Excerpts Archive | 3/16/2009
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Excerpts: Arcane Power Rituals
Arcane Power

In today’s Arcane Power preview, we introduce a new set of feats -- including a close look at Unseen Servant, Guards and Wards, and Imprisonment.

Rituals by Level

The world is flush with sacraments, rites, ceremonies, and other procedures that wring incredible effects from an input of time, components, and learning. These disparate workings are known collectively as rituals.

Lvl Ritual Key Skill
1 Purify Water Arcana, Nature, or Religion
1 Unseen Servant Arcana
2 Lower Water Nature
3 Fool’s Gold Arcana
4 Beast Growth Nature
4 Call of Friendship Diplomacy
5 Object Reading Arcana
6 Preserve Flame Arcana
6 Shrink Arcana
8 Anthem of Unity Diplomacy
9 Detect Treasure Arcana
9 Magic Map Arcana
11 History Revealed Arcana
12 Arcane Barrier Arcana
14 Telepathic Bond Arcana
14 Whispers of the Edifice Arcana
16 Farsight Arcana
18 Guards and Wards Arcana
28 Imprisonment Arcana

Unseen Servant

Why bother with real servants when magical ones are so much more obedient?

Level: 1
Category: Creation
Time: 10 minutes
Duration: Until your next extended rest or until you dismiss the servant
Key Skill: Arcana (no check)
Component Cost: 20 gp, plus a focus worth at least 25 gp
Market Price: 50 gp

You conjure a Medium unseen servant of invisible force. It obeys your commands, moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camp, and moving, holding, or carrying objects.

An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.

Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone’s possession for a minute or longer, all unseen servants bound to it disappear.

Guards and Wards

You fill your castle with dense areas of fog, arcane locks, and false portals to hinder and confuse intruders.

Level: 18
Category: Warding
Time: 1 hour
Duration: 24 hours (special)
Component Cost: 5,000 gp, plus 5 healing surges
Market Price: 17,000 gp
Key Skill: Arcana

You layer enchanted defenses over an area you own or inhabit no larger than 30 squares by 30 squares and 100 feet (20 squares) in height.

The area fills with dense fog that makes the area heavily obscured. You and any creature you invite into the area can see through the fog as if the fog was not there. You can grant a creature a temporary invitation of any set length or revoke an invitation if you are in the presence of the invited creature or in the area of the ritual’s effect.

All doors, windows, and other sealable nonmagical portals are locked using Arcane Lock (Player’s Handbook, page 301). You create a number of hallucinatory items as per the ritual of the same name (Player’s Handbook, page 306) equal to one-fifth of your Arcana check result. The hallucinatory items created most often are false doors and false walls. Consult the Arcane Lock and Hallucinatory Item rituals for their effects, and use your Arcana check result to determine their properties.

The warding effect lasts for 24 hours, but you can extend this duration by spending a healing surge every 24 hours to sustain it. You do not need to be in the same area or even on the same plane to sustain the effect. If the ritual’s effect is sustained without interruption for a year and a day, the effect becomes permanent.


You inscribe runes upon your foe, and it falls into a space beyond the normal bounds of the cosmos from which it might never return.

Level: 28
Category: Warding
Time: 1 hour
Duration: Permanent
Component Cost: 170,000 gp, plus 5 healing surges
Market Price: 500,000 gp
Key Skill: Arcana (no check)

You imprison a creature within a demiplane created by this ritual. The creature to be imprisoned must be either helpless or willing, and it must be present for the entire performance of the ritual. When the ritual is complete, an invisible magical field envelops the creature, putting it into suspended animation, and the creature falls into a space beyond the normal bounds of the cosmos. Only divination rituals performed by creatures of your level or higher can determine the location of the imprisoned creature.

You must set one or more possible conditions that release the creature, should they come to pass. You can set an imprisoned creature free by performing a ritual of release that has no component cost and takes 1 hour. A freed creature has no memory of the events that occurred during its imprisonment, and it appears in the world on the ground closest to where it was imprisoned.

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