Rituals: F

5 rituals, from Fantastic Facade to Freedom.

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Fantastic Facade · Fantastic Façade · Fey Abeyance · Fortifying Brew · Freedom

Fantastic Facade

Ritual 9

rare illusion 

Cast 1 week; Cost mystical paint, elaborate veils, and powdered minerals worth 20,000 gp total; Secondary Casters 3

Primary Check Arcana or Occultism (legendary); Secondary Checks Deception; Society or Survival; Stealth

Area up to 1 mile radius circle centered on you; Targets 1 settlement and its residents

Duration unlimited

You draw a permanent series of complex illusions over the target settlement, choosing the look, sound, feel, and smell of the structures, terrain, and creatures within at the time the ritual is cast. You can alter the appearance of existing structures and creatures, and you can add illusory structures or creatures. For example, you could cause everything and everyone in the target area to appear green, create an illusory forest with a thick canopy that obscures the settlement from outside view, or make empty ruins seem inhabited and pristine. When you create the facade, you determine which illusory elements remain static (limited to basic natural movement, such as flags blowing in the breeze) and which follow a basic program (for example, a daily parade in the town square, complete with marching band). You're unable to alter the programs after you create the facade.

You can disguise creatures as you please, with the same effects as a 3rd-rank illusory disguise. If a creature affected by the facade leaves the area, any illusions affecting it fade after 1 day. You decide when casting the ritual whether newcomers are disguised by the illusions, and whether the disguise appears immediately or after a set period, up to 1 week.

A creature that interacts with the target settlement in a way that would suggest or reveal the illusory nature of the facade, such as by trying to paint a building affected by the facade or climbing an illusory structure, can attempt to disbelieve the illusion. The illusions created by the spell are harmless, so an illusory river of lava wouldn't cause damage, nor could thorns on an illusory rose bush prick someone.

Critical Success You create the facade as described, and you can alter the programs within your facade by spending 1 day to reprogram them.Success You create the facade as described.Failure Your illusions fail and the ritual has no effect.Critical Failure Your ritual produces unexpected and uncontrolled illusions different from what you had planned, such as unexpected and slowly shifting colors across the buildings, unpleasant smells, and creatures appearing as skeletons. These effects fade after 1 month.

Heightened (10th) The cost increases to 100,000 gp and the radius can be up to 5 miles.

Player Core 2, page 267.

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Fantastic Façade

Ritual 9

rare illusion 

Cast 1 week; Cost mystical paint, elaborate veils, and powdered minerals worth 20,000 gp total; Secondary Casters 3

Primary Check Arcana or Occultism (legendary); Secondary Checks Society or Survival, Deception, Stealth

Area circle centered on you up to 1 mile in radius; Targets 1 settlement and its residents

Duration Unlimited

You draw a permanent series of complex illusions over the target settlement, choosing the look, sound, feel, and smell of the structures, terrain, and creatures within at the time the ritual is cast. You can alter the appearance of existing structures and creatures, and you can add illusory structures or creatures. For example, you could cause everything and everyone in the target area to appear green, create an illusory forest with a thick canopy that obscures the settlement from outside view, or make empty ruins seem inhabited and pristine. When you create the facade, you determine which illusory elements remain static (limited to basic natural movement, such as flags blowing in the breeze) and which follow a basic program (for example, a daily parade in the town square, complete with marching band). You're unable to alter the programs after you create the facade.

You can disguise creatures as you please, with the same effects as a 3rd-level illusory disguise. If a creature affected by the facade leaves the area, any illusions affecting it fade after 1 day. You decide when casting the ritual whether newcomers are disguised by the illusions, and whether the disguise appears immediately or after a set period, up to 1 week.

A creature that interacts with the target settlement in a way that would suggest or reveal the illusory nature of the facade, such as by trying to paint a building affected by the facade or climbing an illusory structure, can attempt to disbelieve the illusion. The illusions created by the spell are harmless, so an illusory river of lava wouldn't cause damage, nor could thorns on an illusory rose bush prick someone.

