Library of Advanced Rituals

Advanced Rituals allow spellcasters to weave multiple spells into a single spell with a more advanced outcome. They take more time, may consume more specific components, and may involve multiple spellcasters. Advanced Rituals expand the capability of ritual casting. Ritual casting takes time and occurs only outside combat and within the story and exploration of roleplaying. Advanced Rituals may be used as a plot device, a new player reward, and a flavorful creativity outlet for players.

Please consult the rules on Advanced Rituals for details on how these rituals may be used.

Advanced Rituals are rarely written as "spells" in the tidy way a modern arcanist expects. They tend to be preserved as workings, ceremonies, contracts, songs, diagrams, and procedures because the magic lives as much in sequence and circumstance as it does in words.

A character might discover an Advanced Ritual as a chapter in a massive grimoire, bound in lacquered hide and chained to a lectern, where the ink changes color under moonlight and the margins are crowded with generations of corrections ("Do not speak the Third Name before the salt is laid"). Others are found as folio packets in a cracked reliquary: thin sheets of hammered metal or vellum stitched with silver thread, each page a single step of the rite, meant to be laid out on the ground like a map.

In temples, they may be preserved as liturgical appendices, call-and-response passages hidden inside hymnals, requiring the right choir to even complete the sentence.

Just as often, Advanced Rituals survive outside books entirely. Some are architectural: carved into the walls and ceiling of a vast cavern where the stone itself forms the diagram, so the caster must stand at specific points and speak upward into glyphs older than language.

You might find a rite etched as a spiral of runes down a forgotten stairwell, each landing another instruction, with the "final word" only visible from the bottom looking back up—meaning you literally cannot read the whole thing without committing to the descent. In ruins, a ritual might be encoded as a mosaic floor or stained-glass constellation, where the sequence is learned by walking the pattern at the correct pace while holding the proper components.

And in the darkest places, the working is preserved as a living record: a bound spirit that recites the rite only to those who bargain correctly, or a chorus of preserved skulls whose harmonies supply the missing parts a lone caster can’t pronounce.

Acquiring an Advanced Ritual is less like learning a spell and more like recovering a method, an orchestration with choreography. A character might need to copy it by hand under dangerous conditions, decipher a missing stanza, or perform a lesser version to prove they understand the cadence before the full working reveals itself.

Some are traded as contraband, sold in candlelit backrooms as performance scripts, disguised as playbooks or shipping ledgers—while others are granted as honors by orders that guard them jealously.

Even after discovery, mastery usually requires practice: the first attempt is rehearsal, the second is competence, and only then does the ritual become something the lead caster can reliably conduct -- especially when choral casting, rare components, or an attuned location turns the rite from a procedure into a moment that the world remembers.

Below are roughly 140 unique recommended advanced rituals which may be discovered in your campaigns.

Minor & Common Rituals

Uncommon Rituals

Major Rituals

High & Rare Rituals

Complex & Dangerous Rituals

Legendary Rituals

Minor & Common

One spell cast with extreme care.

Description

Discuss single spell Advanced Rituals

Suggest ideal spells to use.

Ideas

1st-level Ritual spells

2nd-level Ritual spells

3rd-level Ritual spells

4th-level Ritual spells

5th-level Ritual spells

6th-level Ritual spells

7th–9th-level Ritual spells

None.

Uncommon

Formed from the joining of two spells.

Shroud of Stillness

You conjure a thick fog bank and stitch a swallowing hush into its drifting edge. Within the shroud, sound dies in the mist—perfect for infiltration, covert meetings, or a quiet approach that must leave no audible trace.

Fog Cloud supplies a fog bank that heavily obscures the space. Silence is woven into that result, adding a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated.

Primary Fog Cloud (1st-level)
Secondary Silence (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Ghost Step

You vanish from sight and soften your passage into something the world struggles to remember. Footprints fade, disturbed dust settles, and the path behind you looks untouched—ideal for scouting, heists, and controlled retreats.

Resolve the working as invisibility for a creature or object until the ritual ends or the subject attacks or casts. The Pass without Trace element folds in a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Invisibility (2nd-level)
Secondary Pass without Trace (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Black Veil

You draw a pocket of living dark and braid concealment through it, so even close eyes struggle to confirm what's there. It's a classic ambush working: a hidden operative inside a lightless veil, repositioning without betraying their outline.

The rite produces a mass of magical darkness that blocks normal darkvision and light. As part of the same rite, Invisibility contributes invisibility for a creature or object until the ritual ends or the subject attacks or casts.

Primary Darkness (2nd-level)
Secondary Invisibility (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Forensic Lens

You sweep a scene for lingering auras and then focus your attention into a single, conclusive reading. This ritual is favored by investigators and dungeon-delvers who need answers now—what was cast here, what item matters, and what magic is still “warm.”

At the table, the result begins as detection of nearby magical auras and their schools. Identify changes the outcome by adding identification of a magic item, ritual, or magical effect.

Primary Detect Magic (1st-level)
Secondary Identify (1st-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 100 gp

Diplomat's Tongue

You don't just decode language—you create true exchange. Words arrive with intent intact, idioms don't collapse into nonsense, and tone carries cleanly across cultures, making this rite invaluable for delicate parley and first contact.

The completed effect creates literal understanding of spoken and written language. Tongues also carries speech and comprehension across spoken languages into the result.

Primary Comprehend Languages (1st-level)
Secondary Tongues (3rd-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 0 gp

Sealed Perimeter

You secure an entry with stubborn arcana and set an invisible tripwire of warning around it. The result is simple and effective: a barrier that resists casual intrusion and a notice the moment someone tests it.

Alarm establishes an invisible alarm ward on a door, window, or small protected space that alerts the caster when a creature enters. Arcane Lock is resolved as an attached rider, creating a magical lock that secures a door, window, gate, chest, or other entry.

Primary Alarm (1st-level)
Secondary Arcane Lock (2nd-level)
Ritual casting time 1 hour
Base Duration 8 hours
Base spell component costs 25 gp

Speaking Seal

You bind a lock to a will and give it a voice—one that can challenge, warn, or deceive. This rite turns a doorway into a sentry: it can demand a passphrase, announce intruders, or bait the careless into revealing themselves.

Run the ritual as a magical lock that secures a door, window, gate, chest, or other entry. Folded into the rite, Magic Mouth supplies a programmed mouth that speaks a message when its trigger occurs.

Primary Arcane Lock (2nd-level)
Secondary Magic Mouth (2nd-level)
Ritual casting time 1 hour
Base Duration Until dispelled
Base spell component costs 35 gp

Silent Knock

You command a lock to yield while smothering the spell's telltale boom. It's the quintessential “heist-only” working—too slow for a frantic chase, but priceless when the plan demands a quiet breach.

The main effect is opening a locked, barred, stuck, or magically held object with a loud report. The Silence layer brings in a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated.

Primary Knock (2nd-level)
Secondary Silence (2nd-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 0 gp

Rune of Capture

You inscribe a waiting ward that doesn't kill—it takes. When triggered, the glyph snaps like a chain, locking a trespasser in place long enough for guards to arrive or for an ambush to close cleanly.

Glyph of Warding supplies a magical glyph that stores a harmful rune or releases a stored magical effect when triggered. Hold Person is woven into that result, adding paralysis of a humanoid that fails to resist the magic.

Primary Glyph of Warding (3rd-level)
Secondary Hold Person (2nd-level)
Ritual casting time 1 hour
Base Duration Until dispelled or triggered
Base spell component costs 200 gp

Rune of Cinders

You bottle destruction into a patient mark and leave it sleeping on stone, wood, or steel. When the ward awakens, it delivers a prepared blast—ideal for siege work, traps, and deterrents that don't require your presence.

Resolve the working as a magical glyph that stores a harmful rune or releases a stored magical effect when triggered. The Fireball element folds in an explosive burst of fire.

Primary Glyph of Warding (3rd-level)
Secondary Fireball (3rd-level)
Ritual casting time 1 hour
Base Duration Until dispelled or triggered
Base spell component costs 200 gp

Hutwatch

You raise a comfortable refuge and teach it caution. The hut becomes more than shelter: it's a camp that knows when someone approaches, buying you the precious moments that separate rest from ruin.

The rite produces an immobile protective dome that shelters creatures and blocks outside conditions. As part of the same rite, Alarm contributes an invisible alarm ward on a door, window, or small protected space that alerts the caster when a creature enters.

Primary Leomund's Tiny Hut (3rd-level)
Secondary Alarm (1st-level)
Ritual casting time 1 hour
Base Duration 8 hours
Base spell component costs 0 gp

Provisioned Shelter

You combine protection with logistics, turning a safe camp into a supplied camp. This rite is beloved on long expeditions: it reduces the need for hunting, preserves momentum, and keeps the party fed without drawing attention.

At the table, the result begins as an immobile protective dome that shelters creatures and blocks outside conditions. Create Food and Water changes the outcome by adding enough bland food and clean water to sustain a group.

Primary Leomund's Tiny Hut (3rd-level)
Secondary Create Food and Water (3rd-level)
Ritual casting time 1 hour
Base Duration 8 hours
Base spell component costs 0 gp

Amphibian Blessing

You grant your companions command of the water's two worlds—below and above. Whether you must cross a lake under moonlight or walk a flooded corridor as if it were stone, this ritual turns a watery obstacle into a route.

The completed effect creates water breathing for multiple willing creatures. Water Walk also carries movement across liquid surfaces as if solid ground into the result.

Primary Water Breathing (3rd-level)
Secondary Water Walk (3rd-level)
Ritual casting time 1 hour
Base Duration 24 hours
Base spell component costs 0 gp

Safe Flight

You weave swift ascent with a promise of mercy if the magic fails. The working is intentionally cautious: it enables aerial movement while ensuring a sudden fall doesn't become an epitaph.

Fly establishes a flying speed granted to a willing creature. Feather Fall is resolved as an attached rider, creating slowed falling for multiple creatures.

Primary Fly (3rd-level)
Secondary Feather Fall (1st-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Silent Climber

You turn walls and ceilings into stealthy roads. With this rite, the party can take the “impossible” route above a guard line, moving with spiderlike certainty while leaving almost nothing behind to be found later.

Run the ritual as movement on walls and ceilings while leaving the hands free. Folded into the rite, Pass without Trace supplies a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Spider Climb (2nd-level)
Secondary Pass without Trace (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Truthsight Interrogation

You don't rely on a single “no lies” circle—you pressure truth from two angles at once. Words are constrained, intent is read, and evasions become obvious, making this rite best suited to controlled social scenes rather than combat urgency.

The main effect is a magical zone where creatures that fail to resist the magic cannot speak deliberate lies. The Detect Thoughts layer brings in reading surface thoughts and probing deeper when the magic is resisted.

