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Emma Sprinkles
Great And Wonderful Unicorn Pony-Bard
Description
Bio
Emma Sprinkles was either a normal horse changed and empowered by chaotic energies from the Feywild, or a pony creature from the Ponywilde that was brought to Erunia during the Betrayer’s attack on Haelyn: Emma firmly believes the latter. Previously brown, and now white colored with a butterscotch-colored mane and white horn (and wearing a dark, rich brown cloak and wizard hat), she has a marking that somewhat resembles Ioun’s holy symbol surrounded by brightly colored sprinkles on her side (the ‘Cutie Mark’). Emma comes off as dismissive, snarky, mocking, and superior to a degree, but most of it is a test to see who can look past it…most of it (her favorite insult is ‘dullard’). In serious situations, she will not display these attributes. Her hobbies are magical studies and making ice cream (though strangely, she herself does not eat it).
Attack: Ranged Attack with Thundering Crossbow +2
+14 vs AC = +5 (Intelligence Mod) + 5 (Level) + 2 (Proficiency) + 2 (Magic Weapon)
(GM Fiat: Emma fires the crossbow with telekinesis, and hence can use Intelligence for NORMAL basic attacks. Opportunity Attacks still use Dexterity, as telekinesis is not THAT fast)
Attack: Vicious Mockery
+14 vs Will = 6 (Charisma Mod) + 5 (Level) + 2 (Magic Weapon) + 1 (Implement Expertise)
Attack: Jinx Shot
+15 vs AC = 6 (Charisma Mod) + 5 (Level) + 2 (Proficiency) + 2 (Magic Weapon)
Attack: Firemetal Shot
+15 vs AC = 6 (Charisma Mod) + 5 (Level) + 2 (Proficiency) + 2 (Magic Weapon)
Attack: Dissonant Strain
+14 vs Will = 6 (Charisma Mod) + 5 (Level) + 2 (Magic Weapon) + 1 (Implement Expertise)
Attack: Timely Distraction
+14 vs Will = 6 (Charisma Mod) + 5 (Level) + 2 (Magic Weapon) + 1 (Implement Expertise)
Attack: Arrow of Cacophony
+15 vs AC = 6 (Charisma Mod) + 5 (Level) + 2 (Proficiency) + 2 (Magic Weapon)
Attack: Arrow of Warning
+15 vs Reflex = 6 (Charisma Mod) + 5 (Level) + 2 (Proficiency) + 2 (Magic Weapon)
Attack: Arrow of Ill Omen
+15 vs AC = 6 (Charisma Mod) + 5 (Level) + 2 (Proficiency) + 2 (Magic Weapon)
Attack: Counterpoint
+14 vs Will= 6 (Charisma Mod) + 5 (Level) + 2 (Magic Weapon) + 1 (Implement Expertise)
Vicious Mockery 1d6+6+2 (Charisma) (Implement)
Jinx Shot: 1d8+6+2 (Charisma) (Magic Weapon)
Firemetal Shot: 1d8+6+2 (Charisma) (Magic Weapon)
Dissonant Strain: 2d6+6+2 (Charisma) (Implement)
Timely Distraction: 2d8+6+2 (Charisma) (Magic Weapon)
Arrow of Cacophony: 2d8+6+2 (Charisma) (Magic Weapon)
Arrow of Warning: 3d8+6+2 (Charisma) (Magic Weapon)
Arrow of Ill Omen: 2d8+6+2 (Charisma) (Magic Weapon)
Counterpoint: 2d8+6+2 (Charisma) (Implement)
At Will:
Vicious Mockery
At-Will, Arcane, Charm, Implement, Psychic
Standard action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Jinx Shot
At-Will, Arcane-Weapon
Standard action, Ranged Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 1 (W) + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, it falls prone.
Encounter Powers:
Firemetal Shot
Encounter-Arcane, Fire Weapon
Standard Action, Ranged Weapon
Target: One Creature
Attack: Charisma vs AC
Hit: 1 (W) + Charisma modifier damage Until the end of your next turn, whenever an ally hits the target, the target takes extra fire damage equal to your Intelligence modifier.
Dissonant Strain
Encounter-Arcane, Implement, Psychic
Standard Action, Range 5
Target: One creature,Charisma vs Will
Hit: 2d6 + Charisma modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
Timely Distraction
Encounter-Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d8 + Charisma modifier psychic damage, and the target grants combat advantage until the end of your next turn.
