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.

Specific Effects. The working is founded on a fog-filled sphere that heavily obscures the area. It fuses that foundation with a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on invisibility for a creature or object until the spell ends or the subject attacks or casts. It fuses that foundation with a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a sphere of magical darkness that blocks normal darkvision and light. It fuses that foundation with invisibility for a creature or object until the spell ends or the subject attacks or casts. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.”

Specific Effects. The working is founded on detection of nearby magical auras and their schools. It fuses that foundation with identification of a magic item, spell, or magical effect. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on literal understanding of spoken and written language. It fuses that foundation with speech and comprehension across spoken languages. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an invisible alarm ward on a door, window, or small area that alerts the caster when a creature enters. It fuses that foundation with a magical lock that secures a door, window, gate, chest, or other entry. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical lock that secures a door, window, gate, chest, or other entry. It fuses that foundation with a programmed mouth that speaks a message when its trigger occurs. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on opening a locked, barred, stuck, or magically held object with a loud report. It fuses that foundation with a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a magical glyph that stores a harmful rune or releases a stored spell when triggered. It fuses that foundation with paralysis of a humanoid that fails its save. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical glyph that stores a harmful rune or releases a stored spell when triggered. It fuses that foundation with an explosive burst of fire in a wide radius. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an immobile protective dome that shelters creatures and blocks outside conditions. It fuses that foundation with an invisible alarm ward on a door, window, or small area that alerts the caster when a creature enters. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an immobile protective dome that shelters creatures and blocks outside conditions. It fuses that foundation with enough bland food and clean water to sustain a group. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on water breathing for multiple willing creatures. It fuses that foundation with movement across liquid surfaces as if solid ground. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a flying speed granted to a willing creature. It fuses that foundation with slowed falling for multiple creatures. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on movement on walls and ceilings while leaving the hands free. It fuses that foundation with a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical zone where creatures that fail a save cannot speak deliberate lies. It fuses that foundation with reading surface thoughts and probing deeper with a saving throw. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magically persuasive reasonable course of action. It fuses that foundation with suppression of strong emotions, charm, or fear in humanoids in an area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an illusory disguise changing appearance, clothing, and carried gear. It fuses that foundation with a physical alteration such as an aquatic adaptation, altered appearance, or natural weapons. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on false or hidden magical aura and creature-type readings. It fuses that foundation with an illusory disguise changing appearance, clothing, and carried gear. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on sight of invisible creatures and objects and into the Ethereal Plane. It fuses that foundation with detection of nearby magical auras and their schools. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on direction to a known or described object within range. It fuses that foundation with an invisible sensor at a chosen location for seeing or hearing from afar. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on answers from a corpse that still has a mouth and has not already been questioned recently. It fuses that foundation with preservation of remains and extension of the time limit for resurrection magic. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a cylinder of protective sigils that hedges out or traps specified creature types. It fuses that foundation with protection against certain supernatural creature types and their charm, frighten, or possession effects. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on ending curses on a creature or breaking attunement to a cursed item. It fuses that foundation with ending spells and magical effects after an ability check when needed. