per power.
Miss: Half damage.
This ritual requires one fatigue level from its participants.
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You can perform this ritual at a higher rank.
Rank 4: The damage increases to 1d6 damage per 2 power.
Rank 5: The damage increases to 1d6 damage plus 1d6 per 2 power.
Rank 6: The damage increases to 1d8 damage plus 1d8 per 2 power.
Rank 7: The damage increases to 1d10 damage plus 1d10 per 2 power.
Fertile Field | Rank 3 |
Casting time: 24 hours.
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Spheres: Terramancy, Toxicology, Verdamancy
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This ritual creates an area of bountiful growth in a zone from your location. You can choose an arbitrarily shaped contiguous area that fits within a one mile radius from you. Normal plants within the area become twice as productive as normal for the next year. This ritual does not stack with itself. If the infertility ritual is also applied to the same area, the most recently performed ritual takes precedence.
This ritual requires 18 fatigue levels from its participants.
Find the Path | Rank 3 |
Casting time: 24 hours. | Attune |
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Spheres: Aeromancy, Prayer, Revelation, Terramancy, Verdamancy
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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 your current physical capabilities, 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 movement impediments or dangers, including hostile creatures or treacherous terrain, which may endanger or slow progress without rendering it impossible.
This ritual requires 18 fatigue levels from its participants.
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Mystic sphere effects:
- Terramancy: The guidance does not consider non-grounded forms of movement, such as jumping or flying.
- Verdamancy: You only receive guidance while both your destination and current location have a Huge or larger living plant.
Forge Astral Beacon | Rank 3 |
Casting time: 24 hours.
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Spheres: Astromancy, Channel Divinity, Fabrication, Prayer, Summoning, Thaumaturgy
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You draw a magic circle in a Small (15 ft.) radius during this ritual. The circle creates an astral beacon, making it easier for creatures to teleport into the circle. When you create the beacon, you must give it a unique name that matches its construction and the patterns you chose for the circle. A creature who knows the name of an beacon can use rituals like guided teleportation to teleport to it.
The beacon persists for one year. You can use this ritual to renew the duration of an existing beacon instead of creating a new beacon.
This ritual requires 18 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 3 item (1,000 gp).
Gentle Descent | Rank 3 |
Casting time: One minute. | Attune (target) |
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Spheres: Aeromancy, Polymorph, Telekinesis
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Choose up to six ritual participants. Each target gains a 30 foot glide speed.
This ritual requires one fatigue level from its participants.
Guided Translocation | Rank 3 |
Casting time: One hour.
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Spheres: Aeromancy, Astromancy, Channel Divinity, Electromancy, Summoning, Verdamancy
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Choose an astral beacon up to 200 miles away from you on your current plane, and up to six Medium or smaller ritual participants. Each target is teleported to the area defined by the beacon. This does not require line of sight or line of effect to the destination.
If the astral beacon does not have enough open space to contain your group, the ritual has no immediate effect. You can continue the ritual for any length of time. At the end of each round during this continuation, if the anchor has room for your group, the teleportation succeeds and the ritual ends.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Aeromancy: Both your destination and current location must be outdoors.
- Channel Divinity: Either your destination or current location must be a temple or equivalent holy site to your source of divine power.
- Electromancy: Both your destination and current location must be outdoors.
- Verdamancy: As part of the ritual, each target must touch a living plant at least one size category larger than themselves. The destination must have a plant at least one size category larger than the largest target. Each target emerges that plant after teleporting.
Locate Creature | Rank 3 |
Casting time: One hour.
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Spheres: Revelation
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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 200 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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Spheres: Revelation
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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.
Manifest Object | Rank 3 |
Casting time: One hour. | Attune, Manifestation |
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Spheres: Fabrication
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Make a Craft check to create an object of Small size or smaller. The object appears out of thin air in your hand or in one unoccupied square on solid ground within Short (30 ft.) range. It must be made of nonliving, nonmagical, nonreactive vegetable matter, such as wood or cloth.
This ritual requires one fatigue level from its participants.
Massive Continuous Light | Rank 3 |
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Spheres: Electromancy, Photomancy, Pyromancy
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This ritual functions like the continuous light ritual, except that the area increases to a Large (60 ft.) radius.
This ritual requires one fatigue level from its participants.
Overland Haste | Rank 3 |
Casting time: One minute. | Attune (target) |
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Spheres: Chronomancy, Electromancy, Polymorph
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Choose up to six ritual participants. Each target gains a +30 foot enhancement bonus to its land speed. If it attacks or is dealt damage, it is briefly unable to take any actions and this effect ends.