Arrow of Cacophony
Encounter-Arcane, Thunder, Weapon
Standard Action, Ranged weapon
Target: One creature
Attack: Charisma vs AC
Hit: 2 (W) + Charisma modifier thunder damage, and the target is deafened and dazed until the end of your next turn.
Daily Powers:
Arrow of Warning
Daily-Arcane, Weapon
Immediate Interrupt, Ranged weapon
Trigger: An enemy within range makes an attack roll against an ally
Target: The triggering enemy
Attack: Charisma vs Reflex
Hit: 3 (W) + Charisma modifier radiant damage. The ally who was attacked by the triggering enemy can make an at-will attack against that enemy as a free action. The ally gains a bonus to this attack roll equal to your Wisdom modifier.
Miss: Half damage
Arrow of Ill Omen
Daily-Arcane, Weapon
Standard Action, Ranged weapon
Target: One creature
Attack: Charisma vs AC
Hit: 2 (W) + Charisma modifier damage
Miss: Half damage
Effect: Choose an ally within 10 squares of you. Until the end of the encounter, when that ally hits the target but does not score a critical hit, you roll a d20. If you roll a 15 or higher, that attack becomes a critical hit, and this effect ends.
Counterpoint
Daily-Arcane, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d8 + Charisma modifier damage.
Miss: Half damage.
Effect: Whenever the target misses with an attack, it provokes opportunity attacks from you and your allies (save ends).
Utility Powers:
Canon of Avoidance
Daily-Arcane
Standard Action, Range 10
Target: One ally
Effect: The target gains a +2 power bonus to all defenses until the end of your next turn.
Sustain Minor: The effect persists. When you sustain the effect, you can transfer it to anothe rally within 10 squares of you.
Synchronicity
Daily-Arcane
No Action, Close-Burst 10
Target: You and each ally in burst
Trigger: You roll initiative
Effect: Each target gains a +5 bonus to initiative during this encounter.
Chant of Accuracy
Daily-Arcane
Minor Action, Close-Burst 10
Targets: You and each ally in burst
Effect: Each target gets a +2 power bonus to attack rolls until the end of your next turn.
Bard Abilities
Majestic Word
Encounter (Special), Arcane, Healing
Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
Words of Friendship
Encounter, Arcane
Minor Action, Personal
Effect: You gain a +5 power bonus to your next Diplomacy check you make before the end of your next turn.
Light
At-Will, Arcane
Minor Action, Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can only have one Light active at a time. If you create a new light, the previously cast one winks out.
Mage Hand
At-Will, Arcane, Conjuration
Minor Action, Ranged 5
Effect: You conjure a spectral floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent oject weighing 20 pounds or less and carries it up to 5 squares. If you can holding the object when you use this power, the hand move the object into a pack, a pouch, a sheath, or a simular container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinately
Special: You can create only one hand at a time.
Unicorn Step
Encounter-Teleportation
Move Action, Personal
Action: Teleport up to 5 squares (See Teleportation, Page 286)
Money
0 Copper
0 Silver
45 Gold
16 Platinum
0 Astral Diamonds
Thundering Crossbow +2: +2 Magical Weapon, +2 Proficiency, 1d8 damage, 15/30 range, 3,400 GP, load minor, 4 lb
Wand of Shield +2: +2 Magical weapon. Contains wizard spell Shield.
Immediate Interrupt: Shield-Gain +4 to AC and Reflex until end of next turn (only works for self if struck by an attack).
Inner Warmth Armor +2: +5 AC, Light, -1 Check, 4,200 GP, 25 lbs. Gain resist 5 cold and 5 necrotic.
Power (Daily): Minor Action. Until the end of the encounter, any ally adjacent to you gains the resistances granted by this armor.
Cloak of Resistance +2 (Trixie Cape): +2 to Fortitude, Reflex, and Will.
Diadem of Acuity (Trixie Hat): +2 to Insight and Perception checks
Non-combat items:
Bag of Holding: 1000 gp
3 Bedrolls, 5 lbs, 1 sp
2 Hempen rope (50 feet), 10 pounds, 1 gp
2 Waterskin, 4 lbs, 1 gp
5 Torches, 1 lb, 1 sp
1 Flint And Steel, 1 gp
98 Crossbow bolts, 2 lbs, 1 gp
1 Lyre, 2 lb, 9 gp
1 Harp, 4 lb, 15 gp
1 Lute, 2 lb, 12 gp
1 Flute, 1 lb, 5 gp
1 Magic Violin, 1 lb 360 gp (Magic instrument used for Focus in Bardic rituals, see below)
1 Ritual Candle
60 lbs
Everlasting Provisions: (Special-color) Can only make ice cream and ice cream related dishes.