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on ending one disease or one listed debilitating condition. It fuses that foundation with neutralization of poison plus advantage on poison saves and resistance to poison damage. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a protective bond granting defense and resistance while the caster shares damage. It fuses that foundation with increased hit point maximum and current hit points for multiple creatures. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a protective magical force that sets an unarmored creature’s base AC. It fuses that foundation with a shimmering bonus to a creature’s AC. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on resistance to nonmagical bludgeoning, piercing, and slashing damage. It fuses that foundation with a protective hardening of a creature’s skin or surface. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on darkvision granted to a creature. It fuses that foundation with sight of invisible creatures and objects and into the Ethereal Plane. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on bright magical light that fills a large radius and can counter magical darkness. It fuses that foundation with ending spells and magical effects after an ability check when needed. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on communication with beasts. It fuses that foundation with a tiny beast compelled to carry a short message to a specified recipient or place. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on awareness of traps within line of sight and the general nature of their danger. It fuses that foundation with detection of nearby magical auras and their schools. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a small extradimensional refuge reached by a rope. It fuses that foundation with a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a costly chest hidden on the Ethereal Plane and recallable with a replica. It fuses that foundation with protection of a creature, object, or place from divination magic and magical sensors. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on detection and identification of poison, poisonous creatures, and disease. It fuses that foundation with nonmagical food and drink purified of poison and disease. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a heatless magical flame that sheds light like a torch. It fuses that foundation with a programmed mouth that speaks a message when its trigger occurs. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on sticky webs that restrain creatures and can burn. It fuses that foundation with slick ground that can knock creatures prone. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a storm of freezing rain that heavily obscures, creates difficult terrain, and disrupts concentration. It fuses that foundation with a strong line of wind that pushes creatures and disperses gases. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on either instant overgrowth that impedes movement or long-term enrichment of plants. It fuses that foundation with grasping plants that restrain creatures in an area. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on camouflaged spikes that make terrain difficult and damage creatures moving through it. It fuses that foundation with a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on control over a large body of water, including flooding, parting, redirecting, or whirlpooling. It fuses that foundation with creation or destruction of a modest quantity of water, including rain-like effects. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on stone panels that can form barriers and may become permanent if maintained. It fuses that foundation with minor shaping, marking, excavation, or coloring of loose earth or stone. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a short message delivered to a familiar creature at any distance, with a brief reply. It fuses that foundation with telepathic communication among willing creatures. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a willing creature placed in a deathlike, disease-suspended state. It fuses that foundation with protection of a creature, object, or place from divination magic and magical sensors. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on advantage on checks tied to one ability, plus a minor associated benefit. It fuses that foundation with invisibility for a creature or object until the spell ends or the subject attacks or casts. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on greatly increased speed, defense, and action economy for one creature. It fuses that foundation with freedom from difficult terrain, magical restraint, paralysis, grappling, and underwater hindrance. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on paralysis of a humanoid that fails its save. It fuses that foundation with heated manufactured metal that burns and can force a wielder to drop it. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside 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.

