Rituals: D

3 rituals, from Daemonic Pact to Dread Ambience.

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Daemonic Pact · Div Pact · Dread Ambience

Daemonic Pact

Ritual 1

uncommon conjuration 

Cast 1 day

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

You call upon the powers of Kreifalaid to grant you the assistance of a daemon. You call upon a daemon whose level can be no more than double daemonic pact's spell level, two daemons whose levels are each at least 2 less than double the spell level, or three daemons whose levels are each at least 3 less than double the spell level.

Critical Success You conjure the daemon or daemons, and they require nothing in return for their service.Success You conjure the daemon or daemons, who serve you willingly, but require a sacrifice in the form of spilled blood (either another creature's or your own).Failure You don't conjure any daemons.Critical Failure You don't conjure any daemons, and the self-sacrifice required to perform the ritual leaves you drained 1 (or drained 2 if the spell level is 5 or higher).

Bestiary 2, page 311.

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Div Pact

Ritual 1

uncommon conjuration 

Cast 1 day

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

You call upon the powers of Kreifalaid to grant you the assistance of a div. You call upon a div whose level can be no more than double div pact's spell level, two divs whose levels are each at least 2 less than double the spell level, or three divs whose levels are each at least 3 less than double the spell level.

Critical Success You conjure the div or divs, and they require nothing in return for their service.Success You conjure the div or divs. They are not eager to pursue the task, so they require a favor in return.Failure You don't conjure any divs.Critical Failure You don't conjure any divs, and they send a spiritual backlash that denies your use of any of your innate divine spells for 24 hours. If you are under the effect of any of your innate divine spells, the durations end.

Bestiary 3, page 311.

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Dread Ambience

Ritual 5

uncommon consecration emotion enchantment fear mental 

Cast 2 days; Cost candles, specialty salts, and rare herbs worth 80 gp total; Secondary Casters 1

Primary Check Arcana or Occultism (expert); Secondary Checks Deception

Area 1 square mile

Duration 1 year

In some places, it always feels like something is observing you, as if the very land doesn't want you there. Hostile creatures skitter about in the underbrush. Tendrils of mist try to lead you stray. Even the scent of the place is unwelcoming. Sometimes, this eerie atmosphere is a natural occurrence. Other times, it's the result of the dread ambience ritual.

To create this unwelcoming, intimidating aura, you must prepare the area with salts and herbs, traveling the entire edge of the area throughout the casting.

After you complete your ritual, anyone who enters the area receives a status penalty to saving throws against fear effects within the dread ambience.

Critical Success The sense of dread is particularly powerful. Every creature in an area takes a –2 status penalty to saving throws against fear effects.Success The dread ambience succeeds. Every creature in the area takes a –1 status penalty to saving throws against fear effects.Failure The dread ambience fails.Critical Failure The dread ambience fails, and the casters take a –1 status penalty to all Will saves for the next week.

Heightened (7th) The dread ambience costs 750 gp and remains in place for 10 years.

Heightened (9th) The dread ambience costs 5,000 gp and remains in place for an unlimited duration.

Secrets of Magic, page 149.

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