Rituals so far:
Awaken
Weak Ritual
Sigils: 1 Potency Sigil
Components: S
Power Points: 1 hit point
Range: Medium (100 feet + 10 feet per caster level)
Target: One unconscious or sleeping creature
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)
Spell Resistance: -
You mutter a word and the creature you preciously designated in your mind wakes up abruptly.
This spell was wakes up a sleeping or unconscious creature of your choice.
Blacken
Weak Ritual
Sigils: 1 Lesser Mutation Sigil
Components: V, S
Power Points: 1 hit point/channeling
Range: Touch or personal
Target: You or one touched creature
Duration: 2 rounds/channeling
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: -
You touch the target and it turns pitch black as night.
The target creature, its clothing and equipment turns pitch black. The creature gets a +5 circumstance bonus to hide checks. This spell has no effect within the radius of a
Day Light spell.
Corpse Puppet
Ritual
Sigils: 1 Force sigils
Components: V, S
Power Points: 5 hit points/channelling
Range: Medium (100 feet + 10 feet per caster level.)
Target: A corpse
Duration: Concentration
Saving Throw: -
Spell Resistance: No
You animate and take control of a corpse as if it was a puppet and you were its puppet master. A puppeteered corpse is truly a horrid sight as the ritual does not require the corpse to be in any particulate shape, and a puppeteered corpse often will be just a floating bunch of entrails, disembodied body-parts and floating bones.
You animate a corpse as if it were a doll. The corpse acts exactly as a zombie or skeleton of appropriate size, except it is not undead but just a puppet moved by force. It reacts exactly as you see fit as if you were linked by a telepathic bond. The “zombie” has
Turn Immunity and is neither healed nor damaged by both positive and negative energy. In addition it has 5 hp per power point channeled into the spell, as it, unlike an undead, does not need a consistent body to function. It also gains a fly speed (Perfect) of 10 ft. as the powers animating it can also slowly lift it off ground. The ritual ends if the “zombie” is
disintegrated or otherwise utterly destroyed. A corpse brought to 0 hit points kills it and ends the ritual, but the caster can reinitiate the ritual in the next round as the ritual does not require the corpse to be in any particulate shape when animated. The ritual ends if the corpse is moved outside range or it enters a
Antimagic Field or is dispelled. This ritual can only animate subjects that would be viable subjects for the skeleton and/or zombie template.
Cthathugar’s Mark
Weak Ritual [Fire, Cold or electricity]
Sigils: 2 Infernal Sigils, 2 Cryonic Sigils or 2 Keravic Sigils
Components: V, S
Power Points: 2 hit points/channelling
Range: Long (400 ft. + 40 ft./level)
Target: One creature of your choice
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
A brightly glowing mark appear over the subjects chest, dancing vividly for a few seconds before exploding in a bright burst of elemental energy.
The target takes 2d6 +3 points of elemental damage plus +2 point of elemental damage per power point channelled into this ritual. The type of elemental damage, and the spells descriptor, is Fire if two infernal sigils was used to cast this ritual, cold if two Cryonic sigils was used, and lightning if two Keravic sigils was used.
Cosmic Jump
Ritual
Sigils: 1 Mutation sigil, 1 Mötus Sigil
Components: V, S
Power Points: 4 hit points/channelling
Range: Personal
Target: Self
Duration: 1 minute or until discharged
Saving Throw: Will (Harmless)
Spell Resistance: No
Your legs grow and become tauric in nature
You get a +5 bonus to you next jump check for each power point channeled into this spell. No more than a +5 bonus times the casters Intelligence modifier.
Dark Summoning I
Lesser Ritual
Sigils: 1 Lesser Eldritch Sigils (See below)
Components: V, S
Power Points: 5 hit points/channelling
Range: Point within 15 ft.
