11.31 Rank 4 Rituals
Antipathy | Rank 4 |
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Spheres: Enchantment
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Choose a creature type: aberration, animal, animate, dragon, humanoid, magical beast, monstrous humanoid, planeforged, or undead. In addition, choose one Large or smaller object within Medium (60 ft.) range. If the target is moved, this effect ends.
Whenever a creature of the chosen type enters a Large (60 ft.) radius emanation from the chosen object, make a reactive attack vs. Mental against it. 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. After you make this attack against a particular creature, you do not make this attack against it again until it finishes a short rest.
This ritual requires 32 fatigue levels from its participants.
Hit: The creature is frightened (-2 Mental, -2 accuracy vs. source) by the chosen object until it finishes a short rest.
Critical hit: The creature is panicked (-4 Mental, cannot attack source) instead of frightened.
Cold Snap | Rank 4 |
Casting time: One hour. | Attune |
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Spheres: Cryomancy
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The temperature in a two mile radius cylinder-shaped zone from your location decreases rapidly. Over the next minute after you finish this ritual, the temperature decreases by 40 degrees Fahrenheit, to a minimum of -30 degrees. Unlike normal, this effect does not require line of effect to you. Instead, it affects all outdoor locations within the area. Even a thin barrier, such as a tent, is enough to protect locations from the effect of this ritual.
This ritual requires one fatigue level from its participants.
Commune with Divinity | Rank 4 |
Casting time: 24 hours.
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Spheres: Channel Divinity, Prayer, Revelation
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You ask your source of divine power a single yes or no question. You receive a correct answer to that question to the limit of that source’s knowledge, which is usually quite extensive. 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 source’s interests, a short phrase may be given as an answer instead.
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, you receive no answer regardless of your question. 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 32 fatigue levels from its participants.
Distant Discern Location | Rank 4 |
Casting time: 24 hours.
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Spheres: Revelation
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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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Spheres: Aeromancy, Prayer, Revelation
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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.
Distant Sense Flame | Rank 4 |
Casting time: One hour. | Detection |
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Spheres: Revelation, Pyromancy
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This ritual functions like the sense flame ritual, except that the range increases to a ten mile radius from your location.
This ritual requires one fatigue level from its participants.
Distant Sense Plants | Rank 4 |
Casting time: One hour. | Detection |
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Spheres: Revelation, Verdamancy
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This ritual functions like the sense plants ritual, except that the range increases to ten miles.
This ritual requires one fatigue level from its participants.
Distant Sense Water | Rank 4 |
Casting time: One hour. | Detection |
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Spheres: Aquamancy, Revelation
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This ritual functions like the sense water ritual, except that the range increases to a ten mile radius from your location.
This ritual requires one fatigue level from its participants.
Distant Translocation | Rank 4 |
Casting time: 24 hours.
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Spheres: Aeromancy, Astromancy, Channel Divinity, Electromancy, Summoning, Verdamancy
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Choose a destination 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 chosen destination. This does not require line of sight or line of effect to the destination.
You can specify the destination by naming an astral beacon. If you do, this ritual’s fatigue cost is reduced to one fatigue per target. Alternately, you can specify the destination with a precise mental image of its appearance. The image does not have to be perfect, but it must unambiguously identify the destination. If you specify its appearance incorrectly, or if the area has changed its appearance, the destination may be a different area than you intended. The new destination will be one that more closely resembles your mental image. If no such area exists, the ritual simply fails.
This ritual requires 32 fatigue levels 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.
Fabricate Feast | Rank 4 |
Casting time: One hour. | Creation |
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Spheres: Fabrication, Verdamancy
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This ritual creates food in any number of unoccupied squares within Short (30 ft.) range that is sufficient to sustain one hundred Medium creatures for 24 hours. It also creates basic receptacles to hold the food. The food that this ritual creates is simple fare of your choice – highly nourishing, if rather bland.
This ritual requires one fatigue level from its participants.
Greater Augury | Rank 4 |
Casting time: One hour.
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Spheres: Revelation
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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.
Greater Copy Writing | Rank 4 |
Casting time: Special.
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Spheres: Aquamancy, Fabrication, Polymorph
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This ritual functions like the copy writing ritual, except that it can target objects of Medium or smaller size. In addition, the time required to perform this ritual decreases to one tenth of the time required to copy the writing by hand, to a minimum of one minute. It requires one fatigue level from its participants.
This ritual requires one fatigue level from its participants.
Heat Wave | Rank 4 |
Casting time: One hour. | Attune |
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Spheres: Pyromancy
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The temperature in a two mile radius cylinder-shaped zone from your location increases rapidly. Over the next minute after you finish this ritual, the temperature increases by 40 degrees Fahrenheit, to a maximum of 120 degrees. Unlike normal, this effect does not require line of effect to you. Instead, it affects all outdoor locations within the area. Even a thin barrier, such as a tent, is enough to protect locations from the effect of this ritual.
This ritual requires one fatigue level from its participants.
Homeward Shift | Rank 4 |
Casting time: One hour.
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Spheres: Astromancy, Channel Divinity, Summoning
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This ritual can only be performed on the Astral Plane.
