Rituals: W

4 rituals, from Ward Domain to Word of Recall.

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Ward Domain · Ward Domain · Wish · Word of Recall

Ward Domain

Ritual 6

uncommon abjuration 

Cast 1 day; Cost rare incenses, oils, and powdered silver, worth 150 gp total; Secondary Casters 3

Primary Check Arcana, Nature, or Occultism (master); Secondary Checks Lore (any), Survival, Thievery

Area 100 feet × 100 feet, up to 50 feet high

Duration 1 week

This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of ward domain and remain throughout the duration.

All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC – 10.

A successful dispel magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful disjunction ends the entire ritual.

Critical Success You create the effects described above, and you protect an area twice as large.Success You create the effects described above.Failure The ritual has no effect.Critical Failure The area becomes trapped and hostile to you and your allies in a way you didn't anticipate.

Heightened (+1) The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area.

Advanced Player’s Guide, page 245.

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Ward Domain

Ritual 6

uncommon 

Cast 1 day; Cost rare incenses, oils, and powdered silver, worth 150 gp total; Secondary Casters 3

Primary Check Arcana, Nature, or Occultism (master); Secondary Checks Lore (any), Survival, Thievery

Area 100 feet × 100 feet, up to 50 feet high

Duration 1 week

This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the rank of ward domain and remain throughout the duration.

All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and ward domain attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC – 10.

A successful dispel magic used on a specific effect removes only that effect (such as the lock effect on one window). A successful detonate magic ends the entire ritual.

Critical Success You create the effects described above, and you protect an area twice as large.Success You create the effects described above.Failure The ritual has no effect.Critical Failure The area becomes trapped and hostile to you and your allies in a way you didn't anticipate.

Heightened (+1) The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, contiguous with the original area.

Player Core 2, page 271.

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Wish

Ritual 10

rare 

Cast 1 day; Cost fine ash, magically imbued pigments, and a gem in a marquise cut worth 100,000 gp in total; Secondary Casters 2

Primary Check Arcana (legendary), Nature (legendary), Occultism (legendary), Religion (legendary); Secondary Checks Crafting, Diplomacy

Range 10 feet; Targets 1 creature

You weave the fabric of reality itself to grant the target's greatest desire. The target declares their wish in a loud voice at the start of the ritual and again at the end. The target's wish can be anything, ranging from simpler wishes such as vast riches or the casting of a certain spell or ritual, to greater wishes like the destruction of an entire kingdom or ascension to divinity. The GM might decide a wish draws the attention of deities or other powerful creatures, leading to interference with the ritual or attempts to undo the wish. The power of the ritual alters reality to such a degree that even deities can't outright undo the wish, but they can react to the wish by sending servitors to take away the newly acquired riches, for example.

Critical Success The wish is granted without complication or drawbacks.Success The wish is granted, but with unintended consequences or side effects, such as taking riches from a well-known criminal, stirring a damaged kingdom to war, or angering rival gods.Failure The wish fails and has no result. The GM can instead have the wish be partially granted, but to such a lesser degree that the target will be eternally unsatisfied.Critical Failure The wish is corrupted, resulting in a cruel fulfillment. The GM determines the full results, but the outcome is generally ironic in some nature, such as becoming trapped in an underground vault full of riches, being transported to the kingdom as it's destroyed, or achieving divinity within an inaccessible demiplane.

Player Core 1, page 395.

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Word of Recall

Ritual 7

rare conjuration teleportation 

Cast 7 days; Cost rare oils and powdered minerals worth 5,000 gp; Secondary Casters 2

Primary Check Arcana or Occultism (expert, the check has the secret trait); Secondary Checks Arcana or Occultism (whichever isn't used for the primary check), Society

Range 20 feet; Targets Up to seven willing creatures of 14th level or lower

Duration 1 year

You bind yourself and your allies to the specific safe location where you perform the ritual. This allows the participants to return later by simply speaking a word.

Success You form the connection with the designated sanctuary. Any participant in the ritual can spend a single action, which has the concentrate trait, to utter a word of power you choose when you cast the spell. When they do, all the participants can immediately return to the sanctuary from any distance, as long as they are on the same plane as the sanctuary. Each participant arrives in the position in which they were standing during the casting of the ritual. When the word is spoken, all other participants know it, and each can choose whether or not to return to the sanctuary at that time. The ritual then immediately ends.Failure You fail to form the connection between the participants and the sanctuary and are aware that the ritual has failed.Critical Failure The ritual inadvertently forms a connection with a location on another plane. The casters are unaware of this misalignment. When the word is invoked, all ritual participants are shifted to this extraplanar location.

Heightened (+1) The cost increases by 5,000 gp, the ritual can target one more creature, and the maximum level of creature it can target increases by 2.

Advanced Player’s Guide, page 245.

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