Rituals: P

11 rituals, from Phantasmal Custodians to Purify Soul Path.

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Phantasmal Custodians · Planar Ally · Planar Binding · Planar Displacement · Planar Servitor · Plant Growth · Plant Growth · Portrait Of Spite · Primal Call · Primal Call · Purify Soul Path

Phantasmal Custodians

Ritual 3

uncommon 

Cast 1 day; Cost rare oils, salts, and herbs worth a total value of 15 gp; Secondary Casters 2

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

Area 100 feet × 100 feet, up to 20 feet high

Duration 1 year

You create a long-lasting adaptation of the phantasmal minion spell, forming entities to carry out basic tasks at a fixed location.

Critical Success The ritual creates six phantasmal minions (Player Core 349). You don't need to concentrate on them, and they aren't summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until commanded again.Success As critical success, but the ritual creates three minions.Failure The ritual fails to create any phantasmal minions.Critical Failure The ritual creates six phantasmal minions, but these creatures are hostile and capable of making fist Strikes with an attack bonus equal to your skill modifier for the primary skill check, dealing 1d6 force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area.

Heightened (6th) If destroyed, the phantasmal minions reform the next morning. The cost increases to 30 gp.

Player Core 2, page 268.

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Planar Ally

Ritual 5

uncommon conjuration 

Cast 1 day; Cost rare incense and offerings worth a total value of 2 gp × the spell level × the target's level; Secondary Casters 2, must share your religion

Primary Check Religion (expert); Secondary Checks Diplomacy

Duration see text

You call upon your deity to grant you aid in the form of a divine servitor of your deity's choice of a level no greater than double planar ally's spell level. While performing this ritual, the secondary casters entreat your deity, explaining what sort of assistance you need and why you need it; if the task is incredibly fitting to your deity, the GM can grant a circumstance bonus to the secondary Diplomacy check or rule that the check is automatically a critical success. If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature's level, even for a short and simple task, and it often costs as much as a permanent magic item of the creature's level to persuade a creature to fight alongside you. If you use the ritual without good reason, the result is automatically a critical failure.

Critical Success Your deity sends a servitor, and the servitor's payment costs only half as much as normal. If you ask for a particular servitor by name, your deity is likely to send that servitor unless the servitor is busy.Success Your deity sends a servitor.Failure Your deity does not send a servitor.Critical Failure Your deity is offended and sends a sign of displeasure or possibly even a servitor to scold or attack you, depending on your deity's nature. You must conduct an atone ritual to regain your former standing with your deity.

Core Rulebook, page 413.

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Planar Binding

Ritual 6

uncommon abjuration conjuration 

Cast 1 day; Cost warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level; Secondary Casters 4

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

Range interplanar; Targets 1 extraplanar creature

Duration varies

You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the Crafting check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate.

You can also leave out this step, removing the need for a Crafting check, with the same result (if you're summoning a good outsider you trust, for example). The creature can also attack or leave if you use any hostile action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates.

You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time.

Critical Success You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day.Success You call the extraplanar creature.Failure You fail to call the extraplanar creature.Critical Failure You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you.

Core Rulebook, page 414.

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Planar Displacement

Ritual 7

uncommon teleportation 

Cast 1 day; Cost rare incense, precious metals, and purified chalk worth 500 gp; Secondary Casters 2

Primary Check Arcana (master), Nature (master), Occultism (master), or Religion (master); Secondary Checks Lore (related to the destination plane), Survival

Range 20 feet; Area 20-foot burst

Requirements planar key for the destination plane used as a locus

You draw a ritual circle, and when the ritual is complete, you shift all creatures in the area to a different plane of existence. The skill you use for the primary check must be one that can be used to make a Recall Knowledge check about the intended destination, such as Arcana or Nature for the Plane of Fire or Occultism for the Astral Plane.

A secondary caster can be located at the exact site of the destination, instead of with you at the point of origin. If a secondary caster at the destination succeeds at its check and you roll a success, the ritual is a critical success instead.

Critical Success You arrive on the intended plane at the last place one of the targets (of your choice) was located the last time the target traveled to that plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. The circle remains active for 1 minute, during which time any creature the ritual transported can return to the origin point with a single action, which has the concentrate trait.Success As critical success, but you arrive 1d10×25 miles from your destination.Failure Your attempt is unsuccessful.Critical Failure The ritual fails, and the GM determines whether you travel to the wrong plane or are barred from planar travel for 1 week.

Player Core 1, page 393.