Choose up to six Medium or smaller ritual participants. Each target teleports to the last spaces they occupied on their home planes. This does not require line of sight or line of effect to the destination.
This ritual requires one fatigue level from its participants.
Immutability | Rank 4 |
Casting time: One hour. | Attune |
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Spheres: Fabrication, Polymorph, Prayer, Terramancy
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This ritual functions like the fortification ritual, except that the bonus to damage resistance increases to +20.
This ritual requires one fatigue level from its participants.
Massive Enduring Mystic Trap | Rank 4 |
Casting time: 24 hours. | Trap |
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Spheres: Universal
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This ritual functions like the massive mystic trap ritual, except that the trap persists for one year. Whenever it is activated, it is temporarily suppressed for 10 minutes.
This ritual requires 32 fatigue levels from its participants.
Massive Mystic Trap | Rank 4 |
Casting time: 24 hours. | Trap |
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Spheres: Universal
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This ritual functions like the mystic trap ritual, except that the damage increases to 1d6 damage +1 per power. In addition, the area of both the activation and the attack increases to a Medium (30 ft.) radius.
This ritual requires 32 fatigue levels from its participants.
Massive Permanent Light | Rank 4 |
Casting time: One hour. | Visual |
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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, and the effect lasts for one year.
This ritual requires one fatigue level from its participants.
Massive Purify Water | Rank 4 |
Casting time: One minute.
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Spheres: Aquamancy, Prayer, Toxicology
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This ritual functions like the purify water ritual, except that the affected volume increases to a 5-foot cube, or a little over 900 gallons.
This ritual requires one fatigue level from its participants.
Overland Flight | Rank 4 |
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 fly speed with a 15 foot height limit (see Flight). 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 Consecrated Ground | Rank 4 |
Casting time: 24 hours.
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Spheres: Channel Divinity, Prayer
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This ritual functions like the consecrated ground ritual, except that the effect is permanent.
This ritual requires 32 fatigue levels from its participants.
Plane Shift | Rank 4 |
Casting time: One hour.
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Spheres: Astromancy, Channel Divinity, Summoning
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Choose a planar rift within Medium (60 ft.) range and up to six Medium or smaller ritual participants. Each creature teleports to the unoccupied spaces closest to the other side of the planar rift. This does not require line of sight or line of effect to the destination. For details about planar rifts, see Planar Rifts.
The Astral Plane connects to every plane, but transit from other planes is usually more limited. From the Material Plane, you can only reach the Astral Plane.
This ritual requires one fatigue level from its participants.
Prophetic Dream | Rank 4 |
Casting time: One hour. | Scrying |
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Spheres: Revelation, Umbramancy
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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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Spheres: Aeromancy, Prayer, Revelation
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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.
Reincarnation |
Rank 4 |
Casting time: 24 hours. | Creation |
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Spheres: Chronomancy, Prayer, Vivimancy
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Choose one Diminutive or larger piece of a humanoid corpse. It must have been part of the original creature’s body at the time of death. The creature the corpse belongs to is resurrected in a new healthy body (see Resurrection).
A reincarnated creature is identical to the original creature in all respects, except for its species. The creature’s species is replaced with a random species from Table 11.2: Humanoid Reincarnations. Its appearance changes as necessary to match its new species, though it retains the general shape and distinguishing features of its original appearance. The creature loses all attribute modifiers and abilities from its old species, and gains those of its new species. However, its languages are unchanged.
This ritual can only be learned through the nature magic source.
This ritual requires 32 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 4 item (5,000 gp).
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Mystic sphere effects:
- Chronomancy: The target must have died no more than 48 hours before this ritual is completed.
d% | Incarnation |
01–13 | Dwarf |
14–26 | Elf |
27–40 | Gnome |
41–52 | Half-elf |
53–62 | Half-orc |
63–74 | Halfling |
75–100 | Human |
Repair Destruction | Rank 4 |
Casting time: 24 hours.
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Spheres: Chronomancy, Fabrication, Polymorph
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Choose one Large or smaller destroyed object within Short (30 ft.) range. The object is repaired as if it had never been destroyed.
This ritual requires 32 fatigue levels from its participants.
Sympathy | Rank 4 |
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Spheres: Enchantment
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Choose a creature type: aberration, animal, animate, dragon, humanoid, magical beast, monstrous humanoid, planeforged, or undead. In addition, choose one Large or smaller object within Medium (60 ft.) range. If the target is moved, this effect ends.
Whenever a creature of the chosen type enters a Large (60 ft.) radius emanation from the target, make a reactive attack vs. Mental against it. 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. After you make this attack against a particular creature, you do not make this attack against it again until it finishes a short rest.
This ritual requires 32 fatigue levels from its participants.
Hit: The creature is fascinated by the chosen object until it finishes a short rest. It can take no actions other than staring at the object. It is unaware (-6 Armor and Ref) of any attacks against it, and anything else going on its environment. Any act by you or by creatures that appear to be your allies that threatens or harms the creature breaks the effect. Harming the creature is not limited to dealing it damage, but also includes causing it significant subjective discomfort.
Critical hit: The creature is also compelled to get as close as possible to the chosen object to admire it in greater detail.