Primary Zone of Truth (2nd-level)
Secondary Detect Thoughts (2nd-level)
Ritual casting time 1 hour
Base Duration 10 minutes
Base spell component costs 0 gp

Gentle Command

You calm the room before you redirect it. This ritual is persuasion with safety rails—useful when you need compliance without panic, and when emotional volatility would make an ordinary suggestion brittle or dangerous.

Suggestion supplies a magically persuasive reasonable course of action. Calm Emotions is woven into that result, adding suppression of strong emotions, charm, or fear in humanoids within the affected space.

Primary Suggestion (2nd-level)
Secondary Calm Emotions (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 8 hours
Base spell component costs 0 gp

Perfect Disguise

You lay illusion atop actual alteration, so the mask holds up to proximity and scrutiny. Where a simple glamour might fail under touch or odd angles, this rite anchors deception in real changed features.

Resolve the working as an illusory disguise changing appearance, clothing, and carried gear. The Alter Self element folds in a physical alteration such as an aquatic adaptation, altered appearance, or natural weapons.

Primary Disguise Self (1st-level)
Secondary Alter Self (2nd-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 0 gp

False Signature

You don a disguise and teach it to “read” correctly—or incorrectly—under magical inspection. The result is a counterfeit presence: a face for eyes, and a separate lie for divinations and aura-reading.

The rite produces false or hidden magical aura and creature-type readings. As part of the same rite, Disguise Self contributes an illusory disguise changing appearance, clothing, and carried gear.

Primary Nystul's Magic Aura (2nd-level)
Secondary Disguise Self (1st-level)
Ritual casting time 1 hour
Base Duration 24 hours
Base spell component costs 0 gp

Hidden & Revealed

You sharpen your sight for both concealed creatures and concealed workings. Invisible interlopers stand out, auras betray traps, and the usual “either/or” choice between seeing beings or seeing magic becomes unnecessary.

At the table, the result begins as sight of invisible creatures and objects and into the Ethereal Plane. Detect Magic changes the outcome by adding detection of nearby magical auras and their schools.

Primary See Invisibility (2nd-level)
Secondary Detect Magic (1st-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 0 gp

Homing Eye

You locate a specific object and immediately “put eyes near it” to confirm the find. This is the working of recovery teams: identify where the prize is, then verify the surrounding situation before anyone risks a retrieval.

The completed effect creates direction to a known or described object that the magic can find. Clairvoyance also carries an invisible sensor at a chosen location for seeing or hearing from afar into the result.

Primary Locate Object (2nd-level)
Secondary Clairvoyance (3rd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 100 gp

Preserved Testimony

You keep remains intact and then coax coherent answers from them. This ritual is a cornerstone of grim investigations: it buys you time, prevents further decay, and ensures the dead can still speak when you're ready to listen.

Speak with Dead establishes answers from a corpse that still has a mouth and has not already been questioned recently. Gentle Repose is resolved as an attached rider, creating preservation of remains and extension of the time limit for resurrection magic.

Primary Speak with Dead (3rd-level)
Secondary Gentle Repose (2nd-level)
Ritual casting time 1 hour
Base Duration 10 minutes
Base spell component costs 0 gp

Consecrated Barrier

You draw a circle of warding and sanctify its intent, making it harder for hostile outsiders and influences to press through. It is a practical rite for safe rooms, summoning sites, and nights when the air feels watched.

Run the ritual as a ring of protective sigils that hedges out or traps specified creature types. Folded into the rite, Protection from Evil and Good supplies protection against certain supernatural creature types and their charm, frighten, or possession effects.

Primary Magic Circle (3rd-level)
Secondary Protection from Evil and Good (1st-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 100 gp

Thorough Unweaving

You don't simply break a curse—you strip away the spellwork supporting it. This ritual is used when you suspect layered malice: hex plus hidden scaffolding, curse plus contingency, or an affliction anchored by a separate enchantment.

The main effect is ending curses on a creature or breaking attunement to a cursed item. The Dispel Magic layer brings in ending magical effects after an ability check when needed.

Primary Remove Curse (3rd-level)
Secondary Dispel Magic (3rd-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 0 gp

Purging Draft

You cleanse the body and then reinforce it against a second wave. This rite is favored in venomous regions and plague-warrens—places where “cured” can quickly become “reinfected” without ongoing protection.

Lesser Restoration supplies ending one disease or one listed debilitating condition. Protection from Poison is woven into that result, adding neutralization of poison plus advantage on poison defenses and resistance to poison damage.

Primary Lesser Restoration (2nd-level)
Secondary Protection from Poison (2nd-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 0 gp

Bonded Bulwark

You join two lives with protective sympathy and then add a reserve of grit to the bond. This ritual is best cast before danger: it turns a fragile ally into someone who can survive the first brutal exchange.

Resolve the working as a protective bond granting defense and resistance while the caster shares damage. The Aid element folds in increased hit point maximum and current hit points for multiple creatures.

Primary Warding Bond (2nd-level)
Secondary Aid (2nd-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 100 gp

Layered Ward

You create a dependable baseline defense and then reinforce it with a visible blessing. This is a “start-of-the-day” working—simple, efficient protection meant to carry you through the first surprise.

The rite produces a protective magical force that sets an unarmored creature’s base AC. As part of the same rite, Shield of Faith contributes a shimmering bonus to a creature’s AC.

Primary Mage Armor (1st-level)
Secondary Shield of Faith (1st-level)
Ritual casting time 1 hour
Base Duration 8 hours
Base spell component costs 0 gp

Living Fortification

You harden flesh and toughen the body's surface into something closer to living armor. The ritual is slow but decisive—built for frontline work where endurance matters more than speed.

At the table, the result begins as resistance to nonmagical bludgeoning, piercing, and slashing damage. Barkskin changes the outcome by adding a protective hardening of a creature’s skin or surface.

Primary Stoneskin (4th-level)
Secondary Barkskin (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 hour
Base spell component costs 100 gp

Nightseer

You grant sight in darkness and teach the eyes to reject invisibility's lie. This rite is a delver's blessing: shadows lose their advantage, and unseen predators become merely predators.

The completed effect creates darkvision granted to a creature. See Invisibility also carries sight of invisible creatures and objects and into the Ethereal Plane into the result.

Primary Darkvision (2nd-level)
Secondary See Invisibility (2nd-level)
Ritual casting time 1 hour
Base Duration 8 hours
Base spell component costs 0 gp

Cleansing Radiance

You flood a space with honest light and then peel away hostile spellwork that clings to it. This rite is performed before a breach or after a haunting—when you need an area cleared, not merely illuminated.

Daylight establishes bright magical light that spreads broadly and can counter magical darkness. Dispel Magic is resolved as an attached rider, creating ending magical effects after an ability check when needed.

Primary Daylight (3rd-level)
Secondary Dispel Magic (3rd-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 0 gp

Beast Courier

You negotiate meaning with a creature and then give that creature a clear task and destination. In civilized lands it's quaint; in hostile wilderness it's a lifeline—messages delivered without roads, riders, or obvious tracks.

Run the ritual as communication with beasts. Folded into the rite, Animal Messenger supplies a tiny beast compelled to carry a short message to a specified recipient or place.

Primary Speak with Animals (1st-level)
Secondary Animal Messenger (2nd-level)
Ritual casting time 1 hour
Base Duration 10 minutes
Base spell component costs 0 gp

Hazard Sense

You search for traps with both mundane caution and arcane awareness. This rite doesn't just “ping danger”—it helps you interpret it, separating old mechanisms from fresh wards and telling you where caution must be absolute.

The main effect is awareness of traps within line of sight and the general nature of their danger. The Detect Magic layer brings in detection of nearby magical auras and their schools.

Primary Find Traps (2nd-level)
Secondary Detect Magic (1st-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 0 gp

Hidden Bolt-Hole

You open a small extradimensional refuge and then scrub the approach of signs that it was ever used. It's an escape artist's rite: vanish into safety, and leave the pursuers with nothing reliable to follow.

Rope Trick supplies a small extradimensional refuge reached by a rope. Pass without Trace is woven into that result, adding a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Rope Trick (2nd-level)
Secondary Pass without Trace (2nd-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 0 gp

Veiled Cache

You set valuables beyond easy reach and then wrap the hiding place in divination-resistant silence. This rite is a downtime classic: stash something that must survive betrayal, scrying, and “friendly” curiosity.

Resolve the working as a costly chest hidden on the Ethereal Plane and recallable with a replica. The Nondetection element folds in protection of a creature, object, or place from divination magic and magical sensors.

Primary Leomund's Secret Chest (4th-level)
Secondary Nondetection (3rd-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 5,075 gp

Diagnose & Cleanse

You identify contamination precisely and then remove it with practiced certainty. This working is common among expedition leaders: it prevents a single tainted barrel, bite, or spore cloud from turning the whole journey into a slow collapse.

The rite produces detection and identification of poison, poisonous creatures, and disease. As part of the same rite, Purify Food and Drink contributes nonmagical food and drink purified of poison and disease.

Primary Detect Poison and Disease (1st-level)
Secondary Purify Food and Drink (1st-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Speaking Flame

You create an enduring light and bind a prepared message into its glow. The flame becomes a sentinel: it can warn, signal allies, mislead intruders, or serve as a living “sign” that can't be quietly removed.

At the table, the result begins as a heatless magical flame that sheds light like a torch. Magic Mouth changes the outcome by adding a programmed mouth that speaks a message when its trigger occurs.

Primary Continual Flame (2nd-level)
Secondary Magic Mouth (2nd-level)
Ritual casting time 1 hour
Base Duration Until dispelled
Base spell component costs 60 gp

Slick Web

You lay sticky strands and then make the ground beneath them treacherous. Victims slip, stick, and struggle—an excellent capture or corridor-denial trap when you have time to prepare the field.

The completed effect creates sticky webs that restrain creatures and can burn. Grease also carries slick ground that can knock creatures prone into the result.

Primary Web (2nd-level)
Secondary Grease (1st-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Driven Storm

You call a sleet-lashed squall and give it direction like a battering ram of winter air. Visibility collapses, footing fails, and the storm presses foes where you want them—best used as ambush or siege preparation.

Sleet Storm establishes a storm of freezing rain that heavily obscures, creates difficult terrain, and disrupts concentration. Gust of Wind is resolved as an attached rider, creating a strong line of wind that pushes creatures and disperses gases.

Primary Sleet Storm (3rd-level)
Secondary Gust of Wind (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Thicket Snare

You accelerate wild growth and then teach it to grab what moves within it. The result is a living trap: brush that becomes a net, vines that become hands, and a path that turns into a mistake.

Run the ritual as either instant overgrowth that impedes movement or long-term enrichment of plants. Folded into the rite, Entangle supplies grasping plants that restrain creatures within the affected space.

Primary Plant Growth (3rd-level)
Secondary Entangle (1st-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 0 gp

Quiet Killfield

You seed the ground with hidden pain and then smother the screams it causes. This rite is a brutal ambush tool: movement becomes punishment, and panic can't rally allies with sound.