Specific Effects. The working is founded on restoration of life to a creature that died within the last minute. It fuses that foundation with preservation of remains and extension of the time limit for resurrection magic. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on terrain disguised by a large-scale illusion. It fuses that foundation with a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on writing hidden or disguised so only chosen readers understand it. It fuses that foundation with a magically persuasive reasonable course of action. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on invisibility for a creature or object until the spell ends or the subject attacks or casts. It fuses that foundation with a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks and a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an immobile protective dome that shelters creatures and blocks outside conditions. It fuses that foundation with an invisible alarm ward on a door, window, or small area that alerts the caster when a creature enters and a magical glyph that stores a harmful rune or releases a stored spell when triggered. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on detection of nearby magical auras and their schools. It fuses that foundation with identification of a magic item, spell, or magical effect and false or hidden magical aura and creature-type readings. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical zone where creatures that fail a save cannot speak deliberate lies. It fuses that foundation with reading surface thoughts and probing deeper with a saving throw and a magically persuasive reasonable course of action. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical lock that secures a door, window, gate, chest, or other entry. It fuses that foundation with an invisible alarm ward on a door, window, or small area that alerts the caster when a creature enters and a programmed mouth that speaks a message when its trigger occurs. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on opening a locked, barred, stuck, or magically held object with a loud report. It fuses that foundation with a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated and invisibility for a creature or object until the spell ends or the subject attacks or casts. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on water breathing for multiple willing creatures. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a flying speed granted to a willing creature. It fuses that foundation with greatly increased speed, defense, and action economy for one creature and slowed falling for multiple creatures. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on movement on walls and ceilings while leaving the hands free. It fuses that foundation with invisibility for a creature or object until the spell ends or the subject attacks or casts and a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an invisible sensor at a chosen location for seeing or hearing from afar. It fuses that foundation with direction to a known or described object within range and a short message delivered to a familiar creature at any distance, with a brief reply. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical sensor observing a creature, location, or object at a distance. It fuses that foundation with direction to a known or described creature within range and a short message delivered to a familiar creature at any distance, with a brief reply. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on answers from a corpse that still has a mouth and has not already been questioned recently. It fuses that foundation with speech and comprehension across spoken languages and preservation of remains and extension of the time limit for resurrection magic. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a cylinder of protective sigils that hedges out or traps specified creature types. It fuses that foundation with protection against certain supernatural creature types and their charm, frighten, or possession effects and ending spells and magical effects after an ability check when needed. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on ending curses on a creature or breaking attunement to a cursed item. It fuses that foundation with ending one major debilitating condition, curse-like reduction, charm, petrification, or exhaustion and ending spells and magical effects after an ability check when needed. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on ending one disease or one listed debilitating condition. It fuses that foundation with increased hit point maximum and current hit points for multiple creatures and neutralization of poison plus advantage on poison saves and resistance to poison damage. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a protective magical force that sets an unarmored creature’s base AC. It fuses that foundation with a shimmering bonus to a creature’s AC and a protective bond granting defense and resistance while the caster shares damage. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on resistance to nonmagical bludgeoning, piercing, and slashing damage. It fuses that foundation with a protective hardening of a creature’s skin or surface and increased hit point maximum and current hit points for multiple creatures. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on darkvision granted to a creature. It fuses that foundation with sight of invisible creatures and objects and into the Ethereal Plane and detection of nearby magical auras and their schools. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on bright magical light that fills a large radius and can counter magical darkness. It fuses that foundation with sight of invisible creatures and objects and into the Ethereal Plane and ending spells and magical effects after an ability check when needed. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on awareness of traps within line of sight and the general nature of their danger. It fuses that foundation with detection of nearby magical auras and their schools and an invisible alarm ward on a door, window, or small area that alerts the caster when a creature enters. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a small extradimensional refuge reached by a rope. It fuses that foundation with an invisible alarm ward on a door, window, or small area that alerts the caster when a creature enters and a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a costly chest hidden on the Ethereal Plane and recallable with a replica. It fuses that foundation with 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. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on terrain disguised by a large-scale illusion. It fuses that foundation with either instant overgrowth that impedes movement or long-term enrichment of plants and a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on grasping plants that restrain creatures in an area. It fuses that foundation with camouflaged spikes that make terrain difficult and damage creatures moving through it and a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on sticky webs that restrain creatures and can burn. It fuses that foundation with slick ground that can knock creatures prone and paralysis of a humanoid that fails its save. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a storm of freezing rain that heavily obscures, creates difficult terrain, and disrupts concentration. It fuses that foundation with a strong line of wind that pushes creatures and disperses gases and a fog-filled sphere that heavily obscures the area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on stone panels that can form barriers and may become permanent if maintained. It fuses that foundation with minor shaping, marking, excavation, or coloring of loose earth or stone and a magical glyph that stores a harmful rune or releases a stored spell when triggered. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on control over a large body of water, including flooding, parting, redirecting, or whirlpooling. It fuses that foundation with creation or destruction of a modest quantity of water, including rain-like effects and movement across liquid surfaces as if solid ground. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an immobile protective dome that shelters creatures and blocks outside conditions. It fuses that foundation with enough bland food and clean water to sustain a group and nonmagical food and drink purified of poison and disease. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a heatless magical flame that sheds light like a torch. It fuses that foundation with a programmed mouth that speaks a message when its trigger occurs and false or hidden magical aura and creature-type readings. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on an illusory disguise changing appearance, clothing, and carried gear. It fuses that foundation with a physical alteration such as an aquatic adaptation, altered appearance, or natural weapons and false or hidden magical aura and creature-type readings. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.”

