High Magic Rituals

High Magic is an aspect of Epic Casting, with some fundamental differences as outlined previously. Unlike epic spells, new High Magic rituals cannot be researched and must be discovered or learned from other High Mages. In terms of game effects, this is similar to learning an epic spell from a rune. High Magic rituals are treated as arcane spells, even when they use Heal or Life spell seeds.

High Magic draws its communal power from the magic in all elves, which in turn is drawn from the Weave (on Toril). This explains why High Magic was not affected by Mystra's ban on 10th or higher level spells (effectively Epic spells), but why the damage to the Weave makes casting High Magic rituals dangerous.


RITUALS OF SOLITUDE

The Reverie of Ages
Transmutation [Teleportation]
Spellcraft DC: 35
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Willing creature weighing up to 1000 lb
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Seed: Transport (DC 27)
Factors: Different Time Stream (+8 DC)
Mitigating Factors: none

Acts as temporal stasis, though the elf is in reverie instead of unconscious.

Life of Duty, Form of the People's Need
Transmutation
Spellcraft DC: 41
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Seed: Transform (DC 21)
Factors: Two supernatural abilities (+20 DC)
Mitigating Factors: none

Change from one subrace elf to another subrace. It is permanent. Cannot change to a lythari.

Starshine Upon the People
Conjuration (Healing)
Spellcraft DC: 25
Components: V, S
Casting Time: 1 hour/12 people involved
Range: 0 feet
Target: Up to 100 creatures within 300 feet of you
Duration: Permanent
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Seed: Heal (DC 25)
Factors: Every 12 extra targets (+120 DC)
Mitigating Factors: Every 60 minutes (-120 DC)

Up to 100 people. Cures all nonmagical diseases. Cures sensory loss (blindness, deafness). Heals as Cure Serious Wounds. Casts Neutralize Poison. Casts "aid" for 12 hours.

Song of Enevahr
Enchantment (Compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 44
Components: V, S
Casting Time: 1 minute
Range: 0 feet
Target: All allies and foes within a 100 feet radius burst centered on you
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes
Seed: Afflict (DC 14), Ward (DC 14)
Factors: 20 feet radius (+2 DC), increase area 400% (+16 DC)
Mitigating Factors: increase casting time by 1 minute (-2 DC)

All elves and allies within 100 feet radius are immune to fear effects, and it causes fear in enemies.

Skin and Breath of the Wyrm
Transmutation
Spellcraft DC: 53
Components: V, S
Casting Time: 1 minute
Effect: Personal
Duration: Permanent (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Seed: Transform (DC 21)
Factors: increase size to Gargantuan (+12 DC), two supernatural effects (+20 DC), dismissible duration (+2 DC)
Mitigating Factors: target to personal (-2 DC)

Gain all physical abilities of a Great Wyrm Brass dragon, Great Wyrm Bronze, Great Wyrm Copper, Ancient Gold, or Wyrm Silver dragon. This includes the armor class, natural size, strength, dexterity, constitution, form of attacks, and flight ability. It does not include its personality, intelligence, wisdom, charisma, level, class, hit points (despite any change in it constitution), base attack bonus, base saves, spell-like abilities, or supernatural abilities, except for its fear ability and its breath weapon.

Flights of True Mark, Arrows of Art
Enchants a quiver of 50 arrows with one of the effects below -- the enchantment on the arrow is permanent until used. The arrow's magic can't be dispelled except by Wish or Limited Wish. In effect, this ritual is really a collection of five smaller rituals.

