New Rituals

Bloodbond
Level: 1
Keywords: necromancy
Skill: Healing
Components: 50 gp
Range: touch
Target: 2 willing individuals
Duration: 1 encounter
You link the health of the two targets. Any damage taken by either character is divided evenly between them (odd points are taken by the character actually struck). If either target succeeds on their saving throw, the spell fails. The bond is broken if either character dies.
Circle of Secrets
Level: 5
Keywords: illusion
Skill: religion
Components: 50 gp / participant
Range: touch
Target: casters and one additional person for every 2 priests casting or aiding the spell
Duration: concentration
You may combine with other priests of your faith to make your allies undetectable. Only you need to cast the spell, but you must have a least one assistant priest of your faith in order for this spell to succeed. You may have up to one assistant per level. The priest and assistants must sit or stand in a circle while grasping hands. In addition to you and your assistants, this spell affects anyone inside the circle of joined hands formed by the priest and his assistants. Those affected by the spell appear to all senses to be part of the environment for as long as the priest and his assistants concentrate and remain still. Furthermore, all participants are affected by non-detection for the duration of the spell.
Deepest Night
Level: 17
Keywords: darkness
Skill: Religion
Components: 5000 gp
Range: two miles
Target: two mile radius, centered on the caster
Duration: 10 minutes/level
You make the night deeper, or you can even plunge a daylit area into temporary night. This spell creates a darkness that gradually thickens over one minute, darkening the areas and subduing all natural senses save those of the caster.

For the duration of the spell, all creatures in the area suffer a –10 penalty to Perception checks. The area counts as near total darkness, and provides complete concealment. These effects are felt by all creatures within the area (except for the caster) regardless of their normal sensory acuity; normal vision, darkvision, scent, blindsight, tremorsense, or any other sensory ability is affected equally.

All sources of light, including magical effects of less than 11th level, are magically dimmed, and provide illumination equivalent to dim candlelight (5 ft. radius).

If this spell is cast during the daytime, its duration is reduced to 1 minute/level.
Detect Elven Influence
Level: 1
Keywords: divination
Skill: Nature
Components: 25 gp
Range: 100ft. + 10 ft./level
Target: self
Duration: concentration up to 10 minutes/level
You can detect whether elves have influenced an area in the recent past (one month per level). “Influenced” can mean anything from passing though to leveling the area with magical energy. The amount of information revealed depends on how long you study a particular area or subject:

1st round: Presence or absence of elven influence

2nd round: Number of individual influences identified in the area and the strength of the strongest aura present.

3rd round: The strength and location of each influence. If an aura is outside your line of sight, you determine its direction, but not its exact location.
Influence Influence Strength
Elf passed though area # / 10
Elf rested or waited # / 5
Elf in battle # / 2
Elf cast spell Caster level / 2
Influence Strength Aura Strength
Lingering Dim
1 or less Faint
2-4 Moderate
5-10 Strong
11+ Overwhelming

How long the aura lingers depends on its original strength:
Original Strength Duration
Faint 1d6×10 minutes
Moderate 1d6 hours
Strong 1d6 days
Overwhelming 1d6 months

Note: Each round you can detect in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Disguise Bloodline
Level: 11
Keywords: illusion
Skill: Arcana
Components: 500 gp
Range: touch
Target: creature touched
Duration: 1 hour/level
You can cause a creature to appear to have the physical characteristics of any bloodline derivation and strength. All physical characteristics (such as bloodmarks, etc) are cloaked as if by change self. Furthermore, the target gains a +4 to defense against bloodline-oriented divin­ations.
Enhance Blood Ability
Level: 4
Keywords: transmutation
Skill: Nature
Components: 500 gp
Range: touch
Target: one blooded scion
Duration: encounter
This spell enables the target to temporarily tap the essence of their bloodline. The target must possess a blood ability that can be improved one power level (minor to major, or major to great). The caster must know the bloodline derivation and blood ability to be affected. The ability is improved one power level for the duration of the spell. When the spell expires, the affected character suffers 1d4 + 1 points of temporary ability score damage to their Bloodline due to the strain this places upon them.
False Tracks
Level: 2
Keywords: transmutation
Skill: Nature
Components: 50 gp
Range: touch
Target: 1 creature/level
Duration: 10 minutes/level
You leave the tracks of a native animal, rather than your own. This spell provides a +5 condition modifier (for “tracked party hides trail”) to DC of tracking those affected by the spell. If the caster of the spell attempts to track the targeted creatures, however, the modifier is reversed (-5 DC to the track check) – making it easier for the caster to track the affected individuals.
Fireform
Level: 7
Keywords: transmutation, fire
Skill: Arcana
Components: 250 gp
Range: personal
Target: self
Duration: 1 hour/level
This spell enables you to conceal your body and possessions into a non-magical fire of campfire-size or larger. While in fireform, you can see and hear normally, are immune to normal fire damage, and Resist 20 to all damage. You can see and hear normally, but cannot talk, move, attack, or cast spells. As with Gaseous Form, you lose all supernatural abilities while in fireform. If the fire source is extinguished, you take 5d6 damage and are immediately expelled.
First Strike
Level: 3
Keywords: transmutation
Skill: Arcana
Components: 200 gp
Range: 5 squares + 1 square/2 levels
Target: 1 ally/level
Duration: encounter
The affected creatures move and act more quickly than normal. Those affected gain a +4 enhancement bonus to their initiative. Any creature moving out of range from the caster after the spell is cast loses the effect.
Fury of Winter
Level: 17
Keywords: cold
Skill: Religion (priests of Kreshia only)
Components: 2500 gp
Range: 2 miles or 20 squares (see text)
Target: see text
Duration: 4d12 days or sustain minor (3 rounds max)
Fury of winter is a multipurpose spell. You can cast either of the following versions:

Blizzard: You change the weather in the local area. This works exactly as a control weather spell, except that the duration is measured in 4d12 days (not hours), the casting time is only one-full round, and you can only create a blizzard effect.

