Rituals: T

5 rituals, from Tattoo Whispers to The World's A Stage.

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Tattoo Whispers · Teleportation Circle · Teleportation Circle · Terminate Bloodline · The World's A Stage

Tattoo Whispers

Ritual 3

rare auditory divination linguistic mental 

Cast 1 hour; Cost tattoo inks and silver tattooing needles worth 20 gp for each secondary caster; Secondary Casters 2, up to a maximum of 6

Primary Check Crafting (expert); Secondary Checks Arcana, Occultism

Range touch; Targets the secondary casters

You carefully tattoo the same design upon each secondary caster. The tattoo can be of any shape or symbol, but it must include a mouth. The tattoo fades naturally over the course of 1 month.

Critical Success The tattoos on the secondary casters are all magically linked for 1 week, providing a semi-telepathic bond. Each secondary caster can communicate secretly with any other secondary casters at any time by mouthing words but making no sound. The person receiving a message must be within 120 feet of the sender, must be within the sender's line of sight, and must have their tattoo uncovered. The mouth of the tattoo moves to match the words, which the tattoo whispers, but only the tattoo's bearer can hear it.Success As critical success, but the effect lasts for 1 day.Failure The ritual has no effect.Critical Failure The ritual has no effect and creates a backlash of persistent mental static. All casters are stupefied 1 for 1 day.

Strength of Thousands #1: Kindled Magic, page 38.

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Teleportation Circle

Ritual 7

uncommon conjuration teleportation 

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

Primary Check Arcana or Occultism (master); Secondary Checks Crafting, Survival

Range 20 feet

Duration 1 day

You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous.

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

While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns.

The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions.

Critical Success You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point.Success As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target.Failure The teleportation circle doesn't function.Critical Failure The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater.

Heightened (9th) The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet.

Heightened (10th) The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.

Advanced Player’s Guide, page 244.

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Teleportation Circle

Ritual 7

uncommon teleportation 

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

Primary Check Arcana or Occultism (master); Secondary Checks Crafting, Survival

Range 20 feet

Duration 1 day

You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous.

A secondary caster attempting a Survival check for this ritual can be located at the destination, instead of at the point of origin. If the secondary caster succeeds at their check at the destination and you roll a success, the ritual is a critical success instead.

While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns.

The circle normally works only in one direction, though you can double the Cost to make it work in both directions.

Critical Success You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point.Success As critical success, but the destination is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target.Failure The teleportation circle doesn't function.Critical Failure The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater.

Heightened (9th) The cost is 2,000 gp, the duration is 1 month, and the destination can be anywhere on the same planet.

Heightened (10th) The cost is 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.

Player Core 2, page 270.

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Terminate Bloodline

Ritual 6

uncommon necromancy 

Cast 1 day; Cost a bodily sample from the target, and valuables belonging to the target worth a total value of 100 gp × the spell level × the target's level; Secondary Casters 3

Primary Check Occultism (master); Secondary Checks Society

Range 10 miles; Targets 1 creature of a level no greater than double the terminate bloodline ritual's level

Mighty drow noble houses, including House Kevaidair, use this ