儀式

儀式 Rituals

儀式とは、誰もが発動可能な難解で複雑な呪文である。儀式の発動には、通常の呪文よりも遙かに長い時間がかかるが、儀式は遙かに強力な効果を持つ。


儀式の発動 Casting Rituals

儀式を執り行う際、君はその主要術者であり、君を補助する他の者達は二次術者である。君はたとえ呪文を発動することが出来なかったとしても、儀式の主要術者となることが出来る。君はその儀式を知っていなければならず、その儀式呪文のレベルは君のレベルの半分(切り上げ)以下でなければならない。
君はまた、その儀式の主要判定に使われる技能に条件となる習熟ランクを持っていなくてはならない(下記の判定を参照)、また、主要術者として、君はその儀式の効果を決定するためにこの判定を試みなくてはならない。この主要技能判定が体系を決定する。

儀式を発動するために呪文スロットは必要ない。
The primary
skill check determines the tradition.
Rituals do not require spell slots to cast. You can
heighten a ritual up to half your level rounded up, decided
when the ritual is initiated. A ritual always takes at least
1 hour to perform, and often longer. While a ritual is a
downtime activity, it’s possible—albeit risky—to perform
a ritual during exploration with enough uninterrupted
time. A ritual’s casting time is usually listed in days. Each
day of casting requires 8 hours of participation in the
ritual from all casters, with breaks during multiday rituals
to allow rest. One caster can continue a multiday ritual,
usually with some light chanting or meditation, while the
other casters rest. All rituals require material, somatic,
and verbal components throughout their casting time.
Learning Rituals
Learning a ritual does not count against any limits on
spells in your spell repertoire or on any other normal
spellcasting ability. Rituals are never common, though if
you look hard, you can probably find someone who can
perform an uncommon ritual for you. They may still be
unwilling to teach it to you.
Cost
A ritual’s Cost entry lists valuable components required to
cast the ritual. If a ritual doesn’t have any such components,
it won’t have a Cost entry. The cost is consumed when you
attempt the primary skill check. Costs are often presented
as a base cost multiplied by the target’s level and sometimes
the spell’s level. If the target’s level is lower than 1, multiply
the cost by 1 instead. Heightened versions that increase
the base cost multiply it by the target’s level or another
value as appropriate. Most rituals that create permanent
creatures, such as create undead, use costs based on the
level of the spell, as presented on Table 7–1.
Secondary Casters
Many rituals need additional secondary casters, who also
don’t need to be able to cast spells. Unlike a primary caster,
a secondary caster doesn’t need a minimum level or skill
proficiency. The Secondary Casters entry, if present, indicates
the minimum number of secondary casters required.
Checks
At the ritual’s culmination, you must attempt the skill
check listed in the Primary Check entry to determine the
ritual’s outcome. Primary checks usually have a very hard
DC for a level that’s twice the ritual’s spell level. As with
other downtime activities, fortune and misfortune effects
can’t modify your checks for the ritual, nor can bonuses
or penalties that aren’t active throughout the process.
The GM can adjust the DCs of rituals, add or change
primary or secondary checks, or even waive requirements
to fit specific circumstances. For example, performing a
ritual in a location where ley lines converge on the night
of a new moon might make a normally difficult ritual
drastically easier.
Secondary Checks
Often, a ritual requires secondary checks to represent aspects
of its casting, usually with a standard DC for a level twice
the ritual’s spell level. A different secondary caster must
attempt each secondary check. If there are more secondary
casters than checks, the others don’t attempt any.
Secondary casters attempt their checks before you
attempt the primary check; no matter their results, the
ritual proceeds to the primary check. Secondary checks
affect the primary check depending on their results.
Critical Success You gain a +2 circumstance bonus to the
primary check.
Success No bonus or penalty.
Failure You take a –4 circumstance penalty to the primary
check.
Critical Failure As failure, and you reduce the degree of
success of the primary skill check by one step.
Effect
A ritual’s effect depends on the result of the primary check.
If an effect lists a save DC, use your spell DC for the ritual’s
magic tradition (or 12 + your level + your highest mental
ability modifier, if you don’t have a spell DC).
Rituals
The following rituals are just a small sample of the many
that exist.