Dispel: casts dispel magic at 20th level.
Abjuration
Spellcraft DC: 29
Components: V, S
Casting Time: 1 minute
Range: as “Dispel Magic”
Target: as “Dispel Magic”
Duration: as “Dispel Magic”
Saving Throw: as “Dispel Magic”
Spell Resistance: as “Dispel Magic”
Seed: Dispel (DC 19)
Factors: +10 on dispel check (+10 DC)
Mitigating Factors: none

Snuff: casts "Quench" to extinguish fire.
Transmutation
Spellcraft DC: 21
Components: V, S
Casting Time: 1 minute
Range: as “Dispel Magic”
Target: as “Dispel Magic”
Duration: as “Quench”
Saving Throw: as “Quench”
Spell Resistance: as “Quench”
Seed: Transform (DC 21)
Factors: none
Mitigating Factors: none

Eagle's Mark: Acts like 1 magic missile per arrow. No more than two can be used on the same target.
Transmutation
Spellcraft DC: 29
Components: V, S
Casting Time: 1 minute
Range: as “Magic Missile”
Target: as “Magic Missile”
Duration: as “Magic Missile”
Saving Throw: as “Magic Missile”
Spell Resistance: as “Magic Missile”
Seed: Destroy (DC 29)
Factors: none
Mitigating Factors: none

Targeting: Spells can now be targeted where the arrow hits, regardless of range.
Divination
Spellcraft DC: 25
Components: V, S
Casting Time: 1 minute
Range: as arrow
Target: wherever the arrow hits
Duration: 20 minutes (D)
Saving Throw: None
Spell Resistance: No
Seed: Reveal (DC 19)
Factors: cast though sensor while maintaining line of effect (+6 DC)
Mitigating Factors: none

Message: Delivers a message of up to 30 words.
Divination
Spellcraft DC: 23
Components: V, S
Casting Time: 1 minute
Range: as arrow
Target: quiver of arrows
Duration: 200 minutes
Saving Throw: None
Spell Resistance: No
Seed: Contact (DC 23)
Factors: none
Mitigating Factors: none

Gift of Alliance
Conjuration (Summoning)
Spellcraft DC: 34
Components: V, S
Casting Time: 10 minutes
Effect: One summoned creature
Duration: 20 rounds (D)
Saving Throw: None
Spell Resistance: No
Seed: Summon (DC 14)
Factors: Up to CR 12 (+20 DC)
Mitigating Factors: none

Summons a CR 12 or lesser outsider every 10 minutes of continuous ritual.

Summoned Shield, Conjured Screen
Transmutation
Spellcraft DC: 31
Components: V, S
Casting Time: 1 minute
Range: 300 feet
Target: one opening
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Seed: Transform (DC 21)
Factors: ad hoc gaseous effect (+10 DC)
Mitigating Factors: none

Creates a window that keeps out all solid matter.

One Heart, One Mind, One Breath
Divination
Spellcraft DC: 27
Components: V, S
Casting Time: 1 minute
Range: same plane
Target: two willing creatures
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Seed: Contact (DC 23)
Factors: Telepathy (+4 DC)
Mitigating Factors: none

Pairs two creatures, of which one is an elf. Grants telepathy.

A Message on Birds' Wings to Silver
Divination
Spellcraft DC: 33
Components: V, S
Casting Time: 1 minute
Effect: magical sensor
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Seed: Reveal (DC 23)
Factors: see and hear (+2 DC), another plane (+8 DC), magically enhanced senses (+4 DC)
Mitigating Factors: none

Uses a pool of water to summon an image of a person. Acts like a sending spell with no word or distance limitations, and no duration except for concentration.


RITUALS OF COMPLEMENT

The High Revival, Restoration
Evocation
Spellcraft DC: 44
Components: V, S
Casting Time: 10 minutes
Range: 0 feet
Target: 22-mile radius centered on ritual participants
Duration: 5 days
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Seed: Energy (DC 25), Heal (DC 25)
Factors: increase area by 1000% (+40 DC), increase duration by 500% (+10 DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

Acts like Weather Summoning, Cure Disease, Remove Curse, etc... for plants only. The area is expanded.