The main effect is camouflaged spikes that make terrain difficult and damage creatures moving through it. The Silence layer brings in a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated.

Primary Spike Growth (2nd-level)
Secondary Silence (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Summoned Flood

You add water to the world and then take command of its shape and behavior. Whether you need a sudden moat, a breached canal, or a controlled surge through a fortress level, this ritual is engineering by incantation.

Control Water supplies control over a large body of water, including flooding, parting, redirecting, or whirlpooling. Create or Destroy Water is woven into that result, adding creation or destruction of a modest quantity of water, including rain-like effects.

Primary Control Water (4th-level)
Secondary Create or Destroy Water (1st-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Earthworks

You raise stone walls and then immediately shape the ground around them into trenches, berms, and defensible angles. The rite is slow compared to battle magic—but fast compared to any army with shovels.

Resolve the working as stone panels that can form barriers and may become permanent if maintained. The Mold Earth element folds in minor shaping, marking, excavation, or coloring of loose earth or stone.

Primary Wall of Stone (5th-level)
Secondary Mold Earth (cantrip)
Ritual casting time 1 hour
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Far Orders

You link minds for coordination and then punch a single clear instruction across distance. This is mission-control magic: establish team cohesion, then deliver a decisive message even when the group is scattered across miles.

The rite produces a short message delivered to a familiar creature at any distance, with a brief reply. As part of the same rite, Rary's Telepathic Bond contributes telepathic communication among willing creatures.

Primary Sending (3rd-level)
Secondary Rary's Telepathic Bond (5th-level)
Ritual casting time 1 hour
Base Duration 1 round
Base spell component costs 0 gp

Hidden Stasis

You mimic death convincingly and then cloak the subject from easy magical discovery. It's an escape rite and a smuggler's safeguard: the body “rests,” and divinations struggle to find what they are not meant to notice.

At the table, the result begins as a willing creature placed in a deathlike, disease-suspended state. Nondetection changes the outcome by adding protection of a creature, object, or place from divination magic and magical sensors.

Primary Feign Death (3rd-level)
Secondary Nondetection (3rd-level)
Ritual casting time 1 hour
Base Duration 1 hour
Base spell component costs 25 gp

Unseen Talent

You heighten capability and then hide the capable one from hostile attention. This ritual creates the classic “invisible specialist”—the lockpicker, scout, or saboteur who can work in plain view without being seen.

The completed effect creates advantage on checks tied to one ability, plus a minor associated benefit. Invisibility also carries invisibility for a creature or object until the ritual ends or the subject attacks or casts into the result.

Primary Enhance Ability (2nd-level)
Secondary Invisibility (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Unstoppable Speed

You fuse raw acceleration with the refusal to be restrained. Cast before battle, this rite creates a spearpoint ally who moves too fast to pin down and too freely to be stopped by terrain, bindings, or grapples.

Haste establishes greatly increased speed, defense, and action economy for one creature. Freedom of Movement is resolved as an attached rider, creating freedom from difficult terrain, magical restraint, paralysis, grappling, and underwater hindrance.

Primary Haste (3rd-level)
Secondary Freedom of Movement (4th-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Pinned & Burning

You lock a victim in place and then turn their metal into a confession. This working is rarely a “combat cast” due to time; instead it's used as trapcraft, intimidation, or controlled punishment when you can force the moment.

Run the ritual as paralysis of a humanoid that fails to resist the magic. Folded into the rite, Heat Metal supplies heated manufactured metal that burns and can force a wielder to drop it.

Primary Hold Person (2nd-level)
Secondary Heat Metal (2nd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Rescue Preparation

You create a plan for the worst day and the discipline to survive it. The fallen are preserved against time, making revival possible even when you cannot act immediately—an insurance policy written in incense and diamond dust.

The main effect is restoration of life to a creature that died within the last minute. The Gentle Repose layer brings in preservation of remains and extension of the time limit for resurrection magic.

Primary Revivify (3rd-level)
Secondary Gentle Repose (2nd-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 300 gp

False Wilds

You repaint the land with illusion and then erase the evidence of your passage through it. Ambushers, fugitives, and guerrillas favor this rite: the terrain lies convincingly, and the ground refuses to testify.

Hallucinatory Terrain supplies terrain disguised by a large-scale illusion. Pass without Trace is woven into that result, adding a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Hallucinatory Terrain (4th-level)
Secondary Pass without Trace (2nd-level)
Ritual casting time 1 hour
Base Duration 24 hours
Base spell component costs 0 gp

Compelling Document

You craft writing that only the right eyes can read—and those eyes find it strangely persuasive. This is courtly sabotage and criminal leverage: a message that lands cleanly and nudges the reader toward the outcome you want.

Resolve the working as writing hidden or disguised so only chosen readers understand it. The Suggestion element folds in a magically persuasive reasonable course of action.

Primary Illusory Script (1st-level)
Secondary Suggestion (2nd-level)
Ritual casting time 1 hour
Base Duration 10 days
Base spell component costs 10 gp

Advanced Ritual Recipes (Three Spells)

Ghost Step Supreme

You layer concealment, silence, and a refusal to leave evidence into a single seamless working. It's the “perfect infiltration” rite: unseen, unheard, and untracked—best cast as preparation when precision matters more than speed.

The rite produces invisibility for a creature or object until the ritual ends or the subject attacks or casts. As part of the same rite, Pass without Trace and Silence contribute a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks and a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated.

Primary Invisibility (2nd-level)
Secondary Pass without Trace (2nd-level); Silence (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Ward-Hut Bastion

You establish a secure shelter, set warning wards, and add a decisive line of consequence for anyone who crosses it. This ritual turns a campsite into a defensible strongpoint—built for nights when the wilderness feels hungry.

At the table, the result begins as an immobile protective dome that shelters creatures and blocks outside conditions. Together, the added workings bring in an invisible alarm ward on a door, window, or small protected space that alerts the caster when a creature enters and a magical glyph that stores a harmful rune or releases a stored magical effect when triggered.

Primary Leomund's Tiny Hut (3rd-level)
Secondary Alarm (1st-level); Glyph of Warding (3rd-level)
Ritual casting time 3 hours
Base Duration 8 hours
Base spell component costs 200 gp

Read & Rewrite

You identify what magic is present, learn what it is, and then disguise what it appears to be. This is counter-intelligence for spellcasters: understand the truth first, then author the lie everyone else will see.

The completed effect creates detection of nearby magical auras and their schools. The completed magic also carries identification of a magic item, ritual, or magical effect and false or hidden magical aura and creature-type readings.

Primary Detect Magic (1st-level)
Secondary Identify (1st-level); Nystul's Magic Aura (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 100 gp

Courtroom Extraction

You compel honesty, read intent, and then steer the subject toward the next truthful step. This rite is designed for controlled social pressure—interviews, interrogations, and public reckonings where every lie has witnesses.

Zone of Truth establishes a magical zone where creatures that fail to resist the magic cannot speak deliberate lies. Resolve the added layers as attached riders that create reading surface thoughts and probing deeper when the magic is resisted and a magically persuasive reasonable course of action.

Primary Zone of Truth (2nd-level)
Secondary Detect Thoughts (2nd-level); Suggestion (2nd-level)
Ritual casting time 3 hours
Base Duration 10 minutes
Base spell component costs 0 gp

Talking Lockdown

You seal an entry, place a warning, and give the ward a voice to challenge intruders. The door becomes a guard and a storyteller: it can announce threats, demand passwords, or bait an enemy into revealing themselves.

Run the ritual as a magical lock that secures a door, window, gate, chest, or other entry. Folded into the rite, Alarm and Magic Mouth supply an invisible alarm ward on a door, window, or small protected space that alerts the caster when a creature enters and a programmed mouth that speaks a message when its trigger occurs.

Primary Arcane Lock (2nd-level)
Secondary Alarm (1st-level); Magic Mouth (2nd-level)
Ritual casting time 3 hours
Base Duration Until dispelled
Base spell component costs 35 gp

Major

Created by joining three spells.

Silent Breach

You open the way while stripping the action of its two biggest tells: sound and visibility. This rite is built for infiltration—doors yield, alarms go unheard, and the breacher becomes a rumor rather than a witness.

The main effect is opening a locked, barred, stuck, or magically held object with a loud report. The secondary layers bring in a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated and invisibility for a creature or object until the ritual ends or the subject attacks or casts.

Primary Knock (2nd-level)
Secondary Silence (2nd-level); Invisibility (2nd-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 0 gp

Deepwater Team

You prepare a dive party for hostile water: lungs don't fail, bodies don't bind, and currents can be negotiated rather than endured. This is expedition magic—cast ahead of time, then used to make the environment obey.

Water Breathing supplies water breathing for multiple willing creatures. Freedom of Movement and Control Water are woven into that result, adding freedom from difficult terrain, magical restraint, paralysis, grappling, and underwater hindrance and control over a large body of water, including flooding, parting, redirecting, or whirlpooling.

Primary Water Breathing (3rd-level)
Secondary Freedom of Movement (4th-level); Control Water (4th-level)
Ritual casting time 3 hours
Base Duration 24 hours
Base spell component costs 0 gp

Aerial Strike Package

You grant flight, sharpen the tempo of battle, and keep a safety net ready for sudden failure. This rite is for planned assaults and daring insertions—too slow to improvise, but terrifying when executed as designed.

Resolve the working as a flying speed granted to a willing creature. The added layers contribute greatly increased speed, defense, and action economy for one creature and slowed falling for multiple creatures.

Primary Fly (3rd-level)
Secondary Haste (3rd-level); Feather Fall (1st-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Ceiling Ghost

You turn ceilings into roads, erase evidence of passage, and remove the body from sight. This is a clean infiltration package: above the guards, beyond footprints, and wrapped in quiet certainty.

The rite produces movement on walls and ceilings while leaving the hands free. As part of the same rite, Invisibility and Pass without Trace contribute invisibility for a creature or object until the ritual ends or the subject attacks or casts and a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Spider Climb (2nd-level)
Secondary Invisibility (2nd-level); Pass without Trace (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Homing Scout

You locate the prize, place eyes near it, and then coordinate the team that will act on that knowledge. This ritual is “operations magic”—best during downtime or preparation when precision beats speed.

At the table, the result begins as an invisible sensor at a chosen location for seeing or hearing from afar. Together, the added workings bring in direction to a known or described object that the magic can find and a short message delivered to a familiar creature at any distance, with a brief reply.

Primary Clairvoyance (3rd-level)
Secondary Locate Object (2nd-level); Sending (3rd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 100 gp

Manhunt Command

You find the quarry, confirm the quarry, and then relay decisive instruction with no ambiguity. This rite is how organized forces hunt: eyes on target, then orders delivered before the target can move again.