ANIMATE OBJECT RITUAL 2
UNCOMMON TRANSMUTATION
Cast 1 day; Cost rare oils, see Table 7–1; Secondary Casters 1
Primary Check Arcana (expert); Secondary Checks Crafting
Range 10 feet; Target 1 object
You transform the target into an animated object with a level
up to that allowed by Table 7–1 and of a type corresponding
to the object (so a broom would become an animated broom).
Critical Success The target becomes an animated object of the
appropriate type. If it’s at least 4 levels lower than you, you
can make it a minion. This gives it the minion trait, meaning
it can use 2 actions when you command it, and commanding
it is a single action that has the auditory and concentrate
traits. You can have a maximum of four minions under your
control. If it doesn’t become a minion, you can give it one
simple command. It pursues that goal single‑mindedly,
ignoring any of your subsequent commands.
Success As critical success, except an animated object that
doesn’t become your minion stays in place and attacks
anyone that attacks it or tries to steal or move it, rather
than following your command.
Failure You fail to create the animated object.
Critical Failure You create the animated object, but it goes
berserk and attempts to destroy you.
ATONE RITUAL 4
UNCOMMON ABJURATION
Cast 1 day; Cost rare incense and offerings worth a total value
of 20 gp × the target’s level; Secondary Casters 1, must be
the ritual’s target
Primary Check Nature or Religion (expert); Secondary Checks
Nature or Religion (whichever is used for the primary check)
Range 10 feet; Targets another creature of up to 8th level who
is a worshipper of the same deity or philosophy as you
You attempt to help a truly penitent creature atone for its
misdeeds, typically actions contrary to your deity’s alignment
or anathema to your deity. If the creature isn’t truly penitent,
the outcome is always a critical failure. This ritual uses Nature
if the target is a druid, and Religion in all other cases.
Critical Success The creature receives absolution for its
misdeeds, allowing it to regain standing with your deity. It
returns to its previous alignment (if its alignment shifted)
and regains any abilities it lost. Before the atonement is
complete, the creature must perform a special quest or
other task chosen by your deity, as befits its misdeeds. If
completed during downtime, this task should take no less
than 1 month. For 1 month, the target receives divine insight
just before performing an act that would be anathema to
your deity or contrary to your deity’s alignment.
Success As critical success, but the creature gains no special
insight regarding its subsequent actions.
Failure The creature does not receive absolution and must
continue to meditate and redress its misdeeds. Any future
atone rituals for the same misdeeds cost half as much and gain
a +4 circumstance bonus to primary and secondary checks.
Critical Failure The creature offends your deity and is
permanently cast out from the faith. The creature can’t
rejoin your religion without a more direct intervention.
Heightened (5th) Increase the maximum target level by 2 and
the base cost by 20 gp.
AWAKEN ANIMAL RITUAL 6
UNCOMMON DIVINATION MENTAL
Cast 1 day; Cost herbs, 1/5 the value on Table 7–1; Secondary
Casters 3
Primary Check Nature (master); Secondary Checks Lore (any),
Society, Survival
Range 10 feet; Target 1 animal of up to the level on Table 7–1
You grant intelligence to the target, transforming it into
a beast. If it was previously an animal companion or minion, it
can no longer serve as one.
Critical Success The target’s Intelligence, Wisdom, and
Charisma modifiers each increase to +2 if they were lower,
and it becomes helpful to you for awakening it.
Success The target’s Intelligence, Wisdom, and Charisma
modifiers increase to +0 if they were worse and it becomes
friendly to you for awakening it.
Failure You fail to awaken the target.
Critical Failure You accidentally awaken the target with a
pure bestial hatred toward you. The target’s Intelligence,
Wisdom, and Charisma modifiers increase to –2 if they were
worse. It becomes hostile to you, attempting to destroy you.
BLIGHT RITUAL 4
UNCOMMON NECROMANCY NEGATIVE PLANT
Cast 1 day; Secondary Casters 1
Primary Check Nature (expert); Secondary Checks Survival
Area 1/2-mile-radius circle centered on you
Duration 1 year
You twist and stunt plants in the area, causing them to wither. In
addition to other dangers from failing plant life, this decreases
the crop yield for farms. If you cast this ritual in an area affected
by plant growth, blight attempts to counteract plant growth
instead of producing its usual effect.
Critical Success Completely spoil the crop yield in the area, or
decrease the yield by half in an area with up to a 1-mile radius.
Success Decease the crop yield in the area by half.
Failure The ritual has no effect.
