Rituals: A

14 rituals, from Abyssal Pact to Awaken Portal.

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Abyssal Pact · Angelic Messenger · Anima Invocation (Modified) · Animate Object · Animate Object · Arcane Weaving · Astral Projection · Astral Projection · Atone · Atone · Awaken Animal · Awaken Animal · Awaken Object · Awaken Portal

Abyssal Pact

Ritual 1

uncommon conjuration 

Cast 1 day

Primary Check Religion (expert; you must be a demon)

You call in a favor from another demon whose level is no more than double Abyssal pact's spell level, two demons whose levels are each at least 2 less than double the spell level, or three demons whose levels are each at least 3 less than double the spell level.

Critical Success You conjure the demon or demons. They are eager to pursue the task, so they don't ask for a favor.Success You conjure the demon or demons. They are not eager to pursue the task, so they require a favor in return.Failure You don't conjure any demons.Critical Failure The demon or demons are angry that you disturbed them. They appear before you, but they immediately attack you.

Bestiary, page 347.

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Angelic Messenger

Ritual 1

uncommon conjuration 

Cast 1 day

Primary Check Religion (expert; you must be a angel)

You transport yourself to either a celestial plane or a world on the Material Plane where worshippers of your patron can be found. You must be of no higher level than double angelic messenger's spell level.

Critical Success As success, but if you've never visited that plane or world before, you appear right in front of the message's intended recipient.Success You arrive on the target plane or world at the last location you visited on that plane or world, or to a random location within 10d10 miles of your message's intended recipient if you've never visited that plane or world before.Failure You don't travel.Critical Failure You accidentally travel to the wrong plane, possibly a dangerous plane.

Bestiary, page 348.

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Anima Invocation (Modified)

Ritual 10

rare abjuration 

Cast 1 hour; Secondary Casters 4

Primary Check Occultism (legendary); Secondary Checks Arcana, Religion

Range 10 miles; Targets primary and secondary casters

Duration 1 day

The exact effects of the unmodified Anima Invocation are not necessary for this Adventure Path—what's presented here is the modified version of the ritual.

When casting the modified version of the Anima Invocation, it instead draws upon the latent spiritual energies of sapient creatures within range of the spell without requiring their deaths, then uses this energy to bolster the connection between body and soul among all of the ritual's casters. This shift from an offensive effect to a defensive one results in a much less dangerous spell that helps to protect against Bafela.

Critical Success You gain full access to your own potential for 1 day. You gain resistance 10 to all damage and a +4 status bonus to saves against effects created by evil creatures. Your Strikes gain the effects of the ghost touch rune and deal an additional 1d10 good damage. You are immune to the soul-draining effect within Shalagraen's Landing.Success You tap into your own potential for 1 day. You gain resistance 5 to all damage and a +2 status bonus to saves against effects created by evil creatures. Your Strikes gain the effects of the ghost touch rune and deal an additional 1 good damage. You are immune to the soul-draining effect within Shalagraen's Landing.Failure You are unable to tap into your own spiritual essence, but you still gain immunity to the souldraining effect within Shalagraen's Landing.Critical Failure You botch the ritual, damaging your own spiritual essence. You gain doomed 1 or increase your doomed condition by 1 if you're already doomed. This doomed value decreases by 1 every week. This is a curse effect.

Age of Ashes #6: Broken Promises, page 75.

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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; Targets 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.

Core Rulebook, page 409.

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Animate Object

Ritual 2

uncommon transmutation 

Cast 1 day; Cost rare oils, see Creature Creation Rituals (page 390); Secondary Casters 1

Primary Check Arcana (expert); Secondary Checks Crafting

Range 10 feet; Targets 1 object

You transform the target into an animated object with a level up to that allowed by the Creature Creation Rituals table 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.

Player Core 1, page 390.

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Arcane Weaving

Ritual 3

uncommon divination 

Cast 1 day; Cost rare silks worth a total value of 20 gp × the spell level; Secondary Casters 1

Primary Check Arcana or Occultism (expert); Secondary Checks Arcana, Crafting, or Occultism

You and the secondary casters weave together spells (and, if anadis, silk) in a complex ritual that combines magical learning with art, allowing all the participants to share spells they know with one another.

Success You or any secondary caster can swap any spell in your spell repertoire for a spell in the spell repertoire of any other participant. This spell can't be a higher level than the ritual's level.Failure None of the participants can swap spells.Critical Failure As failure, and all participants are stupefied 1 for 24 hours and can't reduce their stupefied condition below 1 for 24 hours.

Strength of Thousands #1: Kindled Magic, page 79.

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Astral Projection

Ritual 5

uncommon divination 

Cast 1 hour; Cost one jacinth worth a total value of the target's level (minimum 1) × 5 gp, for each target; Secondary Casters 2

Primary Check Arcana or Occultism (master); Secondary Checks Arcana or Occultism (whichever isn't used for the primary check), Survival

Range touch; Targets yourself and up to 5 willing creatures

Duration see text

You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters.