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Planar Servitor

Ritual 5

uncommon 

Cast 1 day; Cost rare incense and offerings worth a total value of 2 gp × the spell rank × the target's level, see text for more details; Secondary Casters 2

Primary Check Religion (expert); Secondary Checks Diplomacy

Duration see text

You call upon a deity (or other divine power) to grant you aid in the form of a divine servitor of your deity's choice, with a level no greater than double the ritual's spell rank. The secondary casters explain what sort of assistance you need and why you need it; if the task is incredibly fitting to the deity, the GM can grant a circumstance bonus to the secondary Diplomacy check or rule that the check is automatically a critical success. If you use the ritual without good reason, the result is automatically a critical failure.

If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature's level, and often costs as much as a permanent magic item of the creature's level to persuade a creature to fight alongside you. Your offerings should align with the personal tastes of the deity.

You can alternatively name a being native to the deity's realm that you know personally, with the same level restriction. Such a creature might request something they personally want as payment.

Critical Success The deity sends a servitor, and the servitor's payment costs only half as much as normal. If you ask for a particular servitor by name, the deity is likely to send that servitor unless the servitor is busy.Success Your deity sends a servitor.Failure Your deity does not send a servitor.Critical Failure The deity is offended and sends a sign of displeasure or possibly even a servitor to scold or attack you, depending on your deity's nature. A deity might also opt to strip divine powers from its followers who participated until they atone.

Player Core 1, page 394.

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Plant Growth

Ritual 4

uncommon necromancy plant positive 

Cast 1 day; Secondary Casters 1

Primary Check Nature (expert); Secondary Checks Farming Lore or Survival

Area 1/2-mile-radius circle centered on you

Duration 1 year

You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success.

If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect.

Critical Success Double the crop yield in the area, or increase the area to a 1-mile radius.Success Increase the crop yield in the area by one-third.Failure The ritual has no effect.Critical Failure The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them).

Core Rulebook, page 415.

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Plant Growth

Ritual 4

uncommon plant vitality wood 

Cast 1 day; Secondary Casters 1

Primary Check Nature (expert); Secondary Checks Farming Lore or Survival

Area 1/2-mile-radius circle centered on you

Duration 1 year

You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect.

Critical Success Double the crop yield in the area, or increase the area to a 1-mile radius.Success Increase the crop yield in the area by one-third.Failure The ritual has no effect.Critical Failure The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them).

Player Core 1, page 394.

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Portrait Of Spite

Ritual 5

uncommon curse necromancy 

Cast 7 days; Cost splendid art supplies worth at least 100 gp × the target's level, at least one pint of blood from the target; Secondary Casters 3

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

Targets 1 living creature

Duration 1 year

Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the clumsy, enfeebled, drained, or stupefied condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the Crafting check must be able to paint or draw the target from memory.

The target suffers the effects over the course of 1d6 hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for enfeebled, pallid and sickly for drained, and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately.

Critical Success The target is either clumsy 4, drained 4, enfeebled 4, or stupefied 4, depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success.Success The target is either clumsy 2, drained 2, enfeebled 2, or stupefied 2, depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success.Failure The portrait doesn't change, and the ritual has no effect on the target.Critical Failure The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next 1d6 hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success.

Secrets of Magic, page 153.

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Primal Call

Ritual 6

uncommon abjuration conjuration 

Cast 1 day; Cost faerie circle ingredients worth a total value of 1 gp × the spell level × the target's level; Secondary Casters 4

Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival

Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant

Duration see text

This functions as planar ally except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles.

Core Rulebook, page 415.

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Primal Call

Ritual 6

uncommon 

Cast 1 day; Cost faerie circle ingredients worth a total value of 1 gp × the spell rank × the target's level; Secondary Casters 4

Primary Check Nature (master); Secondary Checks Crafting, Diplomacy, Survival

Range 100 miles; Targets 1 animal, beast, fey, fungus, or plant

Duration see text

This functions as planar servitor except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles.

Player Core 1, page 394.

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Purify Soul Path

Ritual 2

uncommon abjuration 

Cast 1 day; Cost rare incense and offering worth a total value of 10 gp × your level

Primary Check Religion (trained)

You delve inward, spending extensive time contemplating the purity of your own soul and the actions of your past. If you aren't truly penitent, the outcome is always a critical failure.

Critical Success You reconcile your misdeeds with your soul path, removing your soulforged corruption. The corruption flaw from your armament no longer affects you. Before your reconciliation is complete, you must perform a special quest or other task in accord with your soul path. If completed during downtime, this task should take no less than 1 week. For 1 month, you receive divine insight just before performing an act that would be anathema to your soul path.Success As critical success, but you gain no special insight regarding its subsequent actions.Failure You don't reconcile and must continue to meditate and redress your misdeeds. Any future purify soul path rituals for the same misdeeds cost half as much and gain a +4 circumstance bonus to the primary check.

Heightened (+1) Increase the maximum target level by 2 and the base cost by 10 gp.

Secrets of Magic, page 234.

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