Critical Failure The flora in the area changes in an unexpected
way, determined by the GM but generally as contradictory
to your true desires as possible (for instance, enriching
crops when you would prefer to blight them).
CALL SPIRIT RITUAL 5
UNCOMMON NECROMANCY
Cast 1 hour; Cost rare candles and incense worth a total value
of 50 gp; Secondary Casters 1
Primary Check Occultism (expert) or Religion (expert);
Secondary Checks Occultism or Religion (whichever isn’t
used for the primary check)
Duration up to 10 minutes
You tear the veil to the afterlife and call a spirit from its final
resting place. You must call the spirit by name, and you must
provide a connection to the spirit, such as a possession, a
garment, or a piece of its corpse. A spirit unwilling to heed your
call can attempt a Will save to avoid it; on a critical success, a
trickster spirit Impersonates the spirit you meant to call. The DC
of the Will save is 2 lower if you haven’t met the spirit in life.
Either way, the spirit appears as a wispy form of the creature
you meant to call. Each minute of the duration, you can ask the
spirit a question. It can answer how it pleases or even refuse to
answer. If the spirit isn’t in the afterlife (such as if it’s an undead),
all results other than critical failures use the failure effect.
Critical Success The spirit is particularly cooperative, and
even if it has strong reasons to deceive you, it takes a –2
circumstance penalty to its Deception checks.
Success You call the spirit.
Failure You fail to call a spirit.
Critical Failure One or more evil spirits appear and attack.
COMMUNE RITUAL 6
UNCOMMON DIVINATION PREDICTION
Cast 1 day; Cost rare incense worth a total value of 150 gp;
Secondary Casters 1
Primary Check Occultism (master) or Religion (master);
Secondary Checks Occultism or Religion (whichever is used
for the primary check)
Duration up to 10 minutes
You call upon an unknown planar entity to answer questions;
this is a servitor of your deity if you have one and use
Religion. You can ask up to seven questions that could be
answered with “Yes” or “No.” The entity is likely to know
answers related to its purview; a servitor of Gozreh would
likely know about unnatural weather patterns and a servitor
of Desna would likely know someone’s travel route. The
entity answers with one word answers such as “Yes,” “No,”
“Likely,” and “Unknown,” though its answers always reflect
its own agenda and could be deceptive.
Critical Success You contact a more powerful entity aligned
strongly with your interests, possibly even your deity. The
entity won’t attempt to deceive you, though it still might not
know the answers. When it’s important to provide clarity, the
entity will answer your questions with up to five words, such
as “If you leave immediately” or “That was true once.”
Success You can ask your questions and receive answers.
Failure You fail to contact a planar entity.
Critical Failure You are exposed to the enormity of the cosmos
and are stupefied 4 for 1 week (can’t remove by any means).
COMMUNE WITH NATURE RITUAL 6
UNCOMMON DIVINATION PREDICTION
Cast 1 day; Cost rare incense worth a total value of 60 gp;
Secondary Casters 1
Primary Check Nature (master); Secondary Checks Nature
Duration up to 10 minutes
As commune, except you contact the primal spirits of
nature, which know about animals, beasts, fey, plants,
topography, and natural resources within a 3-mile radius of
the ritual’s location.
CONSECRATE RITUAL 2
UNCOMMON CONSECRATION EVOCATION
Cast 3 days; Cost rare incense and offerings worth a total
value of 20 gp × the spell level; Secondary Casters 2, must
be worshippers of your religion
Primary Check Religion; Secondary Checks Crafting, Performance
Range 40 feet; Area 40-foot-radius burst around an immobile
altar, shrine, or fixture of your deity
Duration 1 year
You consecrate a site to your deity, chanting praises and
creating a sacred space. While within the area, worshippers
of your deity gain a +1 status bonus to attack rolls, skill
checks, saving throws, and Perception checks, and creatures
anathema to your deity (such as undead for Pharasma or
Sarenrae) take a –1 status penalty to those checks. Attacks
made by worshippers of your deity within the area deal 1
damage of one of your deity’s alignment types (your choice);
if your deity is true neutral, you don’t gain this benefit.
Critical Success The consecration succeeds, and it either lasts
for 10 years instead of 1 or covers an area with twice the
radius. Occasionally, with your deity’s favor, this might
produce an even more amazing effect, such as a permanently
consecrated area or the effect covering an entire cathedral.
Success The consecration succeeds.