Duration: 1 round/channelling
Saving Throw: none
Spell Resistance: No
[I]Forth from the circle springs a horrific tentacle horror twice your size. The enemy cowers, and several flee before the might of your new ally.[/B]
This spell summons an extraplanar creature (typically an outsider, aberration or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the
Dark Summoning I list on the accompanying
Dark Summoning table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. If the spell summons a creature of either air, fire, earth, or water, the spell also costs a sigils of appropriate type (Arobic Sigil, Infernal Sigil, Geronic Sigil, Aquatic Sigil)
Dark Summoning Lists
Spoiler
Show
Summoning Ritual I monsters
{table=head] Creature | Alignment
Warped Dog | Chaotic Good |
Warped Rat | Chaotic Evil |
Warped Octopus | Chaotic Neutral |
Warped Badger | Chaotic Neutral |
Warped Owl | Chaotic Good |
Fiendish Dire Rat | Lawful Evil |
Fiendish Raven | Lawful Evil |
Fiendish Monstrous Centipede, medium | Neutral Evil |
Fiendish Monstrous Scorpion, small | Neutral Evil |
Fiendish Hawk | Chaotic Evil |
Fiendish Monstrous Spider, small | Neutral Evil |
Fiendish Snake, small viper | Neutral Evil |
[/table]
Summoning Ritual II monsters
{table=head] Creature | Alignment
Warped Riding Dog | Chaotic Good |
Warped Eagle | Chaotic Neutral |
Warped Lemure Chaotic Neutral |
Warped Squid | Chaotic Evil |
Warped Wolf | Chaotic Neutral |
Warped Fungus, Shreiker | Chaotic Neutral |
Fiendish Squid | Lawful Evil |
Fiendish Wolf | Lawful Evil |
Fiendish Monstrous Centipede, large | Neutral Evil |
Fiendish Monstrous Scorpion, medium | Neutral Evil |
Fiendish Shark, medium | Neutral Evil |
Fiendish Monstrous Spider, medium | Chaotic Evil |
Fiendish Snake, medium | Chaotic Evil |
[/table]
Summoning Ritual III monsters
{table=head] Creature | Alignment
Warped Black Bear | Chaotic Good |
Warped Bison | Chaotic Good |
Warped Dire Badger | Chaotic Neutral |
Warped Crocodile | Chaotic Evil |
Warped Assassin Wine | Chaotic Neutral|
Fihyr | Chaotic Evil|
Meenlock | Lawful Evil|
Fiendish Ape | Lawful Evil|
Fiendish Dire Weasel | Lawful Evil|
Hell Hound | Lawful Evil|
Fiendish Snake, constrictor | Neutral Evil|
Fiendish Boar | Neutral Evil|
Fiendish dire Bat | Neutral Evil|
Fiendish monstrous centipede | Chaotic Evil|
Fiendish Crocodile | Chaotic Evil|
Dretch | Chaotic Evil|
Fiendish Snake, large viper | Chaotic Evil|
Fiendish Wolverine | Chaotic Evil|
[/table]
Summoning Ritual IV monsters
{table=head] Creature | Alignment
Warped Giant Owl | Chaotic Good |
Warped Giant Eagle | Chaotic Neutral |
Warped Lion | Chaotic Evil |
Warped Dire Wolf | Chaotic Neutral |
Harpoon Spider | Chaotic Evil |
Mephit | True Neutral |
Carrion Crawler | True Neutral |
Fiendish Dire Wolf | Lawful Evil |
Fiendish Giant Wasp | Lawful Evil |
Fiendish Giant Praying Mantis | Neutral Evil |
Fiendish Snake, huge viper | Neutral Evil |
[/table]
Summoning Ritual V monsters
{table=head] Creature | Alignment
Warped Brown Bear | Chaotic Good |
