Spell List: Ancient

Ancient Spells

# Rituals

On the ancient’s list of spells are spells of the ritual subschool (typically listed “conjuration [ritual]”). Rituals may only be applied to willing creatures who partakes in ritualistic verbal and somatic actions at the behest of the caster. Rituals do not suffer arcane spell failure chances due to armor unless the caster is the one wearing the armor (i.e if the creature receiving the ritual has an armor with an arcane spell failure chance, it does not apply). A given creature may only ever benefit from a single ritual at a time. The caster may never be the subject of a ritual. If a new ritual is cast upon a creature, they gain the benefit of the new ritual in place of the old one.

## Ritual of Resistance

School conjuration [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

The creature gain an insight bonus on all saves. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +2).

## Ritual of Protection

School conjuration [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

The creature gain a deflection bonus to its AC. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).

## Ritual of Empowerment

School conjuration [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

The creature gain an insight bonus on damage rolls. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).

## Ritual of Resistance

School conjuration [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

The creature gain energy resistance 5 + 2 per caster level. At the time of casting this spell, define the kind of energy resistance this is (fire, cold, electricity, acid).

## Ritual of Flourishing Life

School conjuration [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

The creature gain an insight bonus on stabilization checks, saves against negative levels, saves against ability score damage, and against death effects. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).

## Ritual of Skill

School conjuration [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

The creature gain an insight bonus on a single skill of the caster’s choice. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).

## Ritual of Retribution

School conjuration [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

Any creature who strikes the subject of this ritual takes force damage for each successful attack. The attacker must be within 10 feet of the subject of the ritual to be dealt damage. The damage of this spell is equal to 1/4th the caster level of the spell (minimum +1).

## Ritual of Sight

School divination [ritual]; Level ancient X

### Casting

Casting Time 1 minute

Components S, V

### Effect

Range touch

Target: Creature touched

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes

### Description

The creature gain the benefit of detect magic or deathwatch (decided by the caster at the time of casting)  and receives a bonus on Perception checks for the spell’s duration. The bonus provided by this spell is equal to 1/4th the caster level of the spell (minimum +1).

-Non-Rituals-

### Casting

Casting Time 10 minutes

Components S

### Effect

Range see text

Target Single creature

Duration 1 week

Saving Throw Will negates; Spell Resistance yes

### Description

A creature that fails its Will save ages 1 age category.This spell may target any one living creature who resides on this plane. When determining your target, you must make a Spellcraft check DC 20. However, being more familiar with the target gives you bonuses on the check.

### Casting

Casting Time 10 minutes

Components V, S

### Effect

Range 1 mile

Target 1 mile radius, centered on you; see text

Duration 1 hour per caster level

Saving Throw none; Spell Resistance no

### Description

You create a localized weather phenomenon. Roll 1d6 on the following table:

### Casting

Casting Time 1 full round action

Components V, S

### Effect

Range close (25 ft. + 5 ft./2 levels)

Effect: ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

### Description

After extensively charging, you unleash a torrent of raw greyish magical energy from the beginning of time. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of force damage + an additional 1d6 points of damage per 2 casters levels of the ancient.

## Fountain of Youth

School conjuration (healing); Level ancient X

### Casting

Casting Time 1 hour

Components V, S

### Effect

Range close (25 ft. + 5 ft./2 levels)

Target: One creature/level, no two of which can be more than 30 ft. apart; see text

Duration instantaneous

Saving Throw Will half (harmless); Spell Resistance yes (harmless)

### Description

All creatures who you wish to target with this spell must remain at rest (asleep, not doing strenuous work, feasting, or otherwise recovering) for the entire duration of this spell’s casting time. When complete, all targets are healed for 5 hit points per caster level. A given creature cannot benefit from this spell more than once in a 24 hour period.

### Casting

Casting Time 30 minutes

Components V, S

### Effect

Range close (25 ft. + 5 ft./2 levels)

Area: 20-ft.-radius emanation centered on a campfire.

Duration 8 hours

Saving Throw none; Spell Resistance no

### Description

You magically enchant a mundane campfire with your raw magical energy and in return everything its light touches is protected from harm. The area of bright light the campfire provides roars, setting itself to a 20 foot radius. A subtle, but visible, magical barrier can be detected with a Perception check (DC 20). Creatures inside this barrier are protected from the elements as if they were in a building, though the barrier is not otherwise solid. Rain does not pass in, nor does snow, wind, or other such weather effects. The temperature within this sphere is set to a reasonable temperature (between 50 and 90 degrees F). The caster is alerted by a mental alarm whenever a creature enters into the area of this spell- just the new presence of a creature, the caster does not receive any information about the creature nor are they alerted when they leave. Creatures who rest for 8 hours within a sphere of safety recover 2 extra point of hp and any Heal checks for long term care made with the confines of this sphere are made at a +2 bonus.

## Magical Rupture

School evocation [force]; Level ancient X

### Casting

Casting Time 1 full round action

Components V, S

### Effect

Range 60 ft.

Effect: Cone-shaped burst

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

### Description

Your eyes glow, erupting with a stream of pure and raw magical energy like a ruptured dam. Creatures in the affected area take 1d6 points of force damage per caster level. A successful Reflex save results in half damage.

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