Failure The consecration fails.
Critical Failure The consecration fails spectacularly and
angers your deity, who sends a sign of displeasure. For at
least 1 year, further attempts to consecrate the site fail.
Heightened (7th) The consecrated area also gains the effects
of the dimensional lock spell, but the effect doesn’t attempt
to counteract teleportation by worshippers of your deity. The
cost increases to 200 gp × the spell level.
CONTROL WEATHER RITUAL 8
UNCOMMON EVOCATION
Cast 1 day; Secondary Casters 1
Primary Check Nature (master); Secondary Checks Survival
Area 2-mile-radius circle centered on you
Duration 4d12 hours
You alter the weather, making it calm and normal for the season
or choosing up to two effects based on the season:
• Spring drizzle, heat, hurricane, sleet, thunderstorm,
tornado
• Summer drizzle, downpour, extreme heat, hail, heat
• Autumn cold weather, fog, mild heat, sleet
• Winter blizzard, mild cold, extreme cold, thaw
You can’t specifically control the manifestations, such as the
exact path of a tornado or the targets of lightning strikes.
Critical Success You change the weather as desired and can
affect a larger area (up to a 5-mile-radius circle), or a longer
duration (any number of additional d12 hours, up to 16d12).
Success You change the weather as desired.
Failure You fail to change the weather as desired.
Critical Failure The weather changes in an unanticipated way,
determined by the GM but generally as contradictory to
your true desires as possible (for instance, a terrible storm
emerges when you would prefer good weather).
Heightened (9th) You can create unseasonable weather and
contradictory weather effects, such as extreme cold and
a hurricane. You can make the weather calm and normal
weather for a different season or choose weather effects from
any season’s list.
CREATE UNDEAD RITUAL 2
UNCOMMON EVIL NECROMANCY
Cast 1 day; Cost black onyx, see Table 7–1; Secondary Casters 1
Primary Check Arcana (expert), Occultism (expert), or Religion
(expert); Secondary Checks Religion
Range 10 feet; Target 1 dead creature
You transform the target into an undead creature with
a level up to that allowed in Table 7–1. There are many
versions of this ritual, each specific to a particular type
of undead (one ritual for all zombies, one for skeletons,
one for ghouls, and so on), and the rituals that create rare
undead are also rare. Some forms of undead, such as liches,
form using their own unique methods and can’t be created
with a version of create undead.
Critical Success The target becomes an undead creature of the
appropriate type. If it’s at least 4 levels lower than you, you
can make it a minion. This gives it the minion trait, meaning
it can use 2 actions when you command it, and commanding
it is a single action that has the auditory and concentrate
traits. You can have a maximum of four minions under your
control. If it’s intelligent and doesn’t become a minion, the
undead is helpful to you for awakening it, though it’s still
a horrid and evil creature. If it’s unintelligent and doesn’t
become a minion, you can give it one simple command. It
pursues that goal single‑mindedly, ignoring any of your
subsequent commands.
Success As critical success, except an intelligent undead that
doesn’t become your minion is only friendly to you, and
an unintelligent undead that doesn’t become your minion
leaves you alone unless you attack it. It marauds the local
area rather than following your command.
Failure You fail to create the undead.
Critical Failure You create the undead, but its soul, tortured by
your foul necromancy, is full of nothing but hatred for you.
It attempts to destroy you.
FREEDOM RITUAL 8
UNCOMMON ABJURATION
Cast 1 day; Cost valuable oils and objects associated with the
target worth a total value of 100 gp × the spell level × the
target’s level; Secondary Casters 2
Primary Check Arcana (legendary) or Occultism (legendary);
Secondary Checks Society
Range see text; Target 1 creature
You perform a ritual to free a creature imprisoned, petrified,
or otherwise put into stasis by any magical effects from all
such effects, even effects like imprisonment that don’t have a
duration, as long as freedom’s spell level is equal to or higher
than the effect’s spell level. To perform the ritual, you must
be within 10 feet of the target, or within 10 feet of the place
where the target was imprisoned (in the case of effects that
trap the creature in an unreachable prison, like the oubliette
form of imprisonment). You must know the name of the
creature and details of its background; if the creature is not
a close associate, a failure or critical failure on a secondary
Society check reduces even a critical success on the primary
check to a failure.
Critical Success You free the target from all magical effects
imprisoning it, petrifying it, or putting it into stasis. It gains
a +1 status bonus to saving throws to resist those same
magical effects for 1 week.