The Traveling Path
Transmutation [Teleportation]
Spellcraft DC: 30
Components: V, S
Casting Time: 10 minutes
Effect: Links two spots
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Seed: Transport (DC 27), Reveal (DC 19), Ward (DC14)
Factors: Permanent (x5 DC), see and hear (+2 DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

Creates a one-way permanent gate (portal). Looking into the gate allows you to see and hear the other side. Drow are not allowed passage.

Sacrements of Seldarine Blessing
Conjuration (Creation)
Spellcraft DC: 0
Components: V, S
Casting Time: 10 minutes
Range: 0 feet
Effect: Up to 12 magical items are created.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Seed: Conjure (DC 21)
Factors: Permanent (x5 DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC), additional divine casters, the experience cost to create the items is spread out among all of the participants.

Involves priests of the Seldarine acting with the High Mages. Can create any exclusively elven item, such as the following:
Magical arrows and bows
Bracers of Archery or Protection
Boots of Elvenkind or Boots of the North
Cloaks of Elvenkind or Cloaks of the Manta Ray
Gems: Tel'kiira or even Selu'kiira
Swords: Dragon-slayer, Moonblade, Elfblade

Can only create 12 items at most. The main benefits are that items only take 10 minutes to create, that the experience cost to create the items is spread out among the participants, and that it can create some unique elven items.

Tribute of One's Duty to the People
Transmutation
Spellcraft DC: 46
Components: V, S
Casting Time: 10 minutes
Range: 300 feet
Target: one creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Seed: Transform (DC 21)
Factors: one size increment (+6 DC), different creature type (+5 DC), five supernatural abilities (+50 DC), ad-hoc all abilities (+20 DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

Transforms a willing elf into a Reverend One, Dryad, Hamadryad, Satyr, Treant, or undead Baelnorn.

Hidden Homeland
Illusion (Figment) [Mind-Affecting]
Spellcraft DC: 45
Components: V, S
Casting Time: 10 minutes
Range: 0 feet
Target: 480 feet radius sphere
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Seed: Compel (DC 19), Delude (DC 18)
Factors: Permanent (x5 DC), increase area by 700% (+28 DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

Cloaks an elven homeland. Combination of illusion and enchantment. Saving throws are at -10. Similar to hallucinatory terrain or mass suggestion.

Corrosion/Erosion
Transmutation
Spellcraft DC: 43
Components: V, S
Casting Time: 10 minutes
Range: 300 feet
Target: 300 feet radius hemisphere
Duration: 8 hours
Saving Throw: Reflex half
Spell Resistance: No
Seed: Conjure (DC 21)
Factors: change area to 20 feet radius hemisphere (+2 DC), increase radius 1400% feet (+56 DC), deal 10d6 damage during growth (ad hoc +19 DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

Breaks down buildings.

The Forms of Age and Unity Among the Forests
Transmutation
Spellcraft DC: 39
Components: V, S
Casting Time: 10 minutes
Range: 300 feet
Target: 8 trees
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Seed: Transform (DC 21)
Factors: hardness 8 (+4 DC), 7 other targets (+70)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

Alters plant life to petrify it or shape it. This ritual can be performed multiple times to join several trees together to form one massive tree, with a trunk of up to 400' in diameter (branch span of 1000' feet). This can also leave trunks separate but fuse higher branches to form homes. Can also create barriers of thorns and brambles.

The Vow Tangible
Divination
Spellcraft DC: 20
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Seed: Transport (DC 27), Reveal (DC 25)
Factors: slower time stream (+8 DC), Permanent (x5 DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

An object is made unbreakable until a vow has been broken.

The Revival
Conjuration (Healing)
Spellcraft DC: 43
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Seed: Heal (DC 25), Life (DC 27), Dispel (DC 19)
Factors: restore drained ability scores (+6 DC), dispel all negative levels (+2 DC), Dispel 1d20+30 (+20DC)
Mitigating Factors: increase casting time by 9 minutes (-18 DC), two additional casters contributing an epic spell slot (-38 DC)

Cancels curses, petrification, polymorph. Regenerates wounds. Restores alignment changes, and restores undead elves.