Rituals and items of interest

Rituals and items found in the papers and books of Sacharlim

+2 Rod the the Infernal, Map of Unseen Lands, +2 Amulet of Life

Rod of the Infernal
This rod enhances one’s ability to draw life from enemies using the infernal pact.
Lvl 8, +2, 3400gp
Implement: Rod
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus, +1d10 damage per plus with powers of the infernal pact.
Property: When you trigger your infernal pact boon, you can add the enhancement bonus of the rod to the number of temporary hit points gained.
Power: Daily (Minor Action); gain temporary hit points equal to your level + your Intelligence modifier.

Amulet of Life
Crafted in orum, and in the shape of a stylized sun, this amulet flairs with amber light whenever it’s used.
Level 10 Uncommon; 5,000 gp; Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Power (Healing); Encounter (Free Action): Trigger: Use this power when you spend a healing surge; Effect: You can spend an additional healing surge.

Map of Unseen Lands
Unseen images glimmer within this mundane-looking sheet of vellum, which erupts with detail as it creates complex maps at your command.
Level 7 Rare; Wondrous Item; 2,600 gp
Property: You gain a +2 item bonus to Nature checks and Perception checks to navigate through areas mapped by this item’s power.
Utility Power; Daily (Standard Action); Effect: You command the map to redraw itself, depicting the surface area in a 10-mile radius around you. The map doesn’t go into precise detail, but it is accurate. It shows only aboveground terrain, not underground areas. The map displays the following features:

  • General terrain, such as mountains, rivers, and lakes
  • Structures 5,000 square feet or larger in area
  • Structures important for travel, such as bridges and portals
  • Lairs of creatures that are significant threats
  • Names or general descriptions of any of the above features, if such information is well known within the area represented by the map.

The sketch remains on the map until this power is used again.


Call Wilderness Guide, Commune with Nature, Consult Mystic Sages, Share Husk, Skull Watch, Water Breathing

Commune With Nature

By communing with the spirits of the land, you know exactly where to find food, shelter, or a clue to the location of the thing you seek.

Component Cost: 140 gp
Market Price: 360 gp
Key Skill: NatureLevel: 6
Category: Divination
Time: 30 minutes
Duration: 10 minutes
By communing with primal spirits of nature, you can learn a number of facts about your immediate environs (within 1 mile of you). You can ask a number of questions, based on the result of your Nature check, about the terrain features, plants, minerals, bodies of water, creatures, and other aspects of your surroundings.

Nature Check Result: Number of Questions
9 or lower: One
10–19: Two
20–29: Three
30–39: Four
40 or higher: Five

The primal spirits you communicate with are honest but sometimes can be elusive. Most questions are answered with a yes or a no. Rarely do the spirits elaborate further, and when they do, their response is cryptic.

Call Wilderness Guide

An animal native to the local wilderness answers your call,approaching you and then walking away. A moment later it pauses, looking over its shoulder as if to make sure you are following.

Component Cost: 144 gp
Market Price: 360 gp
Key Skill: NatureLevel: 6
Category: Exploration
Time: 30 minutes
Duration: Special
You call a nature spirit into your service to act as a guide. The guide takes the form of a Medium or smaller natural beast, with defenses equal to yours at the time you perform the ritual. The guide has 1 hit point, and a missed attack never damages it. It has a speed of 8, but it measures its pace so that you and your party can keep up with it.

The guide leads you to a location you name as you perform the ritual. The destination must be a specific place, such as Shathrax’s Lair or the Tower of Kettenor. The guide cannot lead you to a general location, such as “a cave full of treasure,” or to an unknown place, such as “the secret lair of the dragon Arrythis.” For the ritual’s duration, the guide leads you to the destination by the shortest (although not necessarily the safest) route.

Your Nature check determines how long the guide serves you. If you can’t reach the specified destination within the allotted time, the guide leads you as far as it can along the way and then vanishes.

Nature Check Result: Duration
19 or lower: 1 hour
20—29: 4 hours
30—39: 8 hours
40 or higher: 16 hours

Share Husk

The world dims around you until blackness is complete and total. A moment later, light returns, but your perspective is strange, somehow off, as you peer through the eyes of your animal host.

Component Cost: 150 gp
Market Price: 400 gp
Key Skill: NatureLevel: 8
Category: Exploration
Time: 10 minutes
Duration: Special
Nature Check Result: Duration
19 or lower: 3 hours
20-29: 6 hours
30-39: 12 hours
40 or higher: 1 day

You loosen your spirit from your body and inhabit that of an animal. You can use this ritual only on nonhostile, natural beasts whose level is equal to or lower than your own. The target of this ritual must be present for the entire time during which the ritual is being performed.

When the ritual is complete, you clearly perceive everything from the perspective of the animal host. You use the subject’s senses and its Perception check modifier. While in the beast’s body, you influence the host with simple commands, such as “Go there,” “Wait,” “Flee,” and so on. If the host comes under attack, the ritual ends immediately as the animal’s instincts take over.

While under the effect of this ritual, your body is helpless as if in a deep sleep. Your body is unresponsive to any stimulus that does not deal damage. If your body takes damage, your spirit immediately returns to your body.

Rituals and items of interest

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