The completed effect creates a magical sensor observing a creature, location, or object at a distance. The completed magic also carries direction to a known or described creature that the magic can find and a short message delivered to a familiar creature at any distance, with a brief reply.

Primary Scrying (5th-level)
Secondary Locate Creature (4th-level); Sending (3rd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 1,000 gp

Polyglot Witness

You preserve the body, bridge language, and extract testimony that would otherwise be garbled. This rite is especially valuable in old ruins and foreign lands where the dead may know the truth—but not your tongue.

Speak with Dead establishes answers from a corpse that still has a mouth and has not already been questioned recently. Resolve the added layers as attached riders that create speech and comprehension across spoken languages and preservation of remains and extension of the time limit for resurrection magic.

Primary Speak with Dead (3rd-level)
Secondary Tongues (3rd-level); Gentle Repose (2nd-level)
Ritual casting time 3 hours
Base Duration 10 minutes
Base spell component costs 0 gp

Sanctum Seal

You draw warding geometry, add consecration, and include an unweaving clause for hostile magic that tries to ride the boundary. This is a sanctum ritual—cast on purpose, in a chosen place, to make a line that holds.

Run the ritual as a ring of protective sigils that hedges out or traps specified creature types. Folded into the rite, Protection from Evil and Good and Dispel Magic supply protection against certain supernatural creature types and their charm, frighten, or possession effects and ending magical effects after an ability check when needed.

Primary Magic Circle (3rd-level)
Secondary Protection from Evil and Good (1st-level); Dispel Magic (3rd-level)
Ritual casting time 3 hours
Base Duration 1 hour
Base spell component costs 100 gp

Complete Cleansing

You target layered afflictions with deliberate thoroughness: identify what's wrong, restore what's been warped, and strip away the supporting spellwork. This ritual is for the “complicated cases” ordinary cures can't safely untangle.

The main effect is ending curses on a creature or breaking attunement to a cursed item. The secondary layers bring in ending one major debilitating condition, curse-like reduction, charm, petrification, or exhaustion and ending magical effects after an ability check when needed.

Primary Remove Curse (3rd-level)
Secondary Greater Restoration (5th-level); Dispel Magic (3rd-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 100 gp

Field Triage Rite

You treat acute conditions, reinforce the patient's resilience, and add a protective ward against poison's return. This is battlefield medicine performed off the battlefield—used in camps, clinics, and plague zones between crises.

Lesser Restoration supplies ending one disease or one listed debilitating condition. Aid and Protection from Poison are woven into that result, adding increased hit point maximum and current hit points for multiple creatures and neutralization of poison plus advantage on poison defenses and resistance to poison damage.

Primary Lesser Restoration (2nd-level)
Secondary Aid (2nd-level); Protection from Poison (2nd-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 0 gp

Triple Ward

You set a baseline arcane barrier, reinforce it with a blessing, and add sympathetic protection through a bonded link. This rite is meant for the party's most exposed ally—layered defenses that stay relevant when plans go wrong.

Resolve the working as a protective magical force that sets an unarmored creature’s base AC. The added layers contribute a shimmering bonus to a creature’s AC and a protective bond granting defense and resistance while the caster shares damage.

Primary Mage Armor (1st-level)
Secondary Shield of Faith (1st-level); Warding Bond (2nd-level)
Ritual casting time 3 hours
Base Duration 8 hours
Base spell component costs 100 gp

Ironbark

You fuse hardened flesh with a steady, barklike resilience and then back it with extra vitality. The result is not subtle—it is survival made visible, designed for those who will stand where others would fall.

The rite produces resistance to nonmagical bludgeoning, piercing, and slashing damage. As part of the same rite, Barkskin and Aid contribute a protective hardening of a creature’s skin or surface and increased hit point maximum and current hit points for multiple creatures.

Primary Stoneskin (4th-level)
Secondary Barkskin (2nd-level); Aid (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 hour
Base spell component costs 100 gp

Dungeon Lens

You see through darkness, catch the outline of the unseen, and read the magical “color” behind it all. This rite is a delver's staple—turning a hostile complex into something you can interpret rather than fear.

At the table, the result begins as darkvision granted to a creature. Together, the added workings bring in sight of invisible creatures and objects and into the Ethereal Plane and detection of nearby magical auras and their schools.

Primary Darkvision (2nd-level)
Secondary See Invisibility (2nd-level); Detect Magic (1st-level)
Ritual casting time 3 hours
Base Duration 8 hours
Base spell component costs 0 gp

Revealing Light

You create uncompromising illumination and then layer in the ability to expose and strip magical concealment. This rite is for clearing a site—forcing hidden glamours into the open and burning away the tricks that protect them.

The completed effect creates bright magical light that spreads broadly and can counter magical darkness. The completed magic also carries sight of invisible creatures and objects and into the Ethereal Plane and ending magical effects after an ability check when needed.

Primary Daylight (3rd-level)
Secondary See Invisibility (2nd-level); Dispel Magic (3rd-level)
Ritual casting time 3 hours
Base Duration 1 hour
Base spell component costs 0 gp

Trap-Crawl Package

You find hazards, understand which ones are magical, and lay warnings behind you as you advance. This is disciplined dungeon procedure—best when you expect pursuit, backtracking, or the kind of ruin that punishes careless exits.

Find Traps establishes awareness of traps within line of sight and the general nature of their danger. Resolve the added layers as attached riders that create detection of nearby magical auras and their schools and an invisible alarm ward on a door, window, or small protected space that alerts the caster when a creature enters.

Primary Find Traps (2nd-level)
Secondary Detect Magic (1st-level); Alarm (1st-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 0 gp

Hidden Bolt-Hole Plus

You create a concealed refuge, ward its entrance, and scrub the approach of evidence. This is the “we can actually rest here” rite—used when enemies are clever, persistent, or both.

Run the ritual as a small extradimensional refuge reached by a rope. Folded into the rite, Alarm and Pass without Trace supply an invisible alarm ward on a door, window, or small protected space that alerts the caster when a creature enters and a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Rope Trick (2nd-level)
Secondary Alarm (1st-level); Pass without Trace (2nd-level)
Ritual casting time 3 hours
Base Duration 1 hour
Base spell component costs 0 gp

Vaulted Cache

You hide valuables away, secure the cache against tampering, and resist magical tracking of what you've hidden. This rite is for paranoid professionals: the kind who assume betrayal is not a possibility, but a schedule.

The main effect is a costly chest hidden on the Ethereal Plane and recallable with a replica. The secondary layers bring in a magical lock that secures a door, window, gate, chest, or other entry and protection of a creature, object, or place from divination magic and magical sensors.

Primary Leomund's Secret Chest (4th-level)
Secondary Arcane Lock (2nd-level); Nondetection (3rd-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 5,100 gp

Living Camouflage

You forge a false landscape, reinforce it with real overgrowth, and ensure the scene won't betray you through tracks or disturbed ground. This is hideout magic: the land becomes complicit in your disappearance.

Hallucinatory Terrain supplies terrain disguised by a large-scale illusion. Plant Growth and Pass without Trace are woven into that result, adding either instant overgrowth that impedes movement or long-term enrichment of plants and a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Hallucinatory Terrain (4th-level)
Secondary Plant Growth (3rd-level); Pass without Trace (2nd-level)
Ritual casting time 3 hours
Base Duration 24 hours
Base spell component costs 0 gp

Silent Thorns

You create a snaring, painful field and then deny it the mercy of sound. Trapped targets can't easily call for help, and the usual chaos of combat noise doesn't carry—an ambush rite meant to end problems quietly.

Resolve the working as grasping plants that restrain creatures within the affected space. The added layers contribute camouflaged spikes that make terrain difficult and damage creatures moving through it and a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated.

Primary Entangle (1st-level)
Secondary Spike Growth (2nd-level); Silence (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Perfect Capture Field

You design a capture, not a fight: slick footing, adhesive restraint, and a final paralysis to stop any last escape. The ritual is slow, but the result is decisive when triggered or used as planned setup.

The rite produces sticky webs that restrain creatures and can burn. As part of the same rite, Grease and Hold Person contribute slick ground that can knock creatures prone and paralysis of a humanoid that fails to resist the magic.

Primary Web (2nd-level)
Secondary Grease (1st-level); Hold Person (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Whiteout Front

You summon driving sleet, add directional pressure, and thicken sightlines into near nothing. This rite turns a battlefield into confusion and disorientation—best used as ambush preparation, retreat cover, or siege harassment.

At the table, the result begins as a storm of freezing rain that heavily obscures, creates difficult terrain, and disrupts concentration. Together, the added workings bring in a strong line of wind that pushes creatures and disperses gases and a fog bank that heavily obscures the space.

Primary Sleet Storm (3rd-level)
Secondary Gust of Wind (2nd-level); Fog Cloud (1st-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Trapped Wall

You raise stone, shape the ground to control approaches, and seed the structure with a triggered punishment. This is fortification with teeth—built to funnel enemies into a predictable mistake.

The completed effect creates stone panels that can form barriers and may become permanent if maintained. The completed magic also carries minor shaping, marking, excavation, or coloring of loose earth or stone and a magical glyph that stores a harmful rune or releases a stored magical effect when triggered.

Primary Wall of Stone (5th-level)
Secondary Mold Earth (cantrip); Glyph of Warding (3rd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 200 gp

Moat-Maker

You add water, command its shape, and ensure your allies can ignore it as a hazard. The ritual creates chaos for enemies and advantage for friends—an engineering rite for breaches, defenses, and terrain denial.

Control Water establishes control over a large body of water, including flooding, parting, redirecting, or whirlpooling. Resolve the added layers as attached riders that create creation or destruction of a modest quantity of water, including rain-like effects and movement across liquid surfaces as if solid ground.

Primary Control Water (4th-level)
Secondary Create or Destroy Water (1st-level); Water Walk (3rd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Sanitary Camp

You establish safe shelter and solve the two hidden killers of long travel: hunger and contamination. This ritual creates a bivouac that is defensible, provisioned, and far less likely to turn a party's supplies into poison.

Run the ritual as an immobile protective dome that shelters creatures and blocks outside conditions. Folded into the rite, Create Food and Water and Purify Food and Drink supply enough bland food and clean water to sustain a group and nonmagical food and drink purified of poison and disease.

Primary Leomund's Tiny Hut (3rd-level)
Secondary Create Food and Water (3rd-level); Purify Food and Drink (1st-level)
Ritual casting time 3 hours
Base Duration 8 hours
Base spell component costs 0 gp

Masked Signal Lantern

You create an enduring light, bind a voice into it, and then disguise its magical “fingerprint.” This rite is covert communication: a signal lantern that can speak the right phrase—and won't look like what it is to casual detection.

The main effect is a heatless magical flame that sheds light like a torch. The secondary layers bring in a programmed mouth that speaks a message when its trigger occurs and false or hidden magical aura and creature-type readings.