Specific Effects. The working is founded on a willing creature placed in a deathlike, disease-suspended state. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on advantage on checks tied to one ability, plus a minor associated benefit. It fuses that foundation with invisibility for a creature or object until the spell ends or the subject attacks or casts and movement on walls and ceilings while leaving the hands free. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on greatly increased speed, defense, and action economy for one creature. It fuses that foundation with freedom from difficult terrain, magical restraint, paralysis, grappling, and underwater hindrance and increased hit point maximum and current hit points for multiple creatures. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on paralysis of a humanoid that fails its save. It fuses that foundation with a magical zone where creatures that fail a save cannot speak deliberate lies and reading surface thoughts and probing deeper with a saving throw. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical glyph that stores a harmful rune or releases a stored spell when triggered. It fuses that foundation with a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated and paralysis of a humanoid that fails its save. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical glyph that stores a harmful rune or releases a stored spell when triggered. It fuses that foundation with a debilitating curse chosen by the caster and a cone of terror that makes affected creatures frightened and flee. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a programmed mouth that speaks a message when its trigger occurs. It fuses that foundation with an invisible alarm ward on a door, window, or small area that alerts the caster when a creature enters and writing hidden or disguised so only chosen readers understand it. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside 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.

Specific Effects. The working is founded on direction to a known or described object within range. It fuses that foundation with detection of nearby magical auras and their schools and sight of invisible creatures and objects and into the Ethereal Plane. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on communication with beasts. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on detection and identification of poison, poisonous creatures, and disease. It fuses that foundation with nonmagical food and drink purified of poison and disease and ending one disease or one listed debilitating condition. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on restoration of life to a creature that died within the last minute. It fuses that foundation with preservation of remains and extension of the time limit for resurrection magic and increased hit point maximum and current hit points for multiple creatures. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on mental movement or restraint of creatures and objects. It fuses that foundation with a magical lock that secures a door, window, gate, chest, or other entry and paralysis of a humanoid that fails its save. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a damaging wall or ring of fire. It fuses that foundation with a soundless zone where creatures are deafened, verbal spellcasting fails, and thunder damage is negated and a fog-filled sphere that heavily obscures the area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical glyph that stores a harmful rune or releases a stored spell when triggered. It fuses that foundation with an explosive burst of fire in a wide radius and false or hidden magical aura and creature-type readings. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a blast of freezing cold that damages creatures in a cone. It fuses that foundation with 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. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on ending spells and magical effects after an ability check when needed. It fuses that foundation with detection of nearby magical auras and their schools and a reaction that interrupts a creature in the process of casting a spell. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a summoned creature bound to service after a failed save. It fuses that foundation with a cylinder of protective sigils that hedges out or traps specified creature types and ending spells and magical effects after an ability check when needed. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on illusory disguises for multiple creatures. It fuses that foundation with a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks and protection of a creature, object, or place from divination magic and magical sensors. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.”

Specific Effects. The working is founded on a portal to another plane or a calling effect for a named extraplanar creature. It fuses that foundation with a magical sensor observing a creature, location, or object at a distance. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a portal to another plane or a calling effect for a named extraplanar creature. It fuses that foundation with a cylinder of protective sigils that hedges out or traps specified creature types. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a sapphire-bound link that can call a marked object to the caster’s hand. It fuses that foundation with a magical sensor observing a creature, location, or object at a distance. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on instant transportation to a destination on the same plane. It fuses that foundation with a magical sensor observing a creature, location, or object at a distance. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on ending curses on a creature or breaking attunement to a cursed item. It fuses that foundation with ending one major debilitating condition, curse-like reduction, charm, petrification, or exhaustion and identification of a magic item, spell, or magical effect. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on lore about a person, place, or object of legendary importance. It fuses that foundation with 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. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on one or more corpses animated as stronger undead. It fuses that foundation with a cylinder of protective sigils that hedges out or traps specified creature types and temporary animation and command of several corpses as undead servants. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a summoned creature bound to service after a failed save. It fuses that foundation with a cylinder of protective sigils that hedges out or traps specified creature types and one or more corpses animated as stronger undead. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magically enforced command that punishes disobedience. It fuses that foundation with a magical sensor observing a creature, location, or object at a distance. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on broad control over weather conditions in a large area. It fuses that foundation with either instant overgrowth that impedes movement or long-term enrichment of plants and large-scale reshaping of dirt, sand, or clay terrain. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical sensor observing a creature, location, or object at a distance. It fuses that foundation with direction to a known or described creature within range and the shortest, most direct physical route to a known fixed destination. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on large-scale terrain illusion that can include tactile elements. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on answers from a corpse that still has a mouth and has not already been questioned recently. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a portal to another plane or a calling effect for a named extraplanar creature. It fuses that foundation with a magical sensor observing a creature, location, or object at a distance and a vertical column of divine fire and radiant force. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on large-scale terrain illusion that can include tactile elements. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on preternatural warning and good fortune for one creature. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.”