Warped Giant Stag Beetle | Chaotic Neutral |
Warped See Cat | Chaotic Evil |
Warped Griffon | Chaotic Neutral |
Morkoth | Chaotic Evil |
Cloaker | Chaotic Neutral |
Devil, Bearded | Lawful Evil |
Gibbering Mouther | Neutral |
Fiendish Deinonychus | Lawful Evil |
Fiendish Dire Ape | Lawful Evil |
Fiendish Dire Boar | Neutral Evil |
Fiendish Shark, huge | Neutral Evil |
Fiendish monstrous scorpion, Large | Neutral Evil |
Shadow Mastiff | Neutral Evil |
Fiendish Dire Wolverine | Chaotic Evil |
Fiendish Giant Crocodile | Chaotic Evil |
Fiendish Tiger | Chaotic Evil |
[/table]
Summoning Ritual VI monsters
{table=head] Creature | Alignment
Warped Polar Bear | Chaotic Good |
Warped orca Whale |Chaotic Neutral |
Warped Dire Lion |Chaotic Evil |
Hook Horror | Neutral |
Mage Ripper Swarm | Chaotic Neutral |
Rot Reaver | Neutral Evil |
Will-o’-Wisp | Chaotic Evil |
Devil, Chain | Lawful Evil |
Xill | Lawful Evil |
Fiendish monstrous centipede, gargantuan| Neutral Evil |
Fiendish Rhinoceros| Neutral Evil |
Fiendish Elasmosauros| Chaotic Evil |
Fiendish monstrous Spider, Huge| Chaotic Evil |
Fiendish snake, giant constrictor| Chaotic Evil |
[/table]
Summoning Ritual VII monsters
{table=head] Creature | Alignment
Chuul | Chaotic Evil |
Warped Elephant | Chaotic Good |
Warped baleen Whale | Chaotic Neutral |
Invisible Stalker | Neutral |
Devil, bone | Lawful Evil |
Fiendish Megaraptor | Lawful Evil |
Fiendish monstrous scorpion, huge | Neutral Evil |
Babau (demon) | Chaotic Evil |
Fiendish Giant octopus | Chaotic Evils |
Fiendish Girallon | Chaotic Evils |
Phasm | Chaotic Neutral |
Stonesinger | Neutral Evil |
Susurrus | Neutral |
Umber Hulk | Chaotic Evil |
[/table]
Summoning Ritual VIII monsters
{table=head] Creature | Alignment
Atach | Chaotic Evil |
Warped Dire Bear | Chaotic Good |
Warped Cachalot Whale | Chaotic Neutral |
Warped Triceratops | Chaotic Evil |
Warped Giant Squid | Chaotic Evil |
Fiendish Giant Squid | Lawful Evil |
Hellcat | Lawful Evil |
Fiendish monstrous centipede, colossal| Neutral Evil |
Fiendish dire tiger | Chaotic Evil |
Fiendish monstrous spider, gargantuan | Chaotic Evil |
Fiendish tyrannosaurus| Chaotic Evil |
Vrock| Chaotic Evil |
[/table]
Summoning Ritual IX monsters
{table=head] Creature | Alignment
Warped Roc | Chaotic Evil |
Devil, Barded | Lawful Evil |
Fiendish Dire Shark | Neutral Evil |
Fiendish monstrous scorpion, gargantuan | Neutral Evil |
Night Hag | Neutral Evil |
Demon, Belilith | Chaotic Evil |
Fiendish monstrous spider, colossal | Chaotic Evil |
Demon, Hezrou | Chaotic Evil |
Avolakai | Neutral Evil |
Balhannoth | Chaotic Neutral |
Seryulin, Greater | Neutral |
Shrieking Terror: Five-headed Terror | Neutral Evil |
[/table]
Dark Summoning II
Lesser Ritual
Sigils: 2 Lesser Eldritch Sigils (See below)
Components: V, S
Power Points: 10 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning II list.
Dark Summoning III
Lesser Ritual
Sigils: 3 Lesser Eldritch Sigils (See below)
Components: V, S
Power Points: 15 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning III list.