Primary Continual Flame (2nd-level)
Secondary Magic Mouth (2nd-level); Nystul's Magic Aura (2nd-level)
Ritual casting time 3 hours
Base Duration Until dispelled
Base spell component costs 60 gp

Identity Suite

You blend superficial disguise, physical alteration, and aura misdirection into a single coherent identity. This rite is built to survive scrutiny—eyes, touch, and the casual divination that would expose lesser impostors.

Disguise Self supplies an illusory disguise changing appearance, clothing, and carried gear. Alter Self and Nystul's Magic Aura are woven into that result, adding a physical alteration such as an aquatic adaptation, altered appearance, or natural weapons and false or hidden magical aura and creature-type readings.

Primary Disguise Self (1st-level)
Secondary Alter Self (2nd-level); Nystul's Magic Aura (2nd-level)
Ritual casting time 3 hours
Base Duration 1 hour
Base spell component costs 0 gp

Deep Stasis

You stabilize the body, deepen the feigned death, and cloak it from divinations. This is the “survive the manhunt” rite—used when the safest place to be is “dead,” and the second-safest is “undetectable.”

Resolve the working as a willing creature placed in a deathlike, disease-suspended state. The added layers contribute preservation of remains and extension of the time limit for resurrection magic and protection of a creature, object, or place from divination magic and magical sensors.

Primary Feign Death (3rd-level)
Secondary Gentle Repose (2nd-level); Nondetection (3rd-level)
Ritual casting time 3 hours
Base Duration 1 hour
Base spell component costs 25 gp

Infiltrator's Gift

You enhance capability, remove the body from sight, and grant the environment new routes. This is the “heist toolkit” rite—skill, concealment, and mobility packaged for planned intrusion.

The rite produces advantage on checks tied to one ability, plus a minor associated benefit. As part of the same rite, Invisibility and Spider Climb contribute invisibility for a creature or object until the ritual ends or the subject attacks or casts and movement on walls and ceilings while leaving the hands free.

Primary Enhance Ability (2nd-level)
Secondary Invisibility (2nd-level); Spider Climb (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 hour
Base spell component costs 0 gp

Spearpoint Blessing

You make one ally faster, harder to restrain, and tougher to drop. This rite is for the one who goes first—when the plan demands momentum and the enemy demands you pay for it.

At the table, the result begins as greatly increased speed, defense, and action economy for one creature. Together, the added workings bring in freedom from difficult terrain, magical restraint, paralysis, grappling, and underwater hindrance and increased hit point maximum and current hit points for multiple creatures.

Primary Haste (3rd-level)
Secondary Freedom of Movement (4th-level); Aid (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Prisoner's Truth

You restrain the subject, enforce honesty, and read intent to catch evasions before they form. This rite is interrogation by design—meant for controlled spaces, not for the chaos and timing demands of battle.

The completed effect creates paralysis of a humanoid that fails to resist the magic. The completed magic also carries a magical zone where creatures that fail to resist the magic cannot speak deliberate lies and reading surface thoughts and probing deeper when the magic is resisted.

Primary Hold Person (2nd-level)
Secondary Zone of Truth (2nd-level); Detect Thoughts (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Silent Capture Rune

You create a trap designed to take a target alive without noise. When it triggers, the victim is halted and silenced—an abductor's favorite because it prevents both escape and alarm.

Glyph of Warding establishes a magical glyph that stores a harmful rune or releases a stored magical effect when triggered. Resolve the added layers as attached riders that create a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated and paralysis of a humanoid that fails to resist the magic.

Primary Glyph of Warding (3rd-level)
Secondary Silence (2nd-level); Hold Person (2nd-level)
Ritual casting time 3 hours
Base Duration Until dispelled or triggered
Base spell component costs 200 gp

Dread Hex Rune

You bind lingering misfortune to a ward and lace it with terror on impact. This trap isn't just harm—it's control: victims panic, companions hesitate, and the curse's shadow makes every decision feel wrong.

Run the ritual as a magical glyph that stores a harmful rune or releases a stored magical effect when triggered. Folded into the rite, Bestow Curse and Fear supply a debilitating curse chosen by the caster and a wave of terror that makes affected creatures frightened and flee.

Primary Glyph of Warding (3rd-level)
Secondary Bestow Curse (3rd-level); Fear (3rd-level)
Ritual casting time 3 hours
Base Duration Until dispelled or triggered
Base spell component costs 200 gp

Counterfeit Notice Ward

You prepare false signage that matters because it's backed by real warning and an audible announcement. This rite is equal parts intrigue and security—misdirect the curious while alerting allies the moment someone ignores the warning.

The main effect is a programmed mouth that speaks a message when its trigger occurs. The secondary layers bring in an invisible alarm ward on a door, window, or small protected space that alerts the caster when a creature enters and writing hidden or disguised so only chosen readers understand it.

Primary Magic Mouth (2nd-level)
Secondary Alarm (1st-level); Illusory Script (1st-level)
Ritual casting time 3 hours
Base Duration Until dispelled
Base spell component costs 20 gp

Recover the Hidden

You locate the object and then strip away the most common deceptions that conceal it. This rite is for retrieval after theft: it finds the prize and makes sure you're not being fooled about what you found.

Resolve the working as direction to a known or described object that the magic can find. The added layers contribute detection of nearby magical auras and their schools and sight of invisible creatures and objects and into the Ethereal Plane.

Primary Locate Object (2nd-level)
Secondary Detect Magic (1st-level); See Invisibility (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Beast Recon Courier

You recruit an animal, ride its senses for reconnaissance, and then send it out with a message. This rite turns local wildlife into a scouting network—subtle, inexpensive, and surprisingly effective where humanoids are watched.

The rite produces communication with beasts. As part of the same rite, Beast Sense and Animal Messenger contribute the ability to perceive through a willing beast’s senses and a tiny beast compelled to carry a short message to a specified recipient or place.

Primary Speak with Animals (1st-level)
Secondary Beast Sense (2nd-level); Animal Messenger (2nd-level)
Ritual casting time 3 hours
Base Duration 10 minutes
Base spell component costs 0 gp

Quarantine Rite

You identify illness, sanitize supplies, and treat the afflicted in one sustained working. This rite is how communities survive contagion—best performed methodically, with space, time, and a calm perimeter.

At the table, the result begins as detection and identification of poison, poisonous creatures, and disease. Together, the added workings bring in nonmagical food and drink purified of poison and disease and ending one disease or one listed debilitating condition.

Primary Detect Poison and Disease (1st-level)
Secondary Purify Food and Drink (1st-level); Lesser Restoration (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 0 gp

Prepared Revival

You preserve a body against time, restore life when the moment comes, and then bolster the revived against immediate collapse. This rite is triage planning—expensive, slow, and invaluable when death is likely.

The completed effect creates restoration of life to a creature that died within the last minute. The completed magic also carries preservation of remains and extension of the time limit for resurrection magic and increased hit point maximum and current hit points for multiple creatures.

Primary Revivify (3rd-level)
Secondary Gentle Repose (2nd-level); Aid (2nd-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 300 gp

Sealed Prison

You restrain with force, paralyze with compulsion, and secure exits against clever hands. This ritual is for dangerous captives—when you need the prison to hold even while you look away.

Telekinesis establishes mental movement or restraint of creatures and objects. Resolve the added layers as attached riders that create a magical lock that secures a door, window, gate, chest, or other entry and paralysis of a humanoid that fails to resist the magic.

Primary Telekinesis (5th-level)
Secondary Arcane Lock (2nd-level); Hold Person (2nd-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 25 gp

Muffled Firebreak

You raise a wall of flame, shroud it, and silence the panic it causes. The result is psychological warfare and concealment together—best as an ambush setup, a retreat screen, or a terrifying barrier during a siege.

Run the ritual as a damaging wall or ring of fire. Folded into the rite, Silence and Fog Cloud supply a soundless zone where creatures are deafened, verbal casting fails, and thunder damage is negated and a fog bank that heavily obscures the space.

Primary Wall of Fire (4th-level)
Secondary Silence (2nd-level); Fog Cloud (1st-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 1 minute
Base spell component costs 0 gp

Disguised Blast Rune

You set a lethal ward, bind a prepared explosion into it, and disguise the ward's magical signature so it appears harmless or unrelated. This is bait-trap craftsmanship: the rune lies, then the fire tells the truth.

The main effect is a magical glyph that stores a harmful rune or releases a stored magical effect when triggered. The secondary layers bring in an explosive burst of fire and false or hidden magical aura and creature-type readings.

Primary Glyph of Warding (3rd-level)
Secondary Fireball (3rd-level); Nystul's Magic Aura (2nd-level)
Ritual casting time 3 hours
Base Duration Until dispelled or triggered
Base spell component costs 200 gp

Killing Gale

You combine freezing devastation with storm-driven battlefield control. The ritual is slow, but the outcome is catastrophic when staged—ideal for a planned ambush, a chokepoint defense, or a siege where you can choose the moment.

Cone of Cold supplies a blast of freezing cold that damages creatures caught in the blast. Sleet Storm and Gust of Wind are woven into that result, adding a storm of freezing rain that heavily obscures, creates difficult terrain, and disrupts concentration and a strong line of wind that pushes creatures and disperses gases.

Primary Cone of Cold (5th-level)
Secondary Sleet Storm (3rd-level); Gust of Wind (2nd-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 0 gp

Wardbreaker Suite

You locate hostile magic, strip it away, and prepare to blunt the retaliation that follows. This rite is for breaches—when you expect a ward to scream, and you want it to die quietly anyway.

Resolve the working as ending magical effects after an ability check when needed. The added layers contribute detection of nearby magical auras and their schools and a reaction that interrupts a creature in the process of casting magic.

Primary Dispel Magic (3rd-level)
Secondary Detect Magic (1st-level); Counterspell (3rd-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 0 gp

Binding Chamber

You construct a safer binding environment by layering warding geometry and a clause for stripping planar tricks. This is a downtime rite—performed in a prepared site—meant to reduce the odds of a bound entity escaping through clever magic.

The rite produces a summoned creature bound to service after a failed resistance. As part of the same rite, Magic Circle and Dispel Magic contribute a ring of protective sigils that hedges out or traps specified creature types and ending magical effects after an ability check when needed.

Primary Planar Binding (5th-level)
Secondary Magic Circle (3rd-level); Dispel Magic (3rd-level)
Ritual casting time 3 hours
Base Duration 24 hours
Base spell component costs 1,100 gp

Masked Company

You give the group false faces, erase travel signs, and resist the divinations that would identify you anyway. This rite is covert movement at scale—ideal for escaping a city, crossing borders, or traveling while hunted.

At the table, the result begins as illusory disguises for multiple creatures. Together, the added workings bring in a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks and protection of a creature, object, or place from divination magic and magical sensors.