Specific Effects. The working is founded on a sanctified or profaned area that wards against certain creatures and carries an additional site effect. It fuses that foundation with a large-area 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a temporary portal to a known permanent teleportation circle. It fuses that foundation with a magical sensor observing a creature, location, or object at a distance, direction to a known or described object within range, and a stealth veil granting a large bonus to Dexterity (Stealth) checks and leaving no tracks. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical sensor observing a creature, location, or object at a distance. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on large-scale terrain illusion that can include tactile elements. It fuses that foundation with a scripted illusion that appears when a condition is met, a convincing multisensory illusion in an area, and a reasonable course of action magically suggested to multiple creatures. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.”

Specific Effects. The working is founded on restoration of life to a long-dead creature, even from no body if named. It fuses that foundation with 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. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a large-area ward against planar travel that can harm selected creature types. It fuses that foundation with a sanctified or profaned area that wards against certain creatures and carries an additional site effect, privacy wards that block sound, sight, teleportation, and divination through an area, 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 spell when triggered. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on either instant overgrowth that impedes movement or long-term enrichment of plants. It fuses that foundation with broad control over weather conditions in a large area, 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 area that wards against certain creatures and carries an additional site effect. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on layered defensive effects throughout a structure, including fog, locked doors, confusion, and hidden passages. It fuses that foundation with privacy wards that block sound, sight, teleportation, and divination through an area, a large-area 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on restoration of life to a long-dead creature, even from no body if named. It fuses that foundation with 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. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on either instant overgrowth that impedes movement or long-term enrichment of plants. It fuses that foundation with broad control over weather conditions in a large area, 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 area that wards against certain creatures and carries an additional site effect. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on answers from a corpse that still has a mouth and has not already been questioned recently. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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?”

Specific Effects. The working is founded on a large-area ward against planar travel that can harm selected creature types. It fuses that foundation with a sanctified or profaned area that wards against certain creatures and carries an additional site effect, privacy wards that block sound, sight, teleportation, and divination through an area, a magical glyph that stores a harmful rune or releases a stored spell when triggered, and a creature or object hidden from sight and divination, often suspended in time. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a portal to another plane or a calling effect for a named extraplanar creature. It fuses that foundation with 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 broad control over weather conditions in a large area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on large-scale terrain illusion that can include tactile elements. It fuses that foundation with 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 an area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on preternatural warning and good fortune for one creature. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a portal to another plane or a calling effect for a named extraplanar creature. It fuses that foundation with a magical sensor observing a creature, location, or object at a distance, a cylinder of protective sigils that hedges out or traps specified creature types, paralysis of a creature that fails its save, and a magically enforced command that punishes disobedience. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a sapphire-bound link that can call a marked object to the caster’s hand. It fuses that foundation with 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 spell 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 an area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on the shortest, most direct physical route to a known fixed destination. It fuses that foundation with 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 an area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on ending curses on a creature or breaking attunement to a cursed item. It fuses that foundation with identification of a magic item, spell, 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 area that wards against certain creatures and carries an additional site effect. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on a magical sensor observing a creature, location, or object at a distance. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on direction to a known or described creature within range. It fuses that foundation with 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. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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.

Specific Effects. The working is founded on a magical feast that cures, protects, and grants bravery and vitality after being consumed. It fuses that foundation with a convincing multisensory illusion in an area, 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. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on one or more corpses animated as stronger undead. It fuses that foundation with 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 area that wards against certain creatures and carries an additional site effect. The primary spell resolves as the governing action, while the secondary magic is braided into its resolution as an attached rider or aftermath rather than a separate casting.

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.

Specific Effects. The working is founded on an area in which most spells and magical effects are suppressed. It fuses that foundation with a barrier that excludes lower-level spells 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 an area. Use the primary spell as the governing range, target, area, save, and duration unless the ritual description or DM adjudication narrows the target, object, area, route, scene, or ritual site; the secondary magic is treated as a rider on that same working rather than as a separate spell beside it.

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