Dark Summoning IV
Ritual
Sigils: 1 Eldritch Sigil, 2 Lesser Eldritch Sigils (See below)
Components: V, S
Power Points: 20 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning IV list.
Dark Summoning V
Ritual
Sigils: 2 Eldritch Sigils, 1 Lesser Eldritch Sigils (See below)
Components: V, S
Power Points: 25 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning V list.
Dark Summoning VI
Ritual
Sigils: 3 Eldritch Sigils (See below)
Components: V, S
Power Points: 30 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning VI list.
Dark Summoning VII
Ritual
Sigils: 1 Greater Eldritch Sigil, 2 Eldritch Sigils (See below)
Components: V, S
Power Points: 35 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning VII list.
Dark Summoning VIII
Ritual
Sigils: 2 Greater Eldritch Sigils, 1 Eldritch Sigil (See below)
Components: V, S
Power Points: 40 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning VIII list.
Dark Summoning IX
Ritual
Sigils: 3 Greater Eldritch Sigils (See below)
Components: V, S
Power Points: 45 hit points/channelling
Range: Point within 15 ft.
Duration: 1 minute/channelling
Saving Throw: none
Spell Resistance: No
This spell function as a
Dark Summoning I spell, except it summons a monster from the
Dark Summoning IX list.
Elemental Blast
Weak Ritual [Fire, Cold, Electicity, Earth or Water]
Sigils: 1 Infernal sigil, 1 Cryonic Sigil, 1 Keravic Sigil, 1 Geronic sigil or 1 Aquatic Sigil
Components: V, S
[B]Power Points: [/B1 hit points
Range: Close (25 ft + 5ft. per caster level)
Target: One living shackled or bound creature
Duration: Instantaneous
Saving Throw: Ref halves
Spell Resistance: -
You point at the target and instantly a blast of elemental energy emits from his chest.
The targets takes 1d4 elemental damage. The elemental damage and the spell descriptor is fire if a Infernal sigil were used, cold if a cryonic sigil was used, electricity if a keravic sigil was used, earth if geronic sigil was used, or water if a aquatic sigil was used. If the target succeeds a reflex save the damage is halved.
Ender's Blast
Powerful Ritual
Sigils: 1 Greater Force Sigil, 1 Force Sigil, 1 Mötus Sigil
Components: V, S
Power Points: 10 hit points/channelling
Range: 15ft. cone from originating from you
Target: Creatures and objects within 15ft. cone
Duration: Instantaneous
Saving Throw: Reflex Halves
Spell Resistance: Yes
You point your finger and blast away everyone before you miles away.
All targets must succeed a reflex save or take 4d6 force damage per power point channelled into the ritual (max 32d6 damage), if the targets succeed the save it only takes half damage. All creatures who fail the safe is blown 20 ft. away into an available square per power point channelled into the ritual. If the target is blocked by a object or creature on the way, it and the blocking creature/objects take 1d6 points of damage per each 10 ft. the target has flown.
Gift of Brilliance
Lesser Ritual
Sigils: 1 Lesser Potency sigil
Components: V, S
Power Points: 5 hit points/channelling
Range: Close (25 feet + 5 feet per two caster levels.)
Target: Self or willing subject
Duration: 1 minute/channeling
Saving Throw: Will negates (Harmless)
Spell Resistance: No
You boosts the subjects essence, making him smarter, stronger, faster, or otherwise more competent.
The subject gets a +2 circumstance bonus to an ability score of your choice for as long as the ritual lasts, adding the usual bonuses to attack rolls, attack damage, skill checks, save checks and hp.
Gift of Brilliance, Greater
Ritual
Sigils: 1 Potency sigil
Components: V, S
Power Points: 10 hit points/channelling
Range: Close (25 feet + 5 feet per two caster levels.)
Target: Self or willing subject
Duration: 1 minute/channeling
Saving Throw: Will negates (Harmless)
Spell Resistance: No
You boosts the subjects essence, making him smarter, stronger, faster, or otherwise more competent.