Primary Seeming (5th-level)
Secondary Pass without Trace (2nd-level); Nondetection (3rd-level)
Ritual casting time 3 hours
Base Duration 8 hours
Base spell component costs 25 gp

High & Rare

High Workings and Legendary Outcomes

Conjurer's Recall

You fix a creature's identity inside a scrying vision and then open a gate with chilling certainty. The destination does not drift: the portal anchors to the viewed creature's location as the ritual resolves, effectively pulling the “there” to your “here.”

The completed effect creates a portal to another plane or a calling effect for a named extraplanar creature. Scrying also carries a magical sensor observing a creature, location, or object at a distance into the result.

Primary Gate (9th-level)
Secondary Scrying (5th-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 minute
Base spell component costs 6,000 gp

Sealed Audience

You open a gate into a prepared warding circle so the arrival point is immediately constrained by sigil geometry. This rite turns summoning into negotiation: the circle becomes both barrier and boundary, enabling controlled parley—or containment—at the moment of contact.

Gate establishes a portal to another plane or a calling effect for a named extraplanar creature. Magic Circle is resolved as an attached rider, creating a ring of protective sigils that hedges out or traps specified creature types.

Primary Gate (9th-level)
Secondary Magic Circle (3rd-level)
Ritual casting time 1 hour
Base Duration Concentration, up to 1 minute
Base spell component costs 5,100 gp

Vault-Key Retrieval

You call a prepared, marked object to your hand and braid a verification thread through the same working. The scrying element confirms what arrives (and hints at tampering), making this rite beloved by spies, nobles, and anyone who cannot afford counterfeit keys.

Run the ritual as a sapphire-bound link that can call a marked object to the caster’s hand. Folded into the rite, Scrying supplies a magical sensor observing a creature, location, or object at a distance.

Primary Drawmij's Instant Summons (6th-level)
Secondary Scrying (5th-level)
Ritual casting time 1 hour
Base Duration Until dispelled
Base spell component costs 2,000 gp

Relicbound Translation

You observe an object through scrying and then teleport, anchoring your arrival to the relic's witnessed location. Treasure-hunters prize the rite because it converts “we saw it once” into “we can reach it now,” as long as the divination holds true.

The main effect is instant transportation to a destination on the same plane. The Scrying layer brings in a magical sensor observing a creature, location, or object at a distance.

Primary Teleport (7th-level)
Secondary Scrying (5th-level)
Ritual casting time 1 hour
Base Duration Instantaneous
Base spell component costs 1,000 gp

Cursebreaker's Rite

You don't merely sever a curse—you diagnose it, unwind it, and then restore what it distorted. The working is favored for heirlooms and layered afflictions where breaking the curse is only half the victory.

Remove Curse supplies ending curses on a creature or breaking attunement to a cursed item. Greater Restoration and Identify are woven into that result, adding ending one major debilitating condition, curse-like reduction, charm, petrification, or exhaustion and identification of a magic item, ritual, or magical effect.

Primary Remove Curse (3rd-level)
Secondary Greater Restoration (5th-level); Identify (1st-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 200 gp

Ancestral Unraveling

You learn the curse's story—names, vows, origins—before you try to break it, and that knowledge becomes leverage in the breaking. This rite is the answer to ancient maledictions that resist ordinary solutions, because it attacks the root rather than the symptom.

Resolve the working as lore about a person, place, or object of legendary importance. The added layers contribute ending curses on a creature or breaking attunement to a cursed item and ending one major debilitating condition, curse-like reduction, charm, petrification, or exhaustion.

Primary Legend Lore (5th-level)
Secondary Remove Curse (3rd-level); Greater Restoration (5th-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 550 gp

Ossuary Genesis

You raise powerful undead within warded geometry, so the circle's runes become instructions hammered into bone and shadow. Compared to crude battlefield animation, this rite produces results that feel disciplined—like soldiers assembled with doctrine, not merely commanded with force.

The rite produces one or more corpses animated as stronger undead. As part of the same rite, Magic Circle and Danse Macabre contribute a ring of protective sigils that hedges out or traps specified creature types and temporary animation and command of several corpses as undead servants.

Primary Create Undead (6th-level)
Secondary Magic Circle (3rd-level); Danse Macabre (5th-level)
Ritual casting time 3 hours
Base Duration Instantaneous
Base spell component costs 100 gp + 150 gp per corpse

Spirit-Tether Marshal

You bind an extraplanar spirit into prepared corpses and enforce obedience through planar law and sigil constraints. The result is an undead lieutenant whose will is leashed by binding terms—an abomination created with contract precision rather than brute necromancy alone.

At the table, the result begins as a summoned creature bound to service after a failed resistance. Together, the added workings bring in a ring of protective sigils that hedges out or traps specified creature types and one or more corpses animated as stronger undead.

Primary Planar Binding (5th-level)
Secondary Magic Circle (3rd-level); Create Undead (6th-level)
Ritual casting time 3 hours
Base Duration 24 hours
Base spell component costs 1,100 gp + 150 gp per corpse

Oath Through the Looking Glass

You lace compulsion into the same sympathetic thread that lets you observe your target. The geas rides the divinatory conduit like a verdict whispered across leagues, reaching a creature you can see—so long as the scrying holds.

The completed effect creates a magically enforced command that punishes disobedience. Scrying also carries a magical sensor observing a creature, location, or object at a distance into the result.

Primary Geas (5th-level)
Secondary Scrying (5th-level)
Ritual casting time 1 hour
Base Duration 30 days
Base spell component costs 1,000 gp

Harvest of the Valley

You don't help a field—you rewrite a season. Weather arrives on time, winds spare blossoms, soil reshapes where it needs to, and growth surges across broad farmland. This is a civic rite performed from attuned places and is rarely useful in battle, but it can change the fate of a region.

Control Weather establishes control over weather conditions across a broad region. Resolve the added layers as attached riders that create either instant overgrowth that impedes movement or long-term enrichment of plants and large-scale reshaping of dirt, sand, or clay terrain.

Primary Control Weather (8th-level)
Secondary Plant Growth (3rd-level); Move Earth (6th-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 8 hours
Base spell component costs 0 gp

Hunter's Certainty

One thread shows you the quarry, another points to the quarry, and the third teaches your feet the fastest honest route. The result is brutally practical: “There—and this is how we get there,” even through tangled roads and forgotten passes.

Run the ritual as a magical sensor observing a creature, location, or object at a distance. Folded into the rite, Locate Creature and Find the Path supply direction to a known or described creature that the magic can find and the shortest, most direct physical route to a known fixed destination.

Primary Scrying (5th-level)
Secondary Locate Creature (4th-level); Find the Path (6th-level)
Ritual casting time 3 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 1,100 gp

Jubilee of a Thousand Lanterns

You conjure a celebration that feels like legend: streets become rivers of light, music arrives on cue, and a feast fit for dignitaries anchors the revel. The spectacle is large enough to move crowds—pageantry for hundreds—meant as a civic or downtime rite rather than a battlefield trick.

The main effect is large-scale terrain illusion that can include tactile elements. The secondary layers bring in a scripted illusion that appears when a condition is met and a magical feast that cures, protects, and grants bravery and vitality after being consumed.

Primary Mirage Arcane (7th-level)
Secondary Programmed Illusion (6th-level); Heroes' Feast (6th-level)
Ritual casting time 3 hours
Base Duration 10 days
Base spell component costs 1,025 gp

Complex & Dangerous

Major workings tying together four spells.

The Great Séance of the Unforgotten

This ritual is performed in a circle of carefully placed lights—candles, lanterns, or coals—each one representing a question that must be asked gently. The lead caster invites a voice from remains, then extends the conversation outward: to ancestors, to distant powers, and finally to the cold, precise answers of fate itself.

Speak with Dead supplies answers from a corpse that still has a mouth and has not already been questioned recently. Commune, Contact Other Plane, and Divination are woven into that result, adding up to three yes-or-no questions answered by a divine or extraplanar power, contact with an extraplanar intellect for answers at the risk of mental strain, and a truthful omen or cryptic reply about a specific goal or event.

Primary Speak with Dead (3rd-level)
Secondary Commune (5th-level); Contact Other Plane (5th-level); Divination (4th-level)
Ritual casting time 12 hours
Base Duration 10 minutes
Base spell component costs 25 gp

Pillar of Remote Judgement

The caster does not “send a spell.” The caster opens a lawful channel to a higher sky and convinces that sky to answer. Through scrying, the lead caster fixes the place in mind with cruel clarity; through the gate, a thin wound in reality opens above the distant ground; and then the judgement falls—radiant, vertical, and absolute.

Resolve the working as a portal to another plane or a calling effect for a named extraplanar creature. The added layers contribute a magical sensor observing a creature, location, or object at a distance and a vertical column of divine fire and radiant force.

Primary Gate (9th-level)
Secondary Scrying (5th-level); Flame Strike (5th-level)
Ritual casting time 12 hours
Base Duration Concentration, up to 1 minute
Base spell component costs 6,000 gp

City of Masks

This rite is how a city becomes a stage—and how the stage lies back. Streets subtly re-angle, distance becomes unreliable, landmarks “move” in the mind, and the people themselves are wrapped in a coordinated illusion of identity. A traveler might walk for an hour and swear they never left the same square. A spy might meet a contact and later realize the contact's face was a deliberate fiction.

The rite produces large-scale terrain illusion that can include tactile elements. As part of the same rite, Programmed Illusion, Seeming, and Nystul's Magic Aura contribute a scripted illusion that appears when a condition is met, illusory disguises for multiple creatures, and false or hidden magical aura and creature-type readings.

Primary Mirage Arcane (7th-level)
Secondary Programmed Illusion (6th-level); Seeming (5th-level); Nystul's Magic Aura (2nd-level)
Ritual casting time 12 hours
Base Duration 10 days
Base spell component costs 25 gp

Oracle's Covenant

Where ordinary divinations offer hints, this rite demands coherence. The caster gathers omens, consults a higher will, interrogates the boundary of the unknown, and then seals the answers into a single actionable guidance—often tied to a specific person, mission, or choice.

At the table, the result begins as preternatural warning and good fortune for one creature. Together, the added workings bring in up to three yes-or-no questions answered by a divine or extraplanar power, a truthful omen or cryptic reply about a specific goal or event, and an omen about whether a specific course of action will bring weal, woe, both, or neither.

Primary Foresight (9th-level)
Secondary Commune (5th-level); Divination (4th-level); Augury (2nd-level)
Ritual casting time 12 hours
Base Duration 8 hours
Base spell component costs 50 gp

Aegis of the Sacred Dawn

This rite is a fortress made of promise. The area becomes hostile to fiends and undead, sanctified against corruption, and wrapped in protective law that discourages intrusion even by clever magic. When combined with a great burst of radiant force, it becomes not just a ward—but a statement: “Nothing unclean may remain here.”

