Rituals: R

9 rituals, from Raga of Remembrance to Rune Trap.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Raga of Remembrance · Ravenous Reanimation · Reincarnate · Reincarnate · Rest Eternal · Rest Eternal · Resurrect · Resurrect · Rune Trap

Raga of Remembrance

Ritual 10

unique necromancy 

Cast 1 hour; Cost ceramics, incense, and pigments worth 100,000 gp; Secondary Casters 3

Primary Check Occultism or Religion (legendary); Secondary Checks Diplomacy or Performance; Nature; Religion or Society

Targets the primary caster

You scribe occult symbols on unblighted Trizi ground, laying the ceramics within them to create a ritual space. To perform the ritual, light incense in the ceramics and sit at the center of the ritual space. You then play the disharmonic instrument, drawing on musical skill, occult harmonics, or religious tradition. This establishes an underlying drone atop which the secondary casters layer their own performances. The song calls to the millions who died defending Mikonein from Kraekhofair, investing their power in Nusai, the legendary psychic.

Critical Success A towering, ethereal avatar of Nusai manifests around you, surrounded by swirling spirits. The avatar weakens Kraekhofair's spirit. While Kraekhofair is within 1 mile of you, it is frightened 2 and is permanently destroyed if reduced to 0 Hit Points.Success As critical success, but Kraekhofair is frightened 1.Failure The dead come to your aid, but their presence is unnerving. As success, but Kraekhofair isn't frightened, and the primary and secondary casters take a –1 status penalty to saving throws against emotion effects.Critical Failure Rather than the dead, Kraekhofair hears the ritual's call and immediately teleports to the primary caster with its Disharmonic Door ability. Primary and secondary casters are afflicted with many-eyed blight.

LOMM, page 53.

Open in the interactive list

Ravenous Reanimation

Ritual 7

rare evil necromancy 

Cast 1 day; Cost valuable treasures from the target dragon's hoard worth a total value of 50,000 gp

Primary Check Arcana (master), Occultism (master), or Religion (master)

Duration 1 week

Requirements You must be an evil dragon.

You destroy the gathered treasures with your breath weapon or other powerful magic, then invoke necromantic energies before you feed upon the charred and melted remains. As you do so, negative energy courses through your flesh, automatically killing you. Each individual ravener's ravenous reanimation requires three to five unique additional components. Whether or not you return as a ravener depends on the success of the ritual.

Critical Success You immediately transform into a ravener upon finishing the ritual; your soul ward starts at full Hit Points (equal to 5 × your level).Success You rise as a ravener 24 hours after completing the ritual, as long as your body remains relatively intact. When you rise as a ravener, your soul ward starts at 1 Hit Point.Failure You rise as a ravener husk 24 hours after completing the ritual.Critical Failure You die.

Bestiary 2, page 223.

Open in the interactive list

Reincarnate

Ritual 3

uncommon necromancy 

Cast 4 hours; Cost rare herbs worth a total value of the target's level (minimum 1) × 25 gp; Secondary Casters 2

Primary Check Nature (expert); Secondary Checks Occultism, Religion

Range 10 feet; Targets 1 dead creature of up to 8th level

You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If Grobreil has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the Religion check and can end the ritual without paying the cost.

If the ritual is successful, the target's new body has a random ancestry. First roll 1d20. On a result of 1 through 14, the new body is one of a common ancestry, while on a 15 through 20 they become a member of an uncommon or rare ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll 1d6 to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered.

Critical Success You reincarnate the target into a new adult body. This new body has full HP and has the same spells prepared and points in their pools as the original did when it died.Success As critical success, except the new body has 1 HP and no spells prepared or points in any pools. The soul takes some time to adjust to their new body, leaving them clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.Failure You fail to reincarnate the target.Critical Failure The target's soul becomes trapped in an unintelligent animal creature of the GM's choosing, with a level no greater than half the target's level. While trapped, the target has an Intelligence score of 1 (–5 modifier) and can't use any of their own abilities.

Heightened (4th) The maximum level of the target increases to 10. The cost is the target's level (minimum 1) × 40 gp.

Heightened (5th) The maximum level of the target increases to 12. The cost is the target's level (minimum 1) × 75 gp.

Heightened (6th) The maximum level of the target increases to 14. The cost is the target's level (minimum 1) × 125 gp. The target must have died within the past month.

Heightened (7th) The maximum level of the target increases to 16. The cost is the target's level (minimum 1) × 200 gp. The target must have died within the past month.

Heightened (8th) The maximum level of the target increases to 18. The cost is the target's level (minimum 1) × 300 gp. The target must have died within the past year.

Heightened (9th) The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade.

Advanced Player’s Guide, page 242.

Open in the interactive list

Reincarnate

Ritual 3

uncommon 

Cast 4 hours; Cost rare herbs worth a total value of the target's level (minimum 1) × 25 gp; Secondary Casters 2

Primary Check Nature (expert); Secondary Checks Occultism, Religion

Range 10 feet; Targets 1 dead creature of up to 8th level

You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If Grobreil has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the Religion check and can end the ritual without paying the cost.

