Chart and Map Collection Improved to 'Excellent Quality for the coast of the Jade and Summer Seas' where applicable.
Common Lore:
Knowledge Geography +2
Knowledge Arcana +1
Knowlege Mathematics +4
Rituals:
Labyrinthine Wilds
School illusion (
glamer);
Level 5
CASTING
Casting Time 50 minutes
Components V, S, M (the bones of local wildlife carved into divining runes and daubed in specially treated wildlife blood worth 2,000 gp), F (a
compass using a highly sensitive magnetic needle worth 10,000 gp), SC (at least 4 and up to 10)
Skill Checks Knowledge (geography) DC 30, 2 successes;
Survival DC 30, 3 successes
Range close (25 ft. + 5 ft./character level of the primary caster)
Area a 2-square-mile region/character level of the primary caster
Duration permanent (D)
Saving Throw Will disbelief (if interacted with);
Spell Resistance no
Backlash The primary caster gains 1 temporary
negative level.
Failure All casters gain 2 temporary
negative levels and are permanently
blinded (the blindness is a curse effect, and it can be removed with
remove curse and similar effects).
EFFECT
The primary caster must prepare for this ritual by walking a path along the outer edge of the desired area—an act that likely takes longer than the ritual
casting time. As the primary caster walks this path, she must periodically mark the area with tiny runes. Once the primary caster returns to her starting point, and assuming the area she outlined is less than 2 square miles per character level she has, the actual casting of the ritual can begin. At this point, all casters cross the threshold to enter the region and then begin following a series of erratic paths, each using the material component divining runes as they wander aimlessly. Completing this ritual creates a powerful obfuscating effect, affecting creatures entering the area surrounded by the primary caster's initial walk.
The area within the border becomes an illusory replica of the local terrain that is difficult to navigate. In order to successfully travel to a desired location within the labyrinthine wilds, a creature must succeed at a DC 20
Intelligence check or a DC 30
Survival check. Success at this check allows a creature to reach its destination as normal. Failure at this check indicates the creature (and any allies it guides) spends 2d6 hours traveling along the path, only to return the starting point with no memory of its wanderings and
fatigued from the journey.
Voice of the Damned
School necromancy;
Level 4
Casting Time 30 minutes
Components V, S, M (a blade worth 150 gp and a parchment), SC (up to the
Intelligence modifier of the primary caster)
Skill Checks Diplomacy DC 31, 2 successes;
Intimidate DC 31, 2 successes
Range close (25 ft. + 5 ft./2 levels)
Target one neutralized
haunt
Duration 1 minute/level
Saving Throw Will negates;
Spell Resistance no
Backlash All casters take 1d6 points of
Constitution damage.
Failure All casters take 1d6 points of
Constitution drain.
EFFECT
The caster rouses the lingering consciousness of a neutralized
haunt. Upon the ritual's completion, a spirit resembling the entity that empowered the
haunt manifests before the caster and scrawls a message of 25 words or less onto the provided parchment, using the caster's blood. This message provides a cryptic clue regarding how to permanently destroy the haunt, acting much like the information granted by a
divination spell, except that there is no chance that the information will be incorrect because the
haunt hopes to end its suffering.