Success You free the target from all magical effects imprisoning
it, petrifying it, or putting it into stasis.
Failure You fail to free the target.
Critical Failure The magical effects imprisoning the target,
petrifying the target, or putting it into stasis affect you and
all secondary casters.
GEAS RITUAL 3
UNCOMMON CURSE ENCHANTMENT MENTAL
Cast 1 day; Secondary Casters 1
Primary Check Arcana (expert), Occultism (expert), or Religion
(expert); Secondary Checks Society or Legal Lore
Range 10 feet; Target 1 creature of a level no greater than
double the geas ritual’s level
Duration see text
You enforce a magic rule on a willing target, forcing it to
either perform or refrain from carrying out a certain act. A
geas to perform an act is usually conditional, such as, “Always
offer hospitality to strangers seeking a place to stay.” An
unconditional geas to perform a certain act doesn’t require the
target to perform that act exclusively, though it must prioritize
the task above all leisurely pursuits. The most common geas
to refrain from carrying out an act is a specification to avoid
violating a contract. In those cases, the secondary caster
usually takes charge of making sure the wording of the
contract is attuned correctly with the ritual’s magic. Because
the target is willing, geas can have a duration that lasts for
as long as the target agrees to. If the target is unable to fulfill
the geas, it becomes sickened 1, and the sickened condition
increases by 1 for each consecutive day it is prevented from
following the geas, to a maximum of sickened 4. The sickened
condition ends immediately when it follows the geas again; it
can’t remove the sickened condition in any other way. Only
powerful magic such as a wish spell can remove the effects of
geas from a willing target.
Critical Success The geas succeeds, and the target receives a
+1 status bonus to skill checks that directly uphold the geas
(at the GM’s discretion).
Success The geas succeeds.
Failure The geas fails.
Critical Failure The geas fails, and you are instead affected
by the geas you were attempting to place on the target.
You are considered an unwilling target, so the geas can be
counteracted with a remove curse spell.
Heightened (5th) You can use geas on an unwilling creature;
it can attempt a Will save to negate the effect. If the target
fails this Will save, the geas lasts up to 1 week. A remove
curse spell can counteract a geas on an unwilling creature,
in addition to powerful magic such as a wish spell. A clever
unwilling creature can subvert the geas by contriving
situations that prevent it from complying, but in that case it
becomes sickened (as described above).
Heightened (7th) As 5th level, but the geas lasts for up to
1 year on an unwilling creature.
Heightened (9th) As 5th level, but the geas lasts for a duration
you choose (even unlimited) on an unwilling creature.
IMPRISONMENT RITUAL 8
UNCOMMON EVOCATION
Cast 1 day; Cost reagents to construct the magical prison
worth a total value of 800 gp × the target’s level; Secondary
Casters 6
Primary Check Arcana (legendary) or Occultism (legendary);
Secondary Checks Crafting, Society
Range 10 feet; Target 1 creature of up to 16th level
You perform a ritual to imprison a creature in one of
several forms. While some versions of this ritual offer all
of the forms, others include only a single form or only a
few of them. Whichever form you use, the effect can’t be
counteracted, though it can be ended by freedom. Some forms
of imprisonment can be ended by other means. Because the
ritual requires the target to remain within 10 feet at all times,
it typically requires you to subdue the target first.
• Chains You bind the creature with chains, rendering it
unable to use any actions other than to speak. Other
creatures that attempt to approach, harm the chains,
or free the trapped creature in any way must succeed
at a Will save or be unable to do so forever. The
chains have Hardness equal to 5 × the imprisonment
ritual’s spell level, and double that many Hit Points.
Destroying the chains frees the target.
• Prison You render the creature completely unable to
leave a particular confined area or structure of your
choice, such as a jail cell or sealed cave. The magic also
prevents the creature from damaging its prison, either
directly or indirectly, to break free. If the creature’s
prison is entirely destroyed by some external force,
the creature is freed, though for some larger or natural
prisons, this might be unfeasible.
• Slumber (sleep effect) You put the creature into an eternal
sleep. It ceases aging and doesn’t require food or drink. A
single sincere physical display of affection from a creature
who genuinely loves the target—whether romantically,
filially, or otherwise—frees it from the slumber. This form
of imprisonment is also enchantment magic.