The subject gets a +6 circumstance bonus to an ability score of your choice for as long as the ritual lasts, adding the usual bonuses to attack rolls, attack damage, skill checks, save checks and hp.
Horn’s of Ibex
Powerful Ritual [Evil]
Sigils: 2 Greater Mutation Sigils, 1 Greater Infernal Sigil,
Components: V, S
Power Points: 30 hit points/channelling
Range: Personal
Target: Yourself
Duration: 3 rounds/channelling
Saving Throw: Will (harmless)
Spell Resistance: No
Giant burning and smoking horns rise from your forehead.
You gain a natural gore attack, dealing 2d10 bludgeoning and 2d6 fire damage plus strength with each strike. The gore attack deals double damage plus additional +2d6 fire damage on critical. You can use the gore attack instead of your normal attack actions. Furthermore you gain a +3 profane bonus to attack rolls as long as the ritual is in affect.
Horrid Tentacles
Ritual
Sigils: 2 Mutation sigil
Components: V, S
Power Points: 15 hit points/channelling
Range: Close (25 feet + 5 feet per two caster levels.)
Target: Self or willing subject
Duration: 3 rounds/channeling
Saving Throw: Will negates (Harmless), Reflex negates (see below)
Spell Resistance: No
Deformed spiked black tentacles grow from the subjects shoulders, constantly moving and wriggling around.
The subject gets two primary tentacle attacks dealing 2d4 piercing damage. Furthermore, any round the tentacles aren’t used as attack they deal 2d4 piercing damage to all creatures within 5ft unless they succeed a reflex save. The subject gets a +10 bonus to grapple checks, and furthermore can use the tentacles as if they were simple light weapons while grappled.
Itûm's Speed
Weak Ritual
Sigils: 2 Mótus Sigils
Components: V, S
Power Points: 3 hit points/channelling
Range: Touch or Personal
Target: Self or one living creature touched
Duration: 1 min/channelling
Saving Throw: Will (Harmless)
Spell Resistance: -
The legs of the touched begins to vibrate and humm strangely.
This spell increases the affected creatures base land speed by 50 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
Last Resort
Greater Ritual
Sigils: 2 Greater Keravic Sigils, 1 Stigmata Sigil
Components: V, S
Power Points: 30 hit points/channelling
Range: Personal or Touch
Target: Yourself or touched living Creature
Duration: 24 hour/channeling or until discharged
Saving Throw: Fortitude partial
Spell Resistance: No
You surround the target with an electric halo, ready to restart his heart if he were killed. However, unused, the energy erupts and potentially stop his heart.
If the target dies within the spells duration he is instantly brought back to life with 2 hp per HD and the spell ends. However, if the target does not die within the duration, he must succeed a fortitude save or die. This is a death effect. If the subject succeeds or is immune to death effect it takes 2d6 electric damage per power point channeled into the spell instead. This spell brings back the subject even if the subjects body is destroyed and even if the soul is unwilling because the resurrection is Instantaneous. This cannot revive a person who has died of old age. This spell can only resurrect creatures with one or more hearts and a living anatomy, and therefore not undead, oozes, elements and plants.
Life Transference
Weak Ritual
Sigils: 3 Lesser Stigmata Sigils
Components: V, S
Power Points: 4 hit points/channelling
Range: Touch
Target: One living creature of your choice
Duration: Instantaneous
Saving Throw: -
Spell Resistance: -
You touch the target and transfer your own life energy to him. From your stretched hand, blood red streams of magical energy flows into your target.
The target is cured for 8 points of damage for each power point channelled to cast this ritual. This spell does not affect Undead, Constructs, Oozes and Elements. This counts as positive damage. If the target is blinded, dazed, dazzled, deafened, entangled, exhausted, fatigued, frightened, immobilized, shaken, stunned or wounded, your now are these things instead of the target for the remainder of that effects duration.
