Rituals: C

19 rituals, from Call Spirit to Create Undead.

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Call Spirit · Call Spirit · Clone · Clone · Collective Memories · Commune · Commune · Commune With Nature · Community Repair · Concealment's Curtain · Consecrate · Consecrate · Construct Mindscape · Control Weather · Control Weather · Create Demiplane · Create Skinstitch · Create Undead · Create Undead

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.

Core Rulebook, page 410.

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Call Spirit

Ritual 5

uncommon spirit 

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.

Player Core 1, page 391.

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Clone

Ritual 9

rare necromancy 

Cast 7 days; Cost rare laboratory supplies and reagents worth the target's level (minimum 1) × 100 gp; Secondary Casters 3

Primary Check Crafting (legendary); Secondary Checks Arcana, Occultism, Medicine

Targets 1 living creature up to 20th level

You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature.

In order to perform the ritual, you need an expanded alchemist's lab or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for 2d4 months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If Grobreil has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting.

Critical Success The cloning process is successful. When the soul occupies the completed clone, it is clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.Success As critical success, but each condition value is 2.Failure You fail to form the clone.Critical Failure The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon.

Advanced Player’s Guide, page 240.

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Clone

Ritual 9

rare 

Cast 7 days; Cost rare laboratory supplies and reagents worth the target's level (minimum 1) × 100 gp; Secondary Casters 3

Primary Check Crafting (legendary); Secondary Checks Arcana, Medicine, Occultism

Range 10 feet; Targets 1 willing living creature up to 20th level

You collect hair, nail clippings, and samples of skin and blood from the target, who must be present throughout the ritual and can be one of the casters. You then use those samples to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature.

In order to perform the ritual, you need an expanded alchemist's lab (Player Core 287) or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for 2d4 months. Though direct involvement isn't required during this period of growth, you must prevent any interference or interruption, or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If Grobreil has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting.

Critical Success The cloning process is successful. When the soul occupies the completed clone, it is clumsy 1, drained 1, doomed 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.Success As critical success, but each condition value is 2.Failure You fail to form the clone.Critical Failure The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature (such as a powerful demon).

Player Core 2, page 266.

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Collective Memories

Ritual 7

uncommon 

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 tap into other mortals' memories, knowledge, legends, tales, and lore about a subject. The subject 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 For 1 hour after the ritual ends, you sort through memories that are mostly coherent, emphasizing more accurate or useful information over misremembered knowledge or exaggerated tales.Success For 1 hour after the ritual ends, you learn useful information for further inquiry that remains generally incomplete or enigmatic. As is the nature of mortal memory and stories, you are likely to learn multiple contradictory versions.Failure You fail to learn any useful legends.Critical Failure Your mind becomes overwhelmed with the vast array of knowledge at your disposal. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you recover, however, you can retrain one of your skills into a Lore based on the knowledge of a subject you were accessing, as if you had spent 1 week retraining.

Player Core 1, page 391.

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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 Niatros would likely know about unnatural weather patterns and a servitor of Vaevad 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).

Core Rulebook, page 410.

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Commune

Ritual 6

uncommon prediction 

Cast 1 day; Cost rare incense worth a total value of 150 gp; Secondary Casters 1

Primary Check Nature (master), Occultism (master), or Religion (master); Secondary Checks Nature, Occultism, or Religion (whichever is used for the primary check)

Duration up to 10 minutes

You call upon an unknown, powerful being to answer questions. The being varies depending on the skill used for the primary check.

• Nature: Primal spirits of nature, which know about animals, beasts, fey, fungi, plants, topography, and natural resources within a 3-mile radius.

• Occultism: Planar and other mysterious entities such as elementals, forgotten spirits, and monitors, which know about forgotten knowledge, the planes, obscure secrets, and other esoterica.

• Religion: Divine beings like celestials and fiends that know about the gods they serve and the god's respective purview; these are typically a servitor of your deity if you have one.

You can ask up to seven questions that could be answered with "Yes" or "No." 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 an appropriate being.Critical Failure You are exposed to the enormity of the cosmos and are stupefied 4 for 1 week (can't remove by any means).

Player Core 1, page 391.

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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, fungi, topography, and natural resources within a 3-mile radius of the ritual's location.

Core Rulebook, page 410.

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Community Repair

Ritual 4

rare emotion transmutation 

Cast 1 day; Cost rare powdered pigments in at least three different colors, worth a total of 50 gp; Secondary Casters 4, or more

Primary Check Performance (expert); Secondary Checks Crafting, Performance, Society

Range 10 feet; Targets 1 damaged or broken public work no larger than 3,000 cubic feet (the size of a Huge creature)

You lead your community in repairing a public work, such as a bridge, well, or mural, through the power of memory and art. The primary caster serves as an emcee or leader, while each secondary caster provides a heartfelt anecdote that somehow involves the public work; for instance, recounting a story of playing at a fountain each summer. The anecdotes don't need to be firsthand accounts—a community member might sing of how their grandparents fell in love crossing a bridge every day—but they must be directly connected in some way. The GM can offer a +1 circumstance bonus to the secondary caster whose anecdote seems most moving.

If the public work was destroyed intentionally by one of the casters, the ritual automatically critically fails.

Critical Success The public work is restored to its prior construction, and it takes on further qualities, encouraged by the thoughts of the community. For the next week, while a caster is within 60 feet of the site of the ritual, they receive a +1 status bonus to Will saves against emotion effects and a +10-foot status bonus to their Speeds.Success The public work is restored to its prior construction and function.Failure The ritual has no effect.Critical Failure The public work refuses to repair itself, and the memories of the community members are soured in response to the botched ritual. For the next week, while a caster is within 60 feet of the site of the ritual, they cannot receive any benefit from beneficial emotion effects, and they take a –10-foot status penalty to their Speeds as their movement slows to a morose crawl.

