Fey AbeyanceRitual 1
Cast 1 hour
Cost rare oils, cold iron bells worth at least 5 gp
Secondary Casters 1
Primary Check Nature (trained)
Secondary Checks Crafting, Intimidation, Occultism, Performance
Duration 1 week
Area An enclosed area up to 60 feet × 60 feet, up to 20 feet high
You ward an area with cold iron bells, protecting it from the influence of the first world. Fey creatures feel uncomfortable within the area and all physical attacks against them are considered cold iron for the purposes of their Weaknesses and Resistances. Furthermore, you set up bells within 3 squares within the area (usually at entrances). When a fey creature begins its turn in a square containing bells, it takes mental damage equal to its Weakness to cold iron, if any. This damage is nonlethal.
Critical Success You may designate up to 6 squares to contain bells.
Success The ritual succeeds.
Failure The ritual has no effect.
Critical Failure The ritual has no effect and attracts the attention of a troublesome fey creature. At the GM's discretion, it might be hostile or merely mischievous.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AbjurationEffects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.