If the ritual is successful, the target's new body has a random ancestry. Roll 1d20. On a result of 1 through 14, the new body is one of a common ancestry, while on a 15 through 20 they become a member of an uncommon or rare ancestry. The GM chooses possible ancestries based on those found in the region and randomly determines the ancestry. For instance, the GM could roll 1d8 to choose a common ancestry from Player Core. The target replaces their ancestry Hit Points, size, Speeds, attribute boosts and flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and languages remain unaltered.

Critical Success You reincarnate the target into a new adult body. This new body has full HP and has the same spells prepared as the original did when it died.Success As critical success, except the new body has 1 HP and no spells prepared. The soul takes some time to adjust to their new body, leaving them clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.Failure You fail to reincarnate the target.Critical Failure The target's soul becomes trapped in an unintelligent animal creature of the GM's choosing, with a level no greater than half the target's level. While trapped, the target has an Intelligence score of 1 (–5 modifier) and can't use any of their own abilities.

Heightened (4th) The maximum level of the target increases to 10. The cost is the target's level (minimum 1) × 40 gp.

Heightened (5th) The maximum level of the target increases to 12. The cost is the target's level (minimum 1) × 75 gp.

Heightened (6th) The maximum level of the target increases to 14. The cost is the target's level (minimum 1) × 125 gp. The target must have died within the past month.

Heightened (7th) The maximum level of the target increases to 16. The cost is the target's level (minimum 1) × 200 gp. The target must have died within the past month.

Heightened (8th) The maximum level of the target increases to 18. The cost is the target's level (minimum 1) × 300 gp. The target must have died within the past year.

Heightened (9th) The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade.

Player Core 2, page 269.

Open in the interactive list

Rest Eternal

Ritual 4

uncommon necromancy 

Cast 1 day; Cost rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp; Secondary Casters 2

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

Range 20 feet; Targets 1 dead creature

You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife.

Critical Success You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal.Success As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity.Failure The ritual has no effect.Critical Failure The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become doomed 1 for 1 week.

Advanced Player’s Guide, page 244.

Open in the interactive list

Rest Eternal

Ritual 4

uncommon spirit 

Cast 1 day; Cost rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp; Secondary Casters 2

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

Range 20 feet; Targets 1 dead creature

You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife.

Critical Success You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract rank is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal.Success As critical success, but effects to interact with the spirit fail unless the effect's counteract rank is higher than that of rest eternal or originates from an artifact or a deity.Failure The ritual has no effect.Critical Failure The ritual fails, and the spirits you appealed to are angered. All casters become doomed 1 for 1 week.

Player Core 2, page 269.

Open in the interactive list

Resurrect

Ritual 5

uncommon healing necromancy 

Cast 1 day; Cost diamonds worth a total value of 75 gp × the target's level; Secondary Casters 2

Primary Check Religion (expert); Secondary Checks Medicine, Society

Range 10 feet; Targets 1 dead creature of up to 10th level

You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Grobreil has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost.

Critical Success You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark.Success As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Vreitaistian has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.Failure Your attempt is unsuccessful.Critical Failure Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target.

Heightened (6th) You can resurrect a target of up to 12th level, and the base cost is 125 gp.

Heightened (7th) You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp.

Heightened (8th) As 7th level, but the target can be up to 16th level and the base cost is 300 gp.

Heightened (9th) You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp.

Heightened (10th) As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp.

Core Rulebook, page 415.

Open in the interactive list

Resurrect

Ritual 5

uncommon healing 

Cast 1 day; Cost gemstones worth a total value of 75 gp × the target's level; Secondary Casters 2

Primary Check Religion (expert); Secondary Checks Medicine, Society

Range 10 feet; Targets 1 dead creature of up to 10th level

You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If Grobreil has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost.

Critical Success You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark.Success As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Vreitaistian has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can't be removed or reduced by any means until the week has passed.Failure Your attempt is unsuccessful.Critical Failure Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target.

Heightened (6th) You can resurrect a target of up to 12th level, and the base cost is 125 gp.

Heightened (7th) You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp.

Heightened (8th) As 7th rank, but the target can be up to 16th level and the base cost is 300 gp.

Heightened (9th) You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp.

Heightened (10th) As 9th rank, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp.

Player Core 1, page 394.

Open in the interactive list

Rune Trap

Ritual 3

uncommon 

Cast 1 hour; Cost pigments and oils worth a total value of 5 gp × the rank of the spell to be stored; Secondary Casters 1

Primary Check Arcana (expert), Nature (expert), Occultism (expert), or Religion (expert) as determined by the tradition of spell cast in the ritual; Secondary Checks Crafting

Range touch; Targets 1 object or a 10-foot-by-10-foot area

You create a magical trap by binding a hostile spell into a rune. As part of performing this ritual, you also Cast a Spell to store in the rune. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area.

You can set a password, a trigger, or both for the rune. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the rune, releasing the harmful spell within.

Once a spell is stored in the rune, the rune gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the rune. If it has an area, that area is centered on the creature that set off the rune. The rune is a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss the rune you create with this ritual so long as you can see it.

Critical Success You create a particularly effective rune, granting a +2 circumstance bonus to the DC to notice and disable the rune.Success You create the rune successfully.Failure You fail to create the rune.Critical Failure The rune backfires, dealing 4d6 force damage per rank of the rune's spell to you, the secondary caster, and all creatures within 10 feet of the ritual's area.

Player Core 1, page 395.

Open in the interactive list

ABCDEFGHIJKLMNOPQRSTUVWXYZ