Ritual Book: 115 out of 120 pages filled.
BARD Rituals
_Bardic Training
In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three._
Call Of Friendship: (Level 4)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: Special
Prerequisite: Bard
Component Cost: 50 GP, plus a focus worth 50 gp
Market Price: 215 GP
Key Skill: Diplomacy
You target one non-hostile natural humanoid creature that is at least 2 levels lower than you. The target must remain within 10 squares of you and hear the entire performance.
Once you complete the ritual, make a Diplomacy check to determine the effect it has on the target. Once the ritual’s duration expires, the target’s attitude returns to normal. The ritual does not affect the target’s memory in anyway.
Diplomacy
Check Result Effect
19 or lower: The target acts as a friend for 1 hour, assisting you as he can, but he takes no
actions that put him at any risk or that require an expense of more than 5 gold
20-29: The target acts as a friend for 1 hour, assisting you as he can, but he takes no actions that put him at any risk or that require an expense of more than 25 gold.
30-39: The target acts as a friend for 6 hours, assisting you as he can, but he takes no
actions that put him at any risk or that require an expense of more than 50 gold.
40 or higher: The target acts as a friend for 1 day, assisting you as he can, but he takes no
actions that put him at any risk or that require an expense of more than 500 gold.
Focus: A musical instrument you play as part of performing the ritual.
Fool’s Speech: (Level 6)-3 Uses
Category: Deception
Time: 10 Minutes
Duration: 1 hour
Prerequisite: Bard
Component Cost: 50 gp, plus a focus worth 360 gp
Market Price: 360 gp
Key Skill: Arcana (no check)
When you finish performing the ritual, you and up to five allies who heard it can use a secret language to communicate with each other. To other creatures, your speech is
incomprehensible, a string of nonsense words. Affected characters can speak in Fool’s Speech or another language at their discretion. Focus: A musical instrument you play as part of performing the ritual.
Lullaby: (Level 3)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: As long as you play plus 10 minutes
Prerequisite: Bard
Component Cost: 25 GP, plus a focus worth 20 GP
Market Price: 125 GP
Key Skill: Arcana
Your performance makes your audience drowsy. Make an Arcana check. The result determines the penalty to Insight checks and Perception checks of each creature that can hear you other than you and your allies.
Arcana Check Result Penalty
19 or lower: -2
20-29: -4
30-39: -6
40 or higher: -10
Affected creatures are also considered distracted, which might allow an ally (or you, after you stop playing) to make Stealth checks to hide from them even without superior
cover or total concealment.
Focus: A musical instrument you play as part of performing the ritual.
Traveler’s Chant: (Level 1)-1 Use
Category: Exploration
Time: 10 minutes
Duration: 8 hours
Prerequisite: Bard
Component Cost: 10 gp, plus a focus worth 5 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2. Focus: A musical instrument you play as part of performing the ritual.
NORMAL RITUALS
Animal Friendship: (Level 5)-1 Use
Category: Binding
Time: 1 Minute
Duration: Special
Component Cost: 50 GP
Market Price: 250 GP
Key Skill: Nature
When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action.
Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the animal is unable to carry the object due to the item’s size or weight, the animal enlists the aid of other creatures of its kind to fulfill the task.
Perform: The animal performs a simple trick, such as rolling over or playing dead.
Seek: The animal scouts ahead and examines an area for anything that’s alive or animate. The animal can travel up to 20 squares away from you and uses your passive Perception check to determine if it notices hidden creatures in the area. When the animal returns, you learn from it whether a creature occupies the area. The animal cannot communicate any other information aside from the presence or absence of a creature.
Watch: The animal remains in its current location and watches that area. When you assign the animal the task, you designate creatures that are allowed to enter the location. If a creature that you have not designated enters the location, the watching animal informs you by coming to you and making a noise. If you move more than 20 squares away from the area, the animal leaves its post and rejoins you.
Unless otherwise commanded, the animal accompanies you for the ritual’s duration, perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed attack never damages the animal.