• Temporal Stasis You send the creature into a state of
suspended animation outside the flow of time. The
creature doesn’t grow older and can’t be affected by any
effect from within the normal timestream. While casting
this ritual, you can optionally name any amount of time
for the stasis; after this duration elapses, the stasis ends.
Unlike other forms of imprisonment, temporal stasis can
be counteracted by a dispel magic or haste spell. This
form of imprisonment is also transmutation magic.
• Object (9th level or higher) You either shrink the creature
to an inch in height or transform it into an insubstantial
form whose body trails away into wisps below its head.
Either way, you trap it inside a gem, jar, bottle, lamp, or
similar container. The creature ceases aging and doesn’t
require food or drink. The creature is still aware of its
surroundings and can move within the container and
speak, but it can’t use any other actions. Destroying
the container kills the target rather than freeing it. This
form of imprisonment is also transmutation magic.
• Oubliette (10th level only) You entomb the target
in a state of suspended animation deep beneath the
surface of the ground and out of tune with reality so
that it can’t be reached by any means. You also prevent
divinations from revealing the location where the
imprisonment occurred. Powerful magic such as wish
can reveal the location of the imprisonment, but even
such magic can’t free the target from the oubliette;
only a 10th-level freedom ritual can do so.
Critical Success You imprison the target. You can either use a
form of imprisonment that usually requires 1 additional spell
level, or give any creatures trying to use a freedom ritual
to rescue the target a –2 circumstance penalty to checks
associated with that ritual.
Success You imprison the target.
Failure You fail to imprison the target.
Critical Failure You imprison yourself and the secondary casters
in the same way you intended to imprison the target.
Heightened (9th) You can use the object form of imprisonment
in addition to the other options, and you can target a creature
of up to 18th level. The base cost increases to 2,000 gp.
Heightened (10th) You can use the object and oubliette forms
of imprisonment in addition to the other options, and you can
target a creature of up to 20th level. The base cost increases
to 6,000 gp.
INVEIGLE RITUAL 2
UNCOMMON ENCHANTMENT MENTAL
Cast 1 day; Cost rare oils worth a total value of 10 gp × the
target’s level
Primary Check Arcana (expert), Occultism (expert), or
Religion (expert)
Range 10 feet; Target 1 creature of a level no greater than
double the inveigle ritual’s level
Duration 1 year or until dismissed
You win over the target’s mind, causing it to see you as a close
and trusted friend and look upon your every suggestion as
reasonable. The target is helpful toward you, so it will go out
of its way to help you. As with any other helpful creature,
there are limits to what you can ask of it. If you ever ask
the target to do something completely against its nature or
needlessly harmful to the target or its interests, not only does
it refuse, but it also can attempt a Will save to end the effect
early. Because of the casting time and range, it’s generally
difficult to cast this ritual unless the target is willing (perhaps
convinced the ritual will have some other effect) or restrained.
If the creature is unwilling to accept the ritual, it can attempt
a Will save to negate the effect.
Critical Success The ritual succeeds and the target takes a –4
status penalty to Will saves to end the effect.
Success The ritual succeeds.
Failure The ritual fails.
Critical Failure The ritual fails and the target instead hates
you, becoming hostile to you for the duration.
Heightened (6th) You can use inveigle on a creature up to 1
mile away throughout the casting, as long as you have a lock
of hair, a drop of blood, or some other piece of the creature’s
body, which you mix into the oils used in the cost. The base cost
increases to 100 gp. The duration is shorter than normal, based
on how large a piece of the creature’s body you use. Blood, hair,
scales, and the like cause the ritual to last 1 week, while a hand
or other substantial body part causes the ritual to last 1 month.
LEGEND LORE RITUAL 7
UNCOMMON DIVINATION
Cast 1 day; Cost rare incense worth a total value of 300 gp;
Secondary Casters 2
Primary Check Occultism (master); Secondary Checks
Performance, Society
You attempt to learn useful legends about a particular
subject, which must be an important person, place, or thing.
If the subject is present, increase the degree of success of
your primary skill check by one step. If you have only vague
information about the subject before attempting the ritual,
decrease the degree of success of your primary skill check by
one step. These modifiers cancel each other out if you have a
subject present with little to no baseline information.
Critical Success You recite legends, tales, and lore about the
subject over the course of an hour after the ritual ends. The
information is mostly coherent, emphasizing more accurate
or useful legends over those exaggerated over time.