Life Transference, Lesser
Weak Ritual
Sigils: 1 Lesser Stigmata Sigil
Components: V, S
Power Points: 2 hit points/channelling
Range: Touch
Target: One living creature of your choice
Duration: Instantaneous
Saving Throw: -
Spell Resistance: -
You touch the target and transfer your own life energy to him. From your stretched hand, blood red streams of magical energy flows into your target.
The target is cured for 2 points of damage for each power point channelled to cast this ritual. This spell does not affect Undead, Constructs, Oozes and Elements. This counts as positive damage. If the target is dazed, dazzled, deafened, exhausted, fatigued or shaken, your now are these things instead of the target for the remainder of that effects duration.
Siphon Life
Greater Ritual
Sigils: 2 Greater stigmata sigils
Components: V, S
Power Points: 25 hit points/channelling
Range: Personal
Target: Yourself
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
You suck out the living life force of the helpless subject. He turns old, withers and die before your eyes and you body vigorously regaining the energy of its youth.
The target age by 5 years per power point channeled into this spell, and advance in age categories accordingly, potentially dying of old age. Likewise, your age fall by the same amount of years. You can only cast this spell on helpless subjects. Sleeping subjects are instantly awakened by this. You can only cast this spell on creatures of the same types as you, usually humanoid. Creature that are immune to age effects and/or death effects is immune to this, likewise are outsiders, oozes and undead. If the subject dies of old age, you’re cured for 1d6 hp per 5 years removed by this spell.
Pact of Return
Ritual
Sigils: 1 Greater Stigmata Sigil
Components: V, S
Power Points: 10 hit points/channelling
Range: Personal
Target: Self
Duration: 3 hour/channelled
Saving Throw: -
Spell Resistance: No
You make a pact with your master to return under certain circumstances
This spell function as the
Pack of Return spell (Heroes of Horrors), except as noted above.
Prepare Sacrifice
Weak Ritual [Evil]
Sigils: 2 Lesser Stigmata Sigil
Components: V, S, F
Power Points: 3 hit points/channelling
Range: Touch
Target: One living shackled or bound creature
Duration: 3 rounds/channeling
Saving Throw: Will Negates
Spell Resistance: -
You touch the target, he stretches out and the ropes whirl around him like snakes. He loses all control of his body. You strike his chest with the sacrificial dagger, and with it draw power to your next ritual.
This spell was created to prepare sacrifices, but has also seen its use in disabling pesky wizards and rogues that kept escaping their bounds. This spells strips its target of all control of its body, essentially paralyzing it and making it helpless so it can be used as a sacrifice in a ritual. This spell can only be casted on a shackled creature or a creature tied up in ropes. This spell automatically ends if the creature is untied.
Focus: A set or shackles or ropes.
Read Thoughts
Ritual
Sigils: 1 Vision sigil
Components: V, S
Power Points: 5 hit points/channelling
Range: Long (400 feet + 40 feet per caster level.)
Target: Intelligent creature
Duration: 2 rounds/channeling
Saving Throw: Will negates
Spell Resistance: No
You gain access to the brain waves of the subject and know all his thoughts ideas as if they were your own.
You know the surface thoughts of the mind of the creature. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. This ritual does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.
Shining Skull
Weak Ritual
Sigils: 1 Infernal Sigil
Components: V, S, Focus
Power Points: 2 hit points/channeling
Range: Up to 100 ft.
Duration: 1 minute/channeling
Saving Throw: -
Spell Resistance: -
The skull starts burning and hover around, discovering small niches and details before hidden by the darkness
You create a hovering flaming skull that illuminates the area like a torch. The skull can fly anywhere within 100 ft. of your choice with a fly speed of up to 20ft. per round. The skull cannot interact with objects and creatures. If the skull is affected by a spell with the water or air descriptor; or is targeted by a ritual using on or more aquatic sigils or greater aquatic sigils it is dispelled.
Focus: A humanoid or animal skull from a small or medium creature