The completed effect creates a sanctified or profaned space that wards against certain creatures and carries an additional site effect. The completed magic also carries a wide ward against planar travel that can harm selected creature types, a brilliant radiant burst that damages and can blind creatures, and protection from certain supernatural creatures and a way to break enchantment or banish an outsider.

Primary Hallow (5th-level)
Secondary Forbiddance (6th-level); Sunburst (8th-level); Dispel Evil and Good (5th-level)
Ritual casting time 12 hours
Base Duration Until dispelled
Base spell component costs 2,000 gp

Mirror Road Extraction

This is a heist-team's favorite “get out” plan and a rescue order's favorite “get in” plan. The caster first establishes certainty about the target's location, then prepares a stable arrival/exit point, and finally masks the team's movement so pursuit becomes guesswork.

Teleportation Circle establishes a temporary portal to a known permanent teleportation circle. Resolve the added layers as attached riders that create a magical sensor observing a creature, location, or object at a distance, direction to a known or described object that the magic can find, and a stealth veil granting a strong bonus to Dexterity (Stealth) checks and leaving no tracks.

Primary Teleportation Circle (5th-level)
Secondary Scrying (5th-level); Locate Object (2nd-level); Pass without Trace (2nd-level)
Ritual casting time 12 hours
Base Duration 1 round
Base spell component costs 1,050 gp

Dream Judgement

This rite is used by rulers, inquisitors, and—sometimes—merciful healers. The caster establishes a divinatory link to a subject, invades the subject's sleep with a shaped dream, and binds the experience to a lasting lesson the mind struggles to ignore. It is not a “conversation.” It is a verdict delivered in metaphor.

Run the ritual as a magical sensor observing a creature, location, or object at a distance. Folded into the rite, Dream, Geas, and Modify Memory supply a messenger enters a sleeping creature’s dream, either to communicate or to trouble its rest, a magically enforced command that punishes disobedience, and alteration of a creature’s memory of a recent event.

Primary Scrying (5th-level)
Secondary Dream (5th-level); Geas (5th-level); Modify Memory (5th-level)
Ritual casting time 12 hours
Base Duration Concentration, up to 10 minutes
Base spell component costs 1,000 gp

The Pageant of a Hundred Thousand

This rite is civic magic at its most theatrical: the city becomes a living festival. Streets bloom with illusory banners, music and light arrive on cue, and every plaza can host a scene that repeats perfectly for days. A final thread of suggestion encourages joy, calm, and cooperation—turning chaos into celebration and crowds into chorus.

The main effect is large-scale terrain illusion that can include tactile elements. The secondary layers bring in a scripted illusion that appears when a condition is met, a convincing multisensory illusion within the affected space, and a reasonable course of action magically suggested to multiple creatures.

Primary Mirage Arcane (7th-level)
Secondary Programmed Illusion (6th-level); Major Image (3rd-level); Mass Suggestion (6th-level)
Ritual casting time 12 hours
Base Duration 10 days
Base spell component costs 25 gp

Legendary

Legendary workings tying together five or more spells.

Grand Requiem of Return

This rite is spoken like a funeral and sung like a coronation. The lead caster calls lost souls back through the veil, restores the body to wholeness, and then floods the returned with vitality enough to survive the shock of reunion. Priests of great temples perform it at consecrated altars; archmagi perform it at leyline nexuses; tyrants perform it in sealed vaults and call it “inventory recovery.”

True Resurrection supplies restoration of life to a long-dead creature, even from no body if named. Mass Heal, Raise Dead, Gentle Repose, and Heroes' Feast are woven into that result, adding a large pool of healing that also ends blindness, deafness, and disease, restoration of life to a recently dead creature with lingering recovery penalties, preservation of remains and extension of the time limit for resurrection magic, and a magical feast that cures, protects, and grants bravery and vitality after being consumed.

Primary True Resurrection (9th-level)
Secondary Mass Heal (9th-level); Raise Dead (5th-level); Gentle Repose (2nd-level); Heroes' Feast (6th-level)
Ritual casting time 3 days
Base Duration Instantaneous
Base spell component costs 26,500 gp

Bastion of the Unbreakable

This rite is how a “safe room” becomes a sanctum and how a sanctum becomes a legend. It layers planar exclusion, sacred (or profane) dedication, privacy against scrying, internal defenses, and a final clause of consequence for trespass. When the working is complete, the threshold feels heavier—like the building has decided to remain standing regardless of the world outside it.

Resolve the working as a wide ward against planar travel that can harm selected creature types. The added layers contribute a sanctified or profaned space that wards against certain creatures and carries an additional site effect, privacy wards that block sound, sight, teleportation, and divination through a space, layered defensive effects throughout a structure, including fog, locked doors, confusion, and hidden passages, and a magical glyph that stores a harmful rune or releases a stored magical effect when triggered.

Primary Forbiddance (6th-level)
Secondary Hallow (5th-level); Mordenkainen's Private Sanctum (4th-level); Guards and Wards (6th-level); Glyph of Warding (3rd-level)
Ritual casting time 3 days
Base Duration 1 day
Base spell component costs 2,210 gp

Harvest of a Thousand Harvests

This is not “good farming.” This is a treaty between land and caster. The rite brings rain on schedule and sunlight at the right angle, reshapes irrigation channels and terraces as if the valley itself remembers how it wants to be tended, and sanctifies the growth so blight, taint, and unnatural pestilence struggle to gain a foothold.

The rite produces either instant overgrowth that impedes movement or long-term enrichment of plants. As part of the same rite, Control Weather, Move Earth, Create or Destroy Water, and Hallow contribute control over weather conditions across a broad region, large-scale reshaping of dirt, sand, or clay terrain, creation or destruction of a modest quantity of water, including rain-like effects, and a sanctified or profaned space that wards against certain creatures and carries an additional site effect.

Primary Plant Growth (3rd-level)
Secondary Control Weather (8th-level); Move Earth (6th-level); Create or Destroy Water (1st-level); Hallow (5th-level)
Ritual casting time 3 days
Base Duration Instantaneous
Base spell component costs 1,000 gp

Ward of a Thousand Eyes

Cities don't fall because walls are low; they fall because someone opens a door. This rite turns a district—sometimes an entire keep— into a paranoid, watching thing. Wards mislead intruders, deny planar entry, punish trespass, and keep the interior hidden from distant scrutiny. The warding “feels” present: torches seem to look back, hallways subtly guide strangers the wrong way, and doors resist as if personally offended.

At the table, the result begins as layered defensive effects throughout a structure, including fog, locked doors, confusion, and hidden passages. Together, the added workings bring in privacy wards that block sound, sight, teleportation, and divination through a space, a wide ward against planar travel that can harm selected creature types, a powerful magical glyph that releases a chosen effect when triggered, and an invisible magical sensor that can move and report visual information.

Primary Guards and Wards (6th-level)
Secondary Mordenkainen's Private Sanctum (4th-level); Forbiddance (6th-level); Symbol (7th-level); Arcane Eye (4th-level)
Ritual casting time 3 days
Base Duration 24 hours
Base spell component costs 2,010 gp

The Grand Requiem of Return

A rite sung over candles that refuse to gutter and water that will not cool, the Grand Requiem calls the departed back as a chorus calls a refrain. The working binds five separate “permissions” into one: the body's readiness, the soul's willingness, the severing of mortal injuries, the rekindling of breath, and the restoration of the spirit's place in the world.

The completed effect creates restoration of life to a long-dead creature, even from no body if named. The completed magic also carries restoration of life to a dead creature with missing body parts restored, restoration of life to a recently dead creature with lingering recovery penalties, restoration of life to a creature that died within the last minute, and a magical feast that cures, protects, and grants bravery and vitality after being consumed.

Primary True Resurrection (9th-level)
Secondary Resurrection (7th-level); Raise Dead (5th-level); Revivify (3rd-level); Heroes' Feast (6th-level)
Ritual casting time 3 days
Base Duration Instantaneous
Base spell component costs 27,800 gp

The Verdant Covenant of the Thirteen Furrows

Farmers tell the tale as a prayer; druids keep it as a treaty. This rite does not merely encourage growth - it negotiates with the land. Over three days the casters lay thirteen furrows or lines of stones (as the terrain allows), anoint them with incense and oil, awaken a chosen living landmark (an ancient tree, a venerable hedge, a great standing reed-bed), and then knit weather and soil into a single obedient season.

Plant Growth establishes either instant overgrowth that impedes movement or long-term enrichment of plants. Resolve the added layers as attached riders that create control over weather conditions across a broad region, large-scale reshaping of dirt, sand, or clay terrain, a beast or plant given Intelligence and the ability to speak, with friendly disposition at first, and a sanctified or profaned space that wards against certain creatures and carries an additional site effect.

Primary Plant Growth (3rd-level)
Secondary Control Weather (8th-level); Move Earth (6th-level); Awaken (5th-level); Hallow (5th-level)
Ritual casting time 3 days
Base Duration Instantaneous
Base spell component costs 2,000 gp

The Parliament of Echoes

This rite is a chamber-council for the dead and the unseen. Over three nights the casters light a strict pattern of candles, trace a circle of names, and invite voices from three directions: the corpse’s memory, the world’s remembered stories, and the vast outsiders who observe mortal history with cold patience.

Run the ritual as answers from a corpse that still has a mouth and has not already been questioned recently. Folded into the rite, Commune, Contact Other Plane, Legend Lore, and Augury supply up to three yes-or-no questions answered by a divine or extraplanar power, contact with an extraplanar intellect for answers at the risk of mental strain, lore about a person, place, or object of legendary importance, and an omen about whether a specific course of action will bring weal, woe, both, or neither.

Primary Speak with Dead (3rd-level)
Secondary Commune (5th-level); Contact Other Plane (5th-level); Legend Lore (5th-level); Augury (2nd-level)
Ritual casting time 3 days
Base Duration 10 minutes
Base spell component costs 475 gp

Bastion of the Dawn Citadel

A fortress made of rules, not stone. This rite braids holiness (or unholiness) with absolute boundaries: trespass becomes difficult, scrying becomes unreliable, concealed keystones vanish from all sense, and every doorway can become a trap if spoken to in the correct tongue. The Bastion is the classic answer to “How do we keep it safe when we must leave?”

The main effect is a wide ward against planar travel that can harm selected creature types. The secondary layers bring in a sanctified or profaned space that wards against certain creatures and carries an additional site effect, privacy wards that block sound, sight, teleportation, and divination through a space, a magical glyph that stores a harmful rune or releases a stored magical effect when triggered, and a creature or object hidden from sight and divination, often suspended in time.