Success You recite mysterious legends, tales, and lore about
the subject over the course of an hour after the ritual ends.
These provide useful information for further inquiry but are
generally incomplete or enigmatic. As is the nature of legends,
you are likely to learn multiple contradictory versions.
Failure You fail to learn any useful legends.
Critical Failure Your mind becomes lost in the past. You can’t
sense or respond to anything in the present for 1 week except
to perform necessities like breathing and sleeping. When you
return, however, you can retrain one of your skills into a Lore
based on the knowledge of the past you were uncontrollably
viewing, as if you had spent 1 week retraining.
PLANAR ALLY RITUAL 5
UNCOMMON CONJURATION
Cast 1 day; Cost rare incense and offerings worth a total value
of 2 gp × the spell level × the target’s level; Secondary
Casters 2, must share your religion
Primary Check Religion (expert); Secondary Checks Diplomacy
Duration see text
You call upon your deity to grant you aid in the form of a
divine servitor of your deity’s choice of a level no greater than
double planar ally’s spell level. While performing this ritual,
the secondary casters entreat your deity, explaining what
sort of assistance you need and why you need it; if the task is
incredibly fitting to your deity, the GM can grant a circumstance
bonus to the secondary Diplomacy check or rule that the check
is automatically a critical success. If the ritual succeeds, you
must offer the servitor payment depending on factors such
as the duration and danger of the task. Payment always costs
at least as much as a consumable item of the creature’s level,
even for a short and simple task, and it often costs as much
as a permanent magic item of the creature’s level to persuade
a creature to fight alongside you. If you use the ritual without
good reason, the result is automatically a critical failure.
Critical Success Your deity sends a servitor, and the servitor’s
payment costs only half as much as normal. If you ask for a
particular servitor by name, your deity is likely to send that
servitor unless the servitor is busy.
Success Your deity sends a servitor.
Failure Your deity does not send a servitor.
Critical Failure Your deity is offended and sends a sign of
displeasure or possibly even a servitor to scold or attack you,
depending on your deity’s nature. You must conduct an atone
ritual to regain your former standing with your deity.
PLANAR BINDING RITUAL 6
UNCOMMON ABJURATION CONJURATION
Cast 1 day; Cost warding diagram ingredients worth a total
value of 2 gp × the spell level × the target’s level; Secondary
Casters 4
Primary Check Arcana (master) or Occultism (master); Secondary
Checks Crafting; Diplomacy or Intimidation; Arcana or
Occultism (whichever isn’t used for the primary check)
Range interplanar; Targets 1 extraplanar creature
Duration varies
You call forth an extraplanar creature of a level no greater than
double that of the planar binding ritual’s level and attempt to
bargain with it. The secondary caster attempting the Crafting
check creates a warding diagram to prevent the extraplanar
creature from attacking or leaving during the bargain; if that
caster fails or critically fails, then instead of the usual effects
of a failure or critical failure of the secondary skill check, the
extraplanar creature can attack or leave instead of negotiate.
You can also leave out this step, removing the need for a
Crafting check, with the same result (if you’re summoning a
good outsider you trust, for example). The creature can also
attack or leave if you use any hostile action against it or if the
warding diagram breaks. Once the diagram is complete, you
and the secondary casters each take your places at specific
points at the diagram’s edge where power concentrates.
You conjure the extraplanar creature within your wards and
negotiate a deal with it, generally to perform a task for you in
exchange for payment. A creature that doesn’t wish to negotiate
at all can attempt a Will save to stay on its home plane. Most
good and neutral extraplanar creatures feel that they have
something better to do than cater to the whims of mortals
and require a significant gift, especially if your task poses
significant risks. Evil extraplanar creatures are more likely to
accept a bargain for a lower cost as long as it allows them to
wreak havoc on the Material Plane or inflict evil upon the world
along the way. Monetary prices usually range from the cost of
a consumable item of the creature’s level for a short and simple
task to a permanent magic item of the creature’s level or more
to persuade the creature to fight alongside you. However, some
extraplanar creatures may want payments other than money,
such as permission to cast a geas on you to fulfill an unspecified
later favor or obtain ownership of your soul via an infernal
contract. If you can’t come to an agreement in a reasonable
length of time after you’ve made your case, the extraplanar
creature can return from whence it came at any time.