Your Nature check determines the length of time the animal remains in your service, but you can release an animal from your service as a minor action.
Nature Check Result Duration
19 or lower 1 hour
20—29 8 hours
30—39 1 day
40 or higher 1 week
At the heroic tier, you can have one animal at a time bound to your service using the ritual. At the paragon tier, you can have two animals bound using the ritual. At the epic tier, you can have three animals bound using the ritual. You must complete a seperate ritual for each animal you bind.
Animal Messenger: (Level 1)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: Special
Component Cost: 10 GP
Market Price: 50 GP
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message.
When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower: 6 hours
20–29: 12 hours
30–39: 18 hours
40 or higher: 24 hours
Call Of Friendship: (Level 4)- 1 Use
Category: Exploration
Time: 10 Minutes
Duration: Special
Prerequisite: Bard
Component Cost: 50 GP, plus a focus worth 50 gp
Market Price: 215 GP
Key Skill: Diplomacy
You target one non-hostile natural humanoid creature that is at least 2 levels lower than you. The target must remain within 10 squares of you and hear the entire performance.
Once you complete the ritual, make a Diplomacy check to determine the effect it has on the target. Once the ritual’s duration expires, the target’s attitude returns to normal. The ritual does not affect the target’s memory in anyway.
Diplomacy
Check Result Effect
19 or lower: The target acts as a friend for 1 hour, assisting you as he can, but he takes no
actions that put him at any risk or that require an expense of more than 5 gold
20-29: The target acts as a friend for 1 hour, assisting you as he can, but he takes no actions that put him at any risk or that require an expense of more than 25 gold.
30-39: The target acts as a friend for 6 hours, assisting you as he can, but he takes no
actions that put him at any risk or that require an expense of more than 50 gold.
40 or higher: The target acts as a friend for 1 day, assisting you as he can, but he takes no
actions that put him at any risk or that require an expense of more than 500 gold.
Focus: A musical instrument you play as part of performing the ritual.
Comprehend Language: (Level 1)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: 24 Hours
Component Cost: 10 GP
Market Price: 50 GP
Key Skill: Arcana
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Consult Mystic Sages: (Level 10)-1 Use
Category: Divination
Time: 30 Minutes
Duration: 10 Minutes
Component Cost: 400 gp
Market Price: 1000 gp
Key Skill: Religion
You ask a single question of mysterious, extraplanar presences about matters beyond your ken. Make a Religion check with a +10 bonus instead of an Arcana or a History check to uncover a clue, remember a bit of lore, or otherwise gain information about the world around you.
The ritual grants you a single piece of information. That information can take the form of a word, a name, a phrase, or even a brief story, depending on what exactly you’re looking for. You can learn the name of the usurper who ended the Katerran Dynasty a thousand years ago, the burial rites of the Crimson Wolf clan, or the weaknesses of the shadow assassins who have been dogging your steps. The ritual can’t uncover information beyond the ken of the most learned sages. It’s of no use if you’re trying to find the magic word that unlocks the vampire’s crypt, because only the vampire knows the word. Nor can the ritual tell you definitively where great stores of treasure are, but the mystic sages could tell you where a specific empress kept her treasury in ancient times or whether the treasure was looted when her empire fell.
Create Campsite: (Level 1)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: 8 Hours
Component Cost: 15 GP
Market Price: 50 GP
Key Skill: Nature
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp.
The spirits utilize your and your allies’ gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to
make the campsite.
At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there.
Cure Disease: (Level 6)-1 Use
Category: Restoration
Time: 10 Minutes
Duration: Instantaneous
Component Cost: 150 gp
Market Price: 360 gp
Key Skill: Heal
The Cure Disease ritual wipes away a single disease afflicting the subject, whether the disease is active or still incubating. The subject is completely cured and loses any negative side effects and symptoms of the disease.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the disease as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.
Heal Check
Result Effect on Target
0 or lower: Death
1-9: Damage equal to the target’s maximum hit
points
10-19: Damage equal to one-half of the target’s
maximum hit points
20-29: Damage equal to one-quarter of the
target’s maximum hit points
30 or higher: No damage
If you know that your subject is suffering from multiple diseases, you must choose which one this ritual will cure.
Otherwise, the ritual affects whichever single disease you knew about. You learn the disease level when you begin the ritual, and at that point you can choose not to continue, without expending any components.