Breath of Winter: You create a blast 6 effect, with a range of 20 and a duration of up to 3 rounds (sustain minor). In the first round of the spell, it will inflict 5d8+5 points of cold damage to any creature caught in the blast (Wis. vs. Reflex, miss = half damage). In the second round of this spell, the wind intensifies to tornado-level winds, do the following:

Pushing large or smaller creatures 10 squares, immobilizing them, and knocking them prone.
Pushing huge creatures 5 squares, slowing them, and knocking them prone.
Pushing gargantuan and colossal creatures 2 squares and slowing them.

In all cases, creatures are moved away from the spellcaster. This effect persists through the third round of the spell. In the third round after casting this spell, the caster makes an attack (Wis vs. Fort.) with the hit creatures being paralyzed (save to end).
Identify
Level: 1
Keywords: divination
Skill: Arcana
Components: 100 gp pearl
Range: touch
Target: 1 magic item
Duration: instant
Casting this spell reveals the nature of the target magical item to the caster. This likely includes the powers the item has, any actions necessary to activat, and the item, and any bonus the item may grant.
Khinasi Trader’s Tongue
Level: 1
Keywords: illusion
Skill: Arcana
Components: 150 gp
Range: 10 feet
Target: self
Duration: 5 minutes/level
You have an unfair advantage when haggling. Whenever you quote a price during a financial negotiation, the other party hears, instead, the exact amount of money (or goods) that they are willing to accept or pay for a particular item.
Know Bloodline
Level: 1
Keywords: divination
Skill: Arcana
Components: 50 gp
Range: 5 squares + 1 square/2 levels
Target: one creature
Duration: instantaneous
You learn the bloodline strength (minor, major, or great) and derivation of the target (Int vs. Will). Because stronger bloodlines are easier to identify the target’s Bloodline bonus acts as a penalty to their Will defense (visa-versa, if the target has a bloodline penalty, it acts as a bonus to their Will defense).
Know Origin
Level: 1
Keywords: divination
Skill: Arcana
Components: 50 gp
Range: touch
Target: one creature or object
Duration: instantaneous
You can determine the area of Cerilia from which the target originated (or whether the target derives from outside Cerilia). The spell provides a general idea (within 25 miles, about the size of a province) of where the object was created or person was born. The spell may instead be cast to determine the place in which the target has spent the most time. Subsequent castings will reveal places where the target has spent increasingly less time. When cast on an unwilling target, this becomes an Int vs. Will attack.
Mask Bloodline
Level: 3
Keywords: illusion
Skill: Arcana
Components: 150 gp
Range: touch
Target: creature or object touched
Duration: 20 minutes/level
You can hide the derivation and strength of a bloodline from others. All physical characteristics (such as bloodmarks, etc) are cloaked as if by change self. Furthermore, the target gains a +4 defense against bloodline-oriented divin­ations.
Mass Magic Implements
Level: 5
Keywords: transmutation
Skill: Arcana
Components: 400 gp
Range: touch
Target: 1 weapon/level
Duration: encounter
This spell gives a number of implements a +1 enhancement bonus to attack and damage rolls. The duration of this spell does not begin at the time of casting. Instead, the duration begins once the first time the weapon is used in combat. This spell lays dormant for up 24 hours, after which time it dissipates.
Shadow Portal
Level: 7
Keywords: divination
Skill: Arcana
Components: 300 gp
Range: 5 squares + 1 square/2 levels
Target: self
Duration: encounter
You can sense the presence of temporary or permanent portals to the shadow world. You gain the Shadow Guide and Shadow Walker feats for the duration of the spell. Also, you are automatically aware of any permanent portals in range.
Sidhelien Bow
Level: 1
Keywords: transmutation
Skill: Arcana
Components: 20 gp
Range: touch
Target: bow touched
Duration: 24 hours
This spell gives a +1 enhancement bonus to attack rolls to a longbow or shortbow. The spell is discharged once the spell has affected 1 shot per caster level. If the caster is an elf, the weapon also provides a +1 enhancement bonus to damage.
Starry Sky
Level: 1
Keywords: divination
Skill: Arcana
Components: 15 gp
Range: close
Target: none
Duration: 1 hour/level
You cause a display of the correct positions of the stars in the sky to be projected on the ceiling (or air) above you. This knowledge provides a +5 bonus to all checks made to find direction or plot a course of travel to all within the area of effect.
Suppress Blood Ability
Level: 5
Keywords: transmutation
Skill: Nature
Components: 300 gp
Range: 5 squares + 1 square/2 levels
Target: one scion
Duration: 10 minutes/level
This spell temporarily removes an individual’s ability to access one of their blood abilities (Wis vs. Will). The caster of the spell must know the derivation of the target and the ability to be suppressed. This difficulty of this spell is, in part, determined by the relative strength of the caster and victim’s bloodline scores. Thus, the caster’s bloodline modifier is added to Will. defense for the purposes of this spell.
Suppress Bloodline
Level: 11
Keywords: transmutation
Skill: Nature
Components: 600 gp
Range: 5 squares + 1 square/2 levels
Target: one scion
Duration:
This spell temporarily removes an individual’s ability to access all of their blood abilities (Wis vs. Will)(except for the permanent physical changes caused by a bloodform). The caster of the spell must know the derivation of the target. The difficulty of this spell is, in part, determined by the relative strength of the caster and victim’s bloodline scores. Thus, the caster’s bloodline modifier is added to Will. defense for the purposes of this spell.

New Rituals

Birthright - 4th Edition Alexander Cecil