Primary Forbiddance (6th-level)
Secondary Hallow (5th-level); Mordenkainen's Private Sanctum (4th-level); Glyph of Warding (3rd-level); Sequester (7th-level)
Ritual casting time 3 days
Base Duration 1 day
Base spell component costs 7,200 gp

The Star-Spear of Judgment

The Star-Spear is an infamous working: an act of distant wrath delivered with ceremonial precision. The casters first secure the “view” (a scryed truth), then open a narrow, deliberate connection to a higher realm, and finally let judgment fall like a pillar through a keyhole. Witnesses describe it as a silent lance of radiance, followed by thunder that seems to arrive late, as if reality needed time to admit what happened.

Gate supplies a portal to another plane or a calling effect for a named extraplanar creature. Scrying, Sunburst, Flame Strike, and Control Weather are woven into that result, adding a magical sensor observing a creature, location, or object at a distance, a brilliant radiant burst that damages and can blind creatures, a vertical column of divine fire and radiant force, and control over weather conditions across a broad region.

Primary Gate (9th-level)
Secondary Scrying (5th-level); Sunburst (8th-level); Flame Strike (5th-level); Control Weather (8th-level)
Ritual casting time 3 days
Base Duration Concentration, up to 1 minute
Base spell component costs 6,000 gp

Masque of a Thousand Streets

Citywide illusion is not merely size. It is continuity. This rite binds five separate deceits: the landscape lie, the crowd lie, the story lie, the scheduled lie, and the warded lie. The Masque is how a city becomes a stage that refuses to break character.

Resolve the working as large-scale terrain illusion that can include tactile elements. The added layers contribute terrain disguised by a large-scale illusion, illusory disguises for multiple creatures, a scripted illusion that appears when a condition is met, and privacy wards that block sound, sight, teleportation, and divination through a space.

Primary Mirage Arcane (7th-level)
Secondary Hallucinatory Terrain (4th-level); Seeming (5th-level); Programmed Illusion (6th-level); Mordenkainen's Private Sanctum (4th-level)
Ritual casting time 3 days
Base Duration 10 days
Base spell component costs 25 gp

Chronicle of the Assured Future

Some divinations predict. This rite persuades. Over three days, the casters layer omen, counsel, and story until fate begins to behave like a well-rehearsed play. The Chronicle is recorded as words, knots, chalk-marks, or carved runes; each “line” of the Chronicle is a promise the world becomes more likely to keep.

The rite produces preternatural warning and good fortune for one creature. As part of the same rite, Divination, Augury, Commune, and Legend Lore contribute a truthful omen or cryptic reply about a specific goal or event, an omen about whether a specific course of action will bring weal, woe, both, or neither, up to three yes-or-no questions answered by a divine or extraplanar power, and lore about a person, place, or object of legendary importance.

Primary Foresight (9th-level)
Secondary Divination (4th-level); Augury (2nd-level); Commune (5th-level); Legend Lore (5th-level)
Ritual casting time 3 days
Base Duration 8 hours
Base spell component costs 500 gp

Chains of the Summoned Name

This rite is spoken like a legal document and drawn like a trap. The caster does not merely open a way to a creature; the caster prepares a place for the creature to arrive, a moment for it to be caught, and a sentence it must hear before it can speak its own.

At the table, the result begins as a portal to another plane or a calling effect for a named extraplanar creature. Together, the added workings bring in a magical sensor observing a creature, location, or object at a distance, a ring of protective sigils that hedges out or traps specified creature types, paralysis of a creature that fails to resist the magic, and a magically enforced command that punishes disobedience.

Primary Gate (9th-level)
Secondary Scrying (5th-level); Magic Circle (3rd-level); Hold Monster (5th-level); Geas (5th-level)
Ritual casting time 3 days
Base Duration Concentration, up to 1 minute
Base spell component costs 6,100 gp

Vaultcall of the Sapphire Sigil

A treasure is only truly owned when it can be summoned. This rite creates a durable sympathetic link between a marked object and a prepared receiving-place. The object is hidden from casual discovery, its vault is hardened against intrusion, and a single decisive gesture can call the prize home.

The completed effect creates a sapphire-bound link that can call a marked object to the caster’s hand. The completed magic also carries a creature or object hidden from sight and divination, often suspended in time, a magical glyph that stores a harmful rune or releases a stored magical effect when triggered, a magical lock that secures a door, window, gate, chest, or other entry, and privacy wards that block sound, sight, teleportation, and divination through a space.

Primary Drawmij's Instant Summons (6th-level)
Secondary Sequester (7th-level); Glyph of Warding (3rd-level); Arcane Lock (2nd-level); Mordenkainen's Private Sanctum (4th-level)
Ritual casting time 3 days
Base Duration Until dispelled
Base spell component costs 6,225 gp

The Relic Road to the Hidden Prize

Maps show distances. This rite abolishes them. The Relic Road first learns the correct path, then draws a circle of return, and finally folds the travelers through a single, decisive step. It is frequently used to recover lost heirlooms, stolen regalia, or artifacts that have been buried in deliberate secrecy.

Find the Path establishes the shortest, most direct physical route to a known fixed destination. Resolve the added layers as attached riders that create instant transportation to a destination on the same plane, a temporary portal to a known permanent teleportation circle, a temporary passage through a wooden, plaster, or stone surface, and privacy wards that block sound, sight, teleportation, and divination through a space.

Primary Find the Path (6th-level)
Secondary Teleport (7th-level); Teleportation Circle (5th-level); Passwall (5th-level); Mordenkainen's Private Sanctum (4th-level)
Ritual casting time 3 days
Base Duration Concentration, up to 1 day
Base spell component costs 150 gp

Purification of the Namebound Relic

Curses cling like stories: they have beginnings, rules, and endings that refuse to be rushed. This rite identifies the curse as a narrative, strips its hooks from the victim, restores what it damaged, and seals the object so the same malice cannot easily reattach itself.

Run the ritual as ending curses on a creature or breaking attunement to a cursed item. Folded into the rite, Identify, Greater Restoration, Dispel Evil and Good, and Hallow supply identification of a magic item, ritual, or magical effect, ending one major debilitating condition, curse-like reduction, charm, petrification, or exhaustion, protection from certain supernatural creatures and a way to break enchantment or banish an outsider, and a sanctified or profaned space that wards against certain creatures and carries an additional site effect.

Primary Remove Curse (3rd-level)
Secondary Identify (1st-level); Greater Restoration (5th-level); Dispel Evil and Good (5th-level); Hallow (5th-level)
Ritual casting time 3 days
Base Duration Instantaneous
Base spell component costs 1,200 gp

Dreamchain Edict of the Far Throne

Tyrants love distance. So do the righteous. This rite is a five-link chain that reaches through vision, enters sleep, lays down law, edits memory to make the law feel inevitable, and then delivers the final phrasing in the waking world. Those who survive it describe the sensation as waking up already convinced.

The main effect is a magical sensor observing a creature, location, or object at a distance. The secondary layers bring in a messenger enters a sleeping creature’s dream, either to communicate or to trouble its rest, a magically enforced command that punishes disobedience, alteration of a creature’s memory of a recent event, and a short message delivered to a familiar creature at any distance, with a brief reply.

Primary Scrying (5th-level)
Secondary Dream (5th-level); Geas (5th-level); Modify Memory (5th-level); Sending (3rd-level)
Ritual casting time 3 days
Base Duration Concentration, up to 10 minutes
Base spell component costs 1,000 gp

Warden's Panopticon

The Panopticon is not a single eye; it is an institution. This rite assembles pursuit from five disciplines: story, sight, supernatural scouting, relentless location, and the refusal to be fooled by glamours. It is how inquisitors become legends and fugitives become myths.

Locate Creature supplies direction to a known or described creature that the magic can find. Scrying, Arcane Eye, True Seeing, and Legend Lore are woven into that result, adding a magical sensor observing a creature, location, or object at a distance, an invisible magical sensor that can move and report visual information, truesight that reveals invisibility, illusions, shapechangers, and the Ethereal Plane, and lore about a person, place, or object of legendary importance.

Primary Locate Creature (4th-level)
Secondary Scrying (5th-level); Arcane Eye (4th-level); True Seeing (6th-level); Legend Lore (5th-level)
Ritual casting time 3 days
Base Duration Concentration, up to 1 hour
Base spell component costs 1,475 gp

Jubilee of the Hundred Lanterns

A festival that cannot be forgotten is a spell with a crowd. This rite feeds the people, clothes the city in light, scripts harmless wonders into alley and plaza, and gently persuades despair to step aside. In times of war, it has been used as resistance; in times of peace, it has been used as a founding myth.

Resolve the working as a magical feast that cures, protects, and grants bravery and vitality after being consumed. The added layers contribute a convincing multisensory illusion within the affected space, a scripted illusion that appears when a condition is met, terrain disguised by a large-scale illusion, and a reasonable course of action magically suggested to multiple creatures.

Primary Heroes' Feast (6th-level)
Secondary Major Image (3rd-level); Programmed Illusion (6th-level); Hallucinatory Terrain (4th-level); Mass Suggestion (6th-level)
Ritual casting time 3 days
Base Duration Instantaneous
Base spell component costs 1,025 gp

Ossuary Crown of the Death-Shepherd

This is necromancy as architecture. The casters raise bodies, animate them into temporary frenzy to “loosen” the dead from fear, then bind the resulting horde under a single crowned will. The final sanctification is inverted: a hallowing that blesses emptiness and declares life an intruder.

The rite produces one or more corpses animated as stronger undead. As part of the same rite, Finger of Death, Danse Macabre, Animate Dead, and Hallow contribute necrotic damage that can raise a slain humanoid as a zombie, temporary animation and command of several corpses as undead servants, animation or renewed control of skeletons or zombies, and a sanctified or profaned space that wards against certain creatures and carries an additional site effect.

Primary Create Undead (6th-level)
Secondary Finger of Death (7th-level); Danse Macabre (5th-level); Animate Dead (3rd-level); Hallow (5th-level)
Ritual casting time 3 days
Base Duration Instantaneous
Base spell component costs 1,000 gp + 150 gp per corpse

Sanctuary of the Thousandfold Oath

This rite is a bargain with magic itself: “Be quiet here.” It layers personal protections, countermagic, and absolute interdiction into a ward that feels like stepping behind thick glass. Wizards describe the sensation as comforting; sorcerers describe it as suffocating.

At the table, the result begins as a zone where most magical effects are suppressed. Together, the added workings bring in a barrier that excludes lower-level magic from affecting creatures inside, immunity to psychic damage, thought reading, divination, and charm, resistance to nonmagical bludgeoning, piercing, and slashing damage, and privacy wards that block sound, sight, teleportation, and divination through a space.

Primary Antimagic Field (8th-level)
Secondary Globe of Invulnerability (6th-level); Mind Blank (8th-level); Stoneskin (4th-level); Mordenkainen's Private Sanctum (4th-level)
Ritual casting time 3 days
Base Duration Concentration, up to 1 hour
Base spell component costs 100 gp