This ritual requires one fatigue level from its participants.
Permanent Curse Water | Rank 3 |
Casting time: One hour.
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Spheres: Channel Divinity, Prayer
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This ritual functions like the curse water ritual, except that it loses the Attune tag and the effect lasts permanently.
This ritual requires one fatigue level from its participants.
Persistent Bless Water | Rank 3 |
Casting time: One hour.
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Spheres: Channel Divinity, Prayer
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This ritual functions like the bless water ritual, except that the effect lasts for one year.
This ritual requires one fatigue level from its participants.
Persistent Gentle Repose | Rank 3 |
Casting time: One minute.
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Spheres: Chronomancy, Cryomancy, Toxicology, Vivimancy
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This ritual functions like the gentle repose ritual, except that the effect lasts for one year.
This ritual requires one fatigue level from its participants.
Restore Senses | Rank 3 |
Casting time: One hour.
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Spheres: Polymorph, Toxicology, Vivimancy
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Choose yourself or one ally within Medium (60 ft.) range. One of the target’s physical senses, such as sight or hearing, is restored to full capacity. This can heal both magical and mundane effects, but it cannot completely replace missing body parts required for a sense to function (such as missing eyes).
This ritual requires one fatigue level from its participants.
Resurrection |
Rank 3 |
Casting time: 24 hours.
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Spheres: Chronomancy, Electromancy, Prayer, Toxicology, Vivimancy
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Choose one intact corpse within Short (30 ft.) range. The creature the corpse belongs to is resurrected (see Resurrection).
This ritual requires 18 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 3 item (1,000 gp).
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Mystic sphere effects:
- Chronomancy: The target must have died no more than 48 hours before this ritual is completed.
Reveal True Form | Rank 3 |
Casting time: One hour. | Attune |
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Spheres: Photomancy, Revelation
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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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Spheres: Photomancy, Revelation
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Make an attack vs. Mental against one creature within 200 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.
Soul Bind | Rank 3 |
Casting time: One hour.
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Spheres: Prayer, Thaumaturgy, Vivimancy
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Choose a nonmagical gem you hold that is at least rank 3 (100 gp). In addition, choose one intact corpse within Short (30 ft.) range. A fragment of the soul of the creature that the target corpse belongs to is magically imprisoned in the chosen gem. This does not remove the creature from its intended afterlife. However, it prevents the creature from being resurrected, and prevents the corpse from being used to create undead creatures, as long as the gem is intact. A creature holding the gem may still resurrect or reanimate the creature. If the gem is shattered, the creature’s soul becomes whole.
This ritual requires one fatigue level from its participants.
Stasis Chamber | Rank 3 |
Casting time: One hour. | Attune |
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Spheres: Chronomancy
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Choose one Medium or smaller container. Any inanimate, unattended object placed into the container enters a state of temporal stasis at the end of the round. While in stasis, an object cannot be targeted, moved, damaged, or otherwise affected by outside forces in any way. If the container is destroyed, this effect ends.
This ritual requires one fatigue level from its participants.
Sunlight Ward | Rank 3 |
Casting time: One hour. | Attune (target) |
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Spheres: Photomancy, Terramancy, Umbramancy
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One ritual participant is never considered to be in mundane natural sunlight. This does not impair its vision, but protects it if it would otherwise suffer negative consequences from sunlight. Powerful magical ✨ effects that mimic sunlight, such as solar flare, still affect the target normally.
This ritual requires one fatigue level from its participants.
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Mystic sphere effects:
- Terramancy: The target is also blinded (50% miss chance, -2 Armor and Ref) by the earth covering their body.
Swimmers |
Rank 3 |
Casting time: One minute. | Attune (target) |
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Spheres: Aquamancy, Polymorph
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Choose up to six ritual participants. Each target gains a swim speed 10 feet slower than the base speed for its size.
This ritual requires one fatigue level from its participants.
Telepathic Bond | Rank 3 |
Casting time: One minute. | Attune |
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Spheres: Enchantment, Revelation
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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 200 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.
True Regeneration | Rank 3 |
Casting time: 24 hours.
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Spheres: Polymorph, Toxicology, Vivimancy
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Choose yourself or one ally within Medium (60 ft.) range. All of the target’s vital wounds are healed. In addition, any of the target’s severed body parts or missing organs grow back by the end of the next round.
This ritual requires 18 fatigue levels from its participants.