Critical Success You call the extraplanar creature and bind it
in the wards for up to a full day before it returns home,
potentially allowing you to negotiate a better deal by
threatening to leave it in the wards for the full day.
Success You call the extraplanar creature.
Failure You fail to call the extraplanar creature.
Critical Failure You call something dark and horrible, unbound
by your wards, and it immediately attempts to destroy you.
PLANT GROWTH RITUAL 4
UNCOMMON NECROMANCY PLANT POSITIVE
Cast 1 day; Secondary Casters 1
Primary Check Nature (expert); Secondary Checks Farming
Lore or Survival
Area 1/2-mile-radius circle centered on you
Duration 1 year
You cause the plants within the area to be healthier and more
fruitful. In addition to other benefits of healthy plants, this
increases the crop yield for farms, depending on your success.
If you cast it in the area of a blight, plant growth attempts to
counteract the blight instead of producing its usual effect.
Critical Success Double the crop yield in the area, or increase
the area to a 1-mile radius.
Success Increase the crop yield in the area by one-third.
Failure The ritual has no effect.
Critical Failure The flora in the area changes in an unanticipated
way, determined by the GM but generally as contradictory
to your true desires as possible (for instance, blighting
crops when you would prefer to enrich them).
PRIMAL CALL RITUAL 6
UNCOMMON ABJURATION CONJURATION
Cast 1 day; Cost faerie circle ingredients worth a total value
of 1 gp × the spell level × the target’s level; Secondary
Casters 4
Primary Check Nature (master); Secondary Checks Crafting,
Diplomacy, Survival
Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant
Duration see text
This functions as planar ally except you craft a faerie circle and
call an animal, beast, fey, fungus, or plant from within 100 miles.
RESURRECT RITUAL 5
UNCOMMON HEALING NECROMANCY
Cast 1 day; Cost diamonds worth a total value of 75 gp × the
target’s level; Secondary Casters 2
Primary Check Religion (expert); Secondary Checks
Medicine, Society
Range 10 feet; Targets 1 dead creature of up to 10th level
You attempt to call forth the target’s soul and return it to
its body. This requires the target’s body to be present and
relatively intact. The target must have died within the past
year. If Pharasma has decided that the target’s time has come
or the target doesn’t wish to return, this ritual automatically
fails, but you discover this after the successful Religion check
and can end the ritual without paying the cost.
Critical Success You resurrect the target. They return to life
with full Hit Points and the same spells prepared and points
in their pools they had when they died, and still suffering
from any long-term debilitations of the old body. The target
meets an agent of their deity during the resurrection who
inspires them, granting them a +1 status bonus to attack
rolls, Perception, saving throws, and skill checks for 1
week. The target is also permanently changed in some
way by their time in the afterlife, such as gaining a slight
personality shift, a streak of white in the hair, or a strange
new birthmark.
Success As critical success, except the target returns to life
with 1 Hit Point and no spells prepared or points in any
pools, and still is affected by any long-term debilitations of
the old body. Instead of inspiring them, the character’s time
in the Boneyard has left them temporarily debilitated. The
target is clumsy 1, drained 1, and enfeebled 1 for 1 week;
these conditions can’t be removed or reduced by any means
until the week has passed.
Failure Your attempt is unsuccessful.
Critical Failure Something goes horribly wrong—an evil spirit
possesses the body, the body transforms into a special kind
of undead, or some worse fate befalls the target.
Heightened (6th) You can resurrect a target of up to 12th level,
and the base cost is 125 gp.
Heightened (7th) You can use resurrect even with only a
small portion of the body; the ritual creates a new body on a
success or critical success. The target must have died within
the past decade. The ritual requires four secondary casters,
each of whom must be at least half the target’s level. The
target can be up to 14th level, and the base cost is 200 gp.
Heightened (8th) As 7th level, but the target can be up to 16th
level and the base cost is 300 gp.
Heightened (9th) You can use resurrect even without the
body as long as you know the target’s name and have
touched a portion of its body at any time. The target must
have died within the past century, and it doesn’t gain the
negative conditions on a success. The ritual requires eight
secondary casters, each of whom must be at least half the
target’s level. The target can be up to 18th level, and the base
cost is 600 gp.
Heightened (10th) As 9th level, except it doesn’t matter how
long ago the target died. The ritual requires 16 secondary
casters, each of whom must be at least half the target’s level.
The target can be up to 20th level, and the ritual’s base cost
is 1,000 gp.

 

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