A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish.

A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as dispel magic being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become clumsy 2, drained 2, doomed 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes.

This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as plane shift.

Critical Success All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to their Fortitude save to avoid dying if their astral form dies.Success You successfully project the targets.Failure You fail to project the targets.Critical Failure The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become doomed 1, are immediately reduced to 0 Hit Points, and begin dying.

Advanced Player’s Guide, page 240.

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Astral Projection

Ritual 5

uncommon 

Cast 1 hour; Cost one gem worth a total value of the target's level (minimum 1) × 5 gp, for each target; Secondary Casters 2

Primary Check Arcana or Occultism (master); Secondary Checks Arcana or Occultism (whichever isn't used for the primary check), Survival

Range touch; Targets yourself and up to 5 willing creatures

Duration see text

You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters.

A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish.

A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as conduit and safety line; if severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as dispel magic being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, it becomes clumsy 2, drained 2, doomed 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it's destroyed, the creature dies and its astral form also vanishes.

This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as interplanar teleport.

Critical Success All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to its Fortitude save to avoid dying if its astral form dies.Success You successfully project the targets.Failure You fail to project the targets.Critical Failure The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become doomed 1, are immediately reduced to 0 Hit Points, and begin dying.

Player Core 2, page 266.

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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 (+1) Increase the maximum target level by 2 and the base cost by 20 gp.

Core Rulebook, page 409.

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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 that are 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 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.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 (+1) Increase the maximum target level by 2 and the base cost by 20 gp.

Player Core 1, page 390.

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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; Targets 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.

Core Rulebook, page 409.

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Awaken Animal

Ritual 6

uncommon divination mental 

Cast 1 day; Cost herbs, 1/5 the value on Creature Creation Rituals (page 390); Secondary Casters 3

Primary Check Nature (master); Secondary Checks Lore (any), Society, Survival

Range 10 feet; Targets 1 animal of up to the level on the table

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 lower 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 lower. It becomes hostile to you, attempting to destroy you.

Player Core 1, page 390.

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Awaken Object

Ritual 6

uncommon divination mental 

Cast 1 day; Cost crushed gems and spices worth 250 gp; Secondary Casters 2

Primary Check Arcana (expert) or Occultism (expert); Secondary Checks Crafting, Arcana or Occultism (whichever isn't used for the primary check)

Targets 1 non-magical inanimate object

Duration unlimited

You imbue a single Small or smaller object with rudimentary awareness and consciousness, and it gains mental ability modifiers depending on the results of the ritual. It gains the ability to see and hear, and the ability to understand (but not speak) a single language that you know. It's indifferent to you and all living creatures. In all other respects, it's an ordinary object of its type. An awakened object that gains the broken condition is rendered insensate until Repaired above its Broken Threshold.

Magical objects and constructs can't be awakened, nor can most spell or magic item abilities be added to an awakened object later (the process to do so is much more complicated than a ritual and essentially creates an intelligent magic.

Secrets of Magic, page 147.

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Awaken Portal

Ritual 3

rare conjuration 

Cast 1 hour; Secondary Casters up to 5

Primary Check Arcana or Occultism (trained); Secondary Checks Arcana, Occultism (whichever is used for the primary check)

Range 10 feet; Targets 1 portal

You attempt to reactivate a dormant gate, portal, or teleportation circle by infusing it with magical energies. This ritual must be successfully performed twice, once at each location the portal connects. While the teleportation circles and portals found in the Abomination Vaults require no additional cost to awaken, other portals might require rare items or specific materials as a cost for this ritual at the GM's discretion—some portals might even be so powerful that this ritual cannot awaken them at all.

The DC required to successfully awaken a portal varies based on the strength and distance between its end points. For the portals found in the Abomination Vaults Adventure Path, the DC varies according to the dungeon level on which it is located. Use the DCs by Spell Level section of Table 10–5 to determine the DC for a portal, using the dungeon level in place of spell level. Thus, activating the portal on the first level of the Abomination Vaults requires a successful DC 15 check, while activating the portal on the fourth level requires a successful DC 23 check.

Critical Success You awaken the portal. If its other side is awakened, the portal can be used normally and won't deactivate naturally. If its other side is not awakened, this side remains awakened for 1 year, possibly allowing you enough time to find and awaken the connecting portal.Success As critical success, but if the portal's other side is not awakened, this side remains awakened for only 1d6 days before it fades and falls dormant again.Failure You fail to activate the portal, and magical backlash leaves you stupefied 1 for 24 hours.Critical Failure As failure, but in addition, a hostile creature is drawn through the portal and immediately attacks anyone present. The creature drawn through the portal varies, according to the portal's nature; in the Abomination Vaults, the creature conjured depends on the dungeon level where the ritual was attempted, as listed below.

AV1, page 79.

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