Detect Object: (Level 10)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: 5 Minutes
Component Cost: 400 gp
Market Price: 1000 gp
Key Skill: Arcana
Name an object. For the duration of the ritual’s effect, you can detect the direction and distance to the nearest example of that object, as long as one is within the range defined by your Arcana check result. When attempting to locate a specific object, apply the modifiers below.
Specific Object Is . . . Modifier
Very familiar to you: 0
Seen once by you: -5
Described to you: -10
Arcana Check Result Range
9 or lower: 5 squares
10-19: 10 squares
20-29: 30 squares
30-39: 60 squares
40 or higher: 100 squares
Detect Secret Doors: (Level 3)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: Instantaneous
Component Cost: 25 GP
Market Price: 125 GP
Key Skill: Arcana
Make an Arcana check. Use the result as a bonus to a Perception check you immediately make to find any secret or hidden doors in your line of sight. If anyone aided you while performing this ritual, they can’t help you make the resulting Perception check.
Discern Lies: (Level 6)-1 Use
Category: Divination
Time: 10 Minutes
Duration: 5 Minutes
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Religion
Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in your presence during the duration. If anyone aided you while performing this ritual, they can’t help you make the resulting Insight checks.
Endure Elements: (Level 2)-1 Use
Category: Exploration
Time: 10 Minute
Duration: 24 hours
Component Cost: 20 GP
Market Price: 100 GP
Key Skill: Arcana or Nature (no check)
The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather.
An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit, and the creature’s equipment is likewise protected from the ravages of these temperatures and of precipitation.
Eye of Alarm: (Level 2)-1 Use
Category: Warding
Time: 30 Minutes
Duration: 24 Hours
Component Cost: 25 GP
Market Price: 100 GP
Key Skill: Arcana
This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can’t be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection. Your Arcana check determines how many eyes you
can place and what type of vision or sensory ability they possess.
Arcana Eyes
Check Result Created Vision or Ability
19 or lower: One-Normal
20–39: Three-Darkvision
40 or higher: Five-Darkvision and Tremorsense 12 squares
The eyes do not hear, but they see well. Each uses your Perception modifier, with a +5 bonus.
If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian “Enemies approach!” to an owl’s screech to a fanfare of trumpets. The Perception DC to hear the eye’s sound is 0 (modified by distance as normal).The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned upon it).
The ritual’s effects last for 24 hours or until you move more than 20 squares from all the eyes.
Optional Focus: You can extend the duration of this ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby, worth 100 gp. The ritual’s effects last as long as the focus remains within 20 squares of any of the eyes. You can hide or protect the ritual’s focus in any way you like, as long as it remains within 20 squares of
the eyes.
Hand of Fate: (Level 4)-1 Use
Category: Divination
Time: 10 Minutes
Duration: 10 Minutes
Component Cost: 70 GP
Market Price: 175 GP
Key Skill: Religion (no check)
When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most
rewarding course of action is.
If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever.
If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt.
The hand can’t assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can’t indicate a preference, the ritual has no effect and expends no components.
There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option. Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others.
Ironwood: (Level 6)- 1 Use
Category: Creation
Time: 1 Hour
Duration: Permanent
Component Cost: 75 GP
Market Price: 360 gp
Key Skill: Nature
You alter a quantity of wood to have the strength and consistency of steel. The DC to burst or break the wood increases by 5. The wood also gains resist 10 to all damage.
Your Nature check determines the amount of wood you can affect with this ritual.
Nature Check Result Size
19 or lower: Medium object
20-29: Large object
30-39: Huge object
40 or higher: Gargantuan object
Knock: (Level 4)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: Instantaneous
Component Cost: 35 gp, plus 1 healing surge
Market Price: 175 GP
Key Skill: Arcana
The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it.
Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check.
If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end.
Make Whole: (Level 1)- 1 Use
Category: Exploration
Time: 10 Minutes
Duration: Permanent
Component Cost: Special
Market Price: 50
Key Skill: Arcana (no check)
A single object that can fit in a 10 foot cube is completely restored. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.
Purify Water: (Level 1)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: Instantaneous
Component Cost: 10 GP
Market Price: 50 GP
Key Skill: Arcana, Nature, or Religion
You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check. Nature check. or Religion check.