Critical Success You create the facade as described, and you can alter the programs within your facade by spending 1 day to reprogram them.Success You create the facade as described.Failure Your illusions fail and the ritual has no effect.Critical Failure Your ritual produces unexpected and uncontrolled illusions different from what you had planned, such as unexpected and slowly shifting colors across the buildings, unpleasant smells, and creatures appearing as skeletons. These effects fade after 1 month.

Heightened (10th) The cost increases to 100,000 gp and the radius can be up to 5 miles.

Advanced Player’s Guide, page 240.

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Fey Abeyance

Ritual 1

rare abjuration 

Cast 1 hour; Cost rare oils, cold iron bells worth at least 5 gp; Secondary Casters 1

Primary Check Nature (trained); Secondary Checks Crafting, Intimidation, Occultism, Performance

Area An enclosed area up to 60 feet × 60 feet, up to 20 feet high

Duration 1 week

You ward an area with cold iron bells, protecting it from the influence of the Kaineizex. Fey creatures feel uncomfortable within the area and all physical attacks against them are considered cold iron for the purposes of their Weaknesses and Resistances. Furthermore, you set up bells within 3 squares within the area (usually at entrances). When a fey creature begins its turn in a square containing bells, it takes mental damage equal to its Weakness to cold iron, if any. This damage is nonlethal.

Critical Success You may designate up to 6 squares to contain bells.Success The ritual succeeds.Failure The ritual has no effect.Critical Failure The ritual has no effect and attracts the attention of a troublesome fey creature. At the GM's discretion, it might be hostile or merely mischievous.

Strength of Thousands #1: Kindled Magic, page 23.

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Fortifying Brew

Ritual 5

uncommon 

Cast 4 hours; Cost high-quality ingredients and brewing equipment worth 25 gp; Secondary Casters 1

Primary Check Crafting, Nature, or Society (expert); Secondary Checks Alcohol Lore (or related lore), Crafting, Society

Range 20 feet

You craft a large quantity of restorative drink, such as an invigorating tea, a refreshing ale, or a stimulative alchemical tonic. The ritual speeds along any natural processes to make the brew, such as fermenting fruit to make a wine. At the conclusion of the first 3 hours of the ritual, you produce enough brew for up to 10 people to drink, any of whom can be the secondary caster of the ritual. The brew must then be consumed over the next hour. There is no danger of the drinkers becoming drunk if the brew is alcoholic. Once that hour is completed, you and the secondary caster attempt your checks as normal.

Critical Success The brew is delicious and revitalizing. It casts a 4th-rank cleanse affliction, a 4th-rank clear mind, and a 4th-rank sound body on each drinker for each relevant affliction or condition, using your modifier for the primary skill check as the counteract modifier. Each drinker also gains 20 temporary Hit Points that last 12 hours and a +2 status bonus to saves against diseases and poisons for the next 12 hours.Success As critical success, except drinkers gain only 10 temporary Hit Points, and don't gain the status bonus to saves.Failure You and the other drinkers are left with a sour taste—something went wrong with the brewing process.Critical Failure Your attempt to craft the drink resulted in something more akin to a poison. You and the other drinkers become sickened 4 and can't reduce the condition for 12 hours.

Heightened (+1) The temporary Hit Points increases by 2 (or 4 on a critical success).

Player Core 2, page 267.

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Freedom

Ritual 8

uncommon abjuration 

Cast 1 day; Cost valuable oils and objects associated with the target worth a total value of 100 gp × the spell level × the target's level; Secondary Casters 2

Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Society

Range see text; Targets 1 creature

You perform a ritual to free a creature imprisoned, petrified, or otherwise put into stasis by any magical effects from all such effects, even effects like imprisonment that don't have a duration, as long as freedom's spell level is equal to or higher than the effect's spell level. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment). You must know the name of the creature and details of its background; if the creature is not a close associate, a failure or critical failure on a secondary Society check reduces even a critical success on the primary check to a failure.

Critical Success You free the target from all magical effects imprisoning it, petrifying it, or putting it into stasis. It gains a +1 status bonus to saving throws to resist those same magical effects for 1 week.Success You free the target from all magical effects imprisoning it, petrifying it, or putting it into stasis.Failure You fail to free the target.Critical Failure The magical effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters.

Core Rulebook, page 411.

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