Rituals: G

5 rituals, from Garden Of Death to Guardian's Aegis.

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Garden Of Death · Gathering Call · Geas · Geas · Guardian's Aegis

Garden Of Death

Ritual 4

uncommon consecration necromancy plant poison 

Cast 1 day; Cost water infused with a dozen deadly toxins worth a total of 50 gp; Secondary Casters 2

Primary Check Nature (expert); Secondary Checks Crafting, Medicine

Area 40-foot-radius burst

Duration 1 year

Typically associated with the less friendly fey or druids, this ritual calls all the poisonous, toxic, and venomous plants and animals of an area to congregate in a certain place, creating a beautiful but extravagantly deadly garden.

You and the secondary casters sprinkle the ground of the garden with water infused with various poisons and a few drops of your blood. Within the bounds of the ritual, the ecosystem attracts every possible poisonous plant or animal native to the environment, with nonpoisonous plants or animals growing only if there's no toxic counterpart. This deadly ecosystem flourishes, if at all possible (plants still need light and water, for instance), for a year and gradually disperses after this period. If this ritual is successfully cast on the grounds of an existing garden of death, it resets the duration and expands the garden's radius by 20 feet instead.

The maximum level of plants or animals called by the ritual is equal to its spell level, and the called plants and animals can use the ritual's spell DC instead of their own poison DC, whichever is higher. The garden's residents don't willingly use their poison on you or the secondary casters, but you don't otherwise control or command them.

Critical Success A poisonous garden forms, and you and the secondary casters gain a +2 circumstance bonus to Nature or Crafting checks to deal with the plants or animals, such as feeding them or harvesting poison from them.Success As critical success, but without the circumstance bonus when interacting with the garden.Failure The ritual has no effect.Critical Failure You and the secondary casters are each bitten by the most poisonous creature found naturally in the environment.

Secrets of Magic, page 150.

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Gathering Call

Ritual 7

rare teleportation 

Cast 7 days; Cost rare oils and powdered minerals worth 5,000 gp; Secondary Casters 2

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

Range 20 feet; Targets up to seven willing creatures of 14th level or lower

Duration 1 year

You bind yourself and your allies to the specific safe location, referred to as a sanctuary, where you perform the ritual. This allows the participants to return later by simply speaking a word.

Success You form the connection with the sanctuary. Any participant in the ritual can Dismiss the ritual. When they do, all the participants can immediately return to the sanctuary from any distance, as long as they are on the same plane as the sanctuary. Each participant arrives in the position in which they were standing during the casting of the ritual. When the word is spoken, all other participants know it, and each can choose whether or not to return to the sanctuary at that time. The ritual then immediately ends.Failure You fail to form the connection between the participants and the sanctuary and are aware that the ritual has failed.Critical Failure The ritual inadvertently forms a connection with a location on another plane. The casters are unaware of this misalignment. When the word is invoked, all ritual participants are shifted to this extraplanar location.

Heightened (+1) The cost increases by 5,000 gp, the ritual can target one more creature, and the maximum level of creature it can target increases by 2.

Player Core 2, page 267.

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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; Targets 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.

Core Rulebook, page 412.

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Geas

Ritual 3

uncommon curse 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; Targets 1 creature of a level no greater than double the geas ritual's rank

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 ritual 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 cleanse affliction 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 cleanse affliction spell can counteract a geas on an unwilling creature, in addition to powerful magic such as a wish ritual. 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 rank, but the geas lasts for up to 1 year on an unwilling creature.

Heightened (9th) As 5th rank, but the geas lasts for a duration you choose (even unlimited) on an unwilling creature.

Player Core 1, page 393.

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Guardian's Aegis

Ritual 3

uncommon abjuration divination 

Cast 1 day; Cost rare oils worth 10 gp × the primary caster's level; Secondary Casters 1

Primary Check Occultism or Religion; Secondary Checks Athletics, Diplomacy, or Society

Duration 1 week

The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0.

Critical Success The ritual is successful, and the duration is 1 month.Success The ritual is successful.Failure The ritual has no effect.Critical Failure The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect.

Secrets of Magic, page 150.

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