Skill Check Result Amount of Water
9 or lower: 1 square
10-19: 2 squares
20-34: 4 squares
35 or higher: 10 squares
Raise Dead: (Level 8)-1 Use
Category: Restoration
Time: 8 hours
Duration: Instantaneous
Component Cost: 500 gp
Market Price: 680 gp
Key Skill: Heal (no check)
To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. You apply mystic salves, then pray to the gods to restore the dead creature’s life. The subject returns to life as if he or she had taken an extended rest. The subject is freed of any temporary conditions suffered at death, but
permanent conditions remain.
The subject returns with a death penalty: –1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after the subject reaches three milestones.
You can’t restore life to a creature that has been petrified or to a creature that died of old age.
The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living. In all cases, death is less inclined to return paragon and epic heroes; the component cost is 5,000 gp for paragon tier characters and 50,000 gp for epic tier characters.
Remove Afflication: (Level 8)-1 Use
Category: Restoration
Time: 1 hour
Duration: Instantaneous
Component Cost: 250 gp
Market Price: 680 gp
Key Skill: Heal
Remove Affliction wipes away a single enduring effect afflicting the subject. The ritual can remove curses, effects such as charm or domination, and fear, confusion, insanity, polymorph, and petrification effects. All effects of the curse or other effect end.
This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the effect you are trying to remove (or the level of the creature that caused the effect) as a penalty to this check. The result indicates the amount of damage the character
takes. Assuming the character survives, this damage can be healed normally.
Heal Check Result Effect on Target
0 or lower: Death
1-9: Damage equal to the target’s maximum hit points
10-19 Damage equal to one-half of the target’s maximum hit points
20-29 Damage equal to one-quarter of the target’s maximum hit points
30 or higher:No damage
You can use this ritual on an unwilling subject (usually, a former ally who is under some enemy’s influence), but you will have to restrain someone unwilling to undergo the ritual. If you know that your subject is suffering from multiple enduring effects, you must choose which one this ritual will remove. Otherwise, it affects whichever one affliction you knew about. You learn the affliction level when you begin the ritual, and you can choose not to continue, without expending any components (for example, if you determine the affliction is too powerful for you to remove).
Secret Page: (Level 1)-1 Use
Category: Warding
Time: 10 Minutes
Duration: Permanent
Component Cost: 10 GP
Market Price: 50 GP
Key Skill: Arcana
You ward writings so others cannot read them. Use of this ritual protects one page (maximum 250 words). You make the page appear not to exist, causing anyone other than you to ignore it; the page’s presence is blocked from a reader’s mind. You can choose instead to obscure the page with false writings, which you produce before performing the ritual. Other readers see the false text rather than the real text.
When you perform the ritual, make an Arcana check, with a +5 bonus. The result is the DC for a Perception check to notice the concealed writing (readers use passive Perception unless they are specifically looking for concealed text).
Silence: (Level 1)-1 Use
Category: Warding
Time: 10 Minutes
Duration: 24 Hours
Component Cost: 30 GP
Market Price: 75 GP
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
Speak With Dead: (Level 6)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: 10 Minutes
Component Cost: 140 gp
Market Price: 360 gp
Key Skill: Religion
You ask the corpse of an intelligent creature questions and receive answers. The corpse knows what the creature knew in life, what has occurred near the corpse, and no more; the spirit has (usually) moved on to another plane and is not present in the body.
Your Religion check result determines the number of questions you can ask.
Religion Check Result Number of Questions
9 or lower: Zero
10-19: One
20-29: Two
30 or higher: Three
At the DM’s option, questioning the departed spirit might require a skill challenge using Diplomacy.
Water Breathing: (Level 8)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: Special
Component Cost: 135 gp
Market Price: 680 gp
Key Skill: Arcana or Nature
When you perform this ritual, you can designate up to eight participants (including yourself if you wish) who breathe water as easily as they breathe air. Furthermore,
they can speak normally underwater.
Water Breathing doesn’t change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participants carry, such as books and scrolls, from water damage.
Your check result determines the duration of the effect.
Arcana Check Result Duration
14 or lower: 1 hour
15-19: 2 hours
20-24: 4 hours
25-29: 8 hours
30 or higher: 24 hours
Water Walk: (Level 2)-1 Use
Category: Exploration
Time: 10 Minutes
Duration: 1 Hour
Component Cost: 20 GP
Market Price: 100 GP
Key Skill: Nature (no check)
You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.
