Excerpts Archive | 8/19/2008
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Excerpts: Rituals
Forgotten Realms Player's Guide

In today’s Forgotten Realms Player's Guide preview, we introduce a new suite of rituals as well as present an in-depth look at three.



The lands of Faerûn abound with arcane secrets, clandestine ceremonies, unbridled magic, and spellscarred lands and creatures. From the human farmer who wants better ground for his crops to the eladrin ranger who conspires to walk the crossroads to the Feywild, the people of Faerûn use rituals to make reality out of possibility.

One need not be a practitioner of spells and wizardry to perform rituals. Rituals, whether of an arcane, divine, curative, or natural aspect, are accessible to any individual who has the conviction to learn, the devotion to practice, and the resources to perform them.

The rituals in this chapter are listed on the table below. Some of them expand upon the key skills connected with certain ritual categories as described in Chapter 10 of the Player’s Handbook.


Level Ritual Key Skill
1 Amanuensis Arcana
1 Arcane Mark Arcana
1 Simbul’s Conversion Arcana or Heal
2 Seek Rumor Arcana
4 Dark Light Arcana
4 Feat of Strength Nature
6 Clear the Path Nature
6 Deathly Shroud Arcana or Religion
6 Duplicate Arcana
6 Tiny Lanterns Arcana
8 Analyze Portal Arcana
8 Shadow Bridge Arcana
8 Share Husk Nature
8 Status Arcana
10 Trailblaze Nature
14 Walk Crossroads Nature
14 Waterborn Arcana or Nature
14 Time Ravager Arcana
18 Purify Spellscarred Heal
20 Soulguard Heal
22 Divine Sight Religion
24 Purge Spellplague Arcana
26 Shift Mote Arcana
30 Raise Land Arcana

Simbul’s Conversion

Taking a moment to breathe and concentrate intently on your powers, you convert arcane energy into curing.

Level: 1
Category: Restoration
Time: 1 minute
Duration: Instantaneous
Component Cost: 25 gp
Market Price: 125 gp
Key Skill: Arcana (no check)

Favored by ritual casters accustomed to long battles and constant warfare, Simbul’s Conversion allows an individual to convert powerful spells into healing reserves. The Simbul taught this ritual to many of her apprentices, and it has since become widely employed as an emergency resource.

After performing this ritual, you sacrifice any number of unused daily arcane powers and regain an equal number of healing surges. You cannot exceed your normal maximum number of healing surges per day.

Walk Crossroads

You raise your hand, holly and mistletoe wrapped around your fingers. Singing a song you hope the guardian finds pleasing, you notice a strange dark hole in the side of a nearby hill. You could swear that the hole wasn’t there a moment before.

Level: 14
Category: Travel
Time: 30 minutes
Duration: Instantaneous
Component Cost: 850 gp
Market Price: 4,250 gp
Key Skill: Nature

Speckled across Toril are countless portals called fey crossroads. Each such portal forms at a place where the barrier between the Feywild and the world is especially thin.

This ritual allows you and your allies access to a fey crossroads of your choice, enabling you to use the Feywild as a conduit between two locations in the world. Completing the ritual conveys you and your allies a certain distance through the world. These crossroads are undependable means of travel, however, and walkers on these paths never end up exactly where they intend to go. You and your friends exit the crossroads a certain distance away from your intended destination, and the crossroads often deposit their travelers in precarious or interesting locations.

Your Nature check result determines the greatest distance you can travel. You can always choose for your maximum travel to correspond to a lower check result if you desire, and by doing so you can reduce the distance to your intended destination. For example, if you want to travel only 10 miles but your check result is 40, you can apply the outcome for a check result of 21–30. As a result, you end up 1d4 miles away from your intended destination instead of 1d10 miles.

Check Result Maximum Travel (Distance from Target)
20 or lower 1 mile (1d10 × 100 feet)
21–30 10 miles (1d4 miles)
31–40 50 miles (1d10 miles)
41 or higher 150 miles (3d10 miles)

Raise Land

With an unsettling lurch, the land beneath your feet tears free, spilling rock, dirt, and debris on the terrain below as it climbs into the sky.

Level: 30
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: 125,000 gp
Market Price: 600,000 gp
Key Skill: Arcana

Successfully performing the Raise Land ritual enables you to lift a specific quantity of ground into the air. The depth of the earth affected extends down to half the area’s radius, thus a 20-square-radius section of land is 10 squares thick. The freed earth rises at a rate of 10 feet per round until it attains a height equal to the radius (or less, if you choose). If this ritual is attempted indoors, the raised land stops once it hits a barrier.

Arcana Check Result Radius
24 or lower 20 squares
25–30 200 squares (1,000 feet)
31–40 1 mile
41 or higher 10 miles
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