Strength of Thousands #2: Spoken on the Song Wind, page 75.

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Concealment's Curtain

Ritual 4

uncommon curse divination mental 

Cast 6 days; Cost an ornate mirror worth at least 100 gp, naturally occurring round fruit the size and number of the target's eyes, and the same amount of flawless silver needles worth at least 1 gp each; Secondary Casters 3

Primary Check Occultism; Secondary Checks Arcana, Deception, Stealth

Range planetary; Targets 1 living creature

Duration 1 week

At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters invisible, effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse.

To perform this ritual, you must have been within 5 feet of the target at least once, close enough to get a good look at its eyes. The target is temporarily immune to further castings of concealment's curtain for 1 year.

Critical Success The target is unable to visually detect the casters for the duration, and the target's detection spells don't detect the targets.Success The target is unable to visually detect the casters for the duration, but it's detection spells function normally.Failure The ritual has no effect.Critical Failure The ritual backfires and all casters participating in it are blinded for the next 24 hours.

Secrets of Magic, page 148.

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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 Grobreil or Bedrud) 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.

Core Rulebook, page 410.

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Consecrate

Ritual 2

uncommon consecration 

Cast 3 days; Cost rare incense and offerings worth a total value of 20 gp × the spell rank; 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 Grobreil or Bedrud) take a –1 status penalty to those rolls. If your deity's divine sanctification allows you to choose holy or unholy, you can choose to make the consecrated site holy or unholy as well. If the deity's sanctification must be holy or unholy, you must make the site match that sanctification. Strikes made by worshippers of your deity within the area gain the site's sanctification trait, if any.

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 planar seal spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell rank.

Player Core 1, page 392.

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Construct Mindscape

Ritual 5

rare illusion 

Cast 1 day; Cost precious clay, wood, or other modeling materials worth spell level × 20 gp; Secondary Casters 4

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

Duration 1 day

You create an entirely mental environment called a Kreidrour. It can have any appearance you and the secondary casters imagine and hold in your minds as you execute the ritual. A mindscape is typically veiled, disguising its nature as a mental construct, but you can choose to make it overt. Even a veiled mindscape has some signs it's not a real place that can be revealed through close inspection or by spending a long time there. Most mindscapes are incapable of physically harming those inside. Even though the mindscape you create is limited in dimension, it appears to have a convincing environment around it, such as a sky and clouds.

Critical Success You create a mindscape approximately a half-mile in length and width, and 50 feet in height (large enough to contain a typical village). The GM might allow you to make it larger if it has little detail, such as a grassy plain. You and any secondary casters of your choice can enter it and you can leave a doorway that you and any creatures you designate can pass through.Success As critical success, but the mindscape is approximately 25 feet in length, width, and height (like a modest house).Failure You can't hold the image together and it falls apart.Critical Failure Your secret desires horribly warp the mindscape into a distorted mirror of what you intended.

Heightened (6th) The duration is 1 week.

Heightened (9th) The duration is 1 year, and the area on a critical success is 1 mile in length and width.

Heightened (10th) The duration is unlimited, and the area on a critical success is 1 mile in length and width. The cost increases to 2,000 gp.

Dark Archive, page 199.

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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:

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.

Core Rulebook, page 411.

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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.

Player Core 1, page 392.

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Create Demiplane

Ritual 8

rare conjuration teleportation 

Cast 9 days; Cost precious materials worth a total value of 800 gp; Secondary Casters 3

Primary Check Arcana, Nature, Occultism, Religion (legendary); Secondary Checks Arcana, Nature, Occultism, Religion (whichever three aren't used for the primary check)

Targets Up to seven willing creatures of 14th level or lower

Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two.

A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void.

Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light.

When you first cast create demiplane, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so plane shift or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods.

If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described below.

Critical Success You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features.Success As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature.Failure The ritual has no effect.Critical Failure Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane.

Heightened (10th) The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp.

Advanced Player’s Guide, page 241.

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Create Skinstitch

Ritual 6

uncommon transmutation 

Cast 1 day; Cost rare oils worth 480 gp; Secondary Casters 1

Primary Check Religion (expert); Secondary Checks Crafting

Range touch; Targets 1 frame covered in the skin of sentient humanoids

You transform the target into a skinstitch, a hideous construct covered in the flesh of sentient humanoids.

Critical Success The target becomes a skinstitch. If it's at least 4 levels lower than you, you can make it a minion which gives it the minion trait. 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 that it pursues single-mindedly. If you aren't a follower of Saedrouk, it ignores any of your subsequent commands. A follower of Saedrouk can give the skinstitch simple commands by presenting a holy symbol of the deity and commanding it with a single action that has the auditory and concentrate traits.Success As critical success, except a skinstitch that doesn't become your minion stays in place and attacks anyone that attacks or tries to move it, rather than following your command.Failure You fail to create the skinstitch.Critical Failure You create the skinstitch, but it goes berserk and attempts to kill you, ignoring your commands even if you are a follower of Saedrouk.

AoE2, page 76.

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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; Targets 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.

Core Rulebook, page 411.

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Create Undead

Ritual 2

uncommon unholy 

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

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

Range 10 feet; Targets 1 dead creature

You transform the target into an undead creature with a level up to that allowed in the Creature Creation Rituals table. 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.

Player Core 1, page 393.

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