Rituals: M

4 rituals, from Mind Swap to Mystic Carriage.

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Mind Swap · Mindscape Door · Mosquito Blight · Mystic Carriage

Mind Swap

Ritual 5

rare mental necromancy possession 

Cast 1 day; Cost a pair of jeweled mirrors worth a total value of 50 gp × the level of the highest-level target; Secondary Casters 1

Primary Check Occultism (expert); Secondary Checks Medicine or Occultism

Range 10 feet; Targets 2 creatures of the same ancestry, of up to twice the level of mind swap

Duration 1 week

This ritual allows two subjects to exchange minds, fully inhabiting one another's bodies. The two targets can be chosen from you, the secondary caster, or unrelated third parties present throughout the ritual. Normally, both targets must be of the same ancestry for the minds to be fully compatible, but at the GM's discretion, for a much higher cost, the targets can be from different ancestries; this requires much more adjudication of ancestry feats and abilities. When both targets are of the same ancestry, muscle memory and the influence of their soul allow them to carry over all their mechanical abilities into each new body, except they use the other body's heritage (and lineage, if any). The GM might rule that similar physiological changes can't be overridden with a mind swap.

If a body dies, the mind and spirit controlling it dies instantly. When the spell ends, the minds and souls snap back to their original bodies. At this time, if the original body is dead, the mind and soul attempting to return to that body die as well.

Critical Success Each target's mind and spirit possess the other's body and can control it normally. The mind swap is unusually smooth, and the targets gain a +4 circumstance bonus to Deception checks to Impersonate each other.Success Each target's mind and spirit possess the other's body and can control it normally.Failure The ritual has no effect.Critical Failure The ritual is scrambled, sending a welter of confused memories into the target's minds. You and the secondary casters are stupefied 2 for the next week.

Heightened (9th) You can cast the ritual without a duration, leaving no magic to counteract. The effects are reversible only by another mind swap ritual or powerful magic like wish. This increases the cost of the ritual to 10,000 gp and is an evil act unless both targets are willing.

Secrets of Magic, page 151.

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Mindscape Door

Ritual 5

uncommon illusion 

Cast 1 hour; Cost incense and focusing diagrams worth a total value of the target's level (minimum 1) × 1 gp, for each target; Secondary Casters 3

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

You project the targets into a Kreidrour or cause them to exit one. You must be aware the mindscape exists, though you don't need to know specifics. 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. Your bodies typically remain behind in stasis when you enter a mindscape, though some mindscapes pull you entirely into them upon entrance. If you enter a mindscape, you can leave only by using another mindscape door ritual, finding an exit within the nature of the mindscape, or when the mindscape ceases to exist. When exiting a mindscape, you typically return to your bodies or to the location where you entered the mindscape.

If the mindscape's creator wants to prevent anyone from entering or exiting, the DC of the primary check is the creator's Will DC if that would be higher than the ritual's normal DC.

Critical Success You transport the creatures as you intended and can leave a portal that lasts for an unlimited duration. It typically looks like an ordinary door or passage appropriate to the mindscape. Any target of the spell can enter or exit through this portal as they would an ordinary door. If you wish, you can make the door passable by anyone.Success You transport the creatures as you intended.Failure You fail to enter or exit the mindscape.Critical Failure Something goes horribly wrong. The GM decides whether mental feedback deals 9d6 mental damage to all ritual casters (DC 26 basic Will save) or 1d4 casters are unwillingly pulled into the mindscape (or ejected from it).

Heightened (8th) The ritual targets up to 100 willing creatures, the critical failure damage increases to 20d6, and the critical failure save DC increases to 40.

Dark Archive, page 199.

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Mosquito Blight

Ritual 5

rare conjuration disease necromancy 

Cast 1 day; Cost amber and rare incense worth 750 gp

Primary Check Nature (expert; you must be the Mosquito Witch)

Area 1-mile-radius circle centered on you

You infest the area with tenacious, biting insects that disease and drain life from creatures in the area. Arthropods (insects, spiders, and similar invertebrates) are unaffected and instead gain a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks while within the area. All other creatures are harassed by insects and exposed to the disease witch's hunger when they enter the area and once per day thereafter that they remain in the area. As part of casting this ritual, you create a Tiny ritual insect hive (Hardness 5, 10 HP) that must remain in the ritual's area. If the hive is removed or destroyed, the ritual's effect ends 1 hour later.

Witch's Hunger

Disease

[–]

disease 

Saving Throw Fortitude; Onset 1d6 hours; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 2 and slowed 1 (1 day); Stage 4 unconscious (1 day); Stage 5 death

Critical Success As success, and the disease is especially deadly, with Stage 3 instead causing unconsciousness and Stage 4 instead causing death.Success You create the ritual hive and cast the ritual.Failure You fail to cast the ritual.Critical Failure You fail to cast the ritual and instead cause ravenous insects to torment you, immediately exposing you to the witch's hunger disease.

LOMM, page 77.

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Mystic Carriage

Ritual 3

uncommon conjuration 

Cast 1 hour; Cost toy carriage, horse statues, rare incense, and feathers worth 50 gp; Secondary Casters 1

Primary Check Arcana (Expert) or Occultism (Expert); Secondary Checks Crafting or Driving Lore

Duration 1 week or until the named destination is reached, whichever comes first

This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage.

Once loaded and boarded, the mystic carriage sets out at a Speed of 60 feet, heading unerringly towards its destination using whatever roads and trails are available.

If it's attacked, it continues going as long as nothing blocks its passage. If something blocks its way, living or otherwise, it will stop until the way is cleared, waiting to continue until all of its passengers are aboard once more.

Critical Success You create a mystic carriage that lasts for 2 weeks, instead of 1 week. It can take you to up to two destinations, the first of which must be within 250 miles and the second of which must be within 250 miles of the first destination.Success You create a mystic carriage as described above.Failure You don't create a mystic carriage.Critical Failure You don't create a mystic carriage, and you're attacked by a herd of four riding horses.

Heightened (+1) The carriage's AC, Fortitude save, and Hardness increase by 2, its Hit Points increase by 20, and its Broken Threshold increases by 10.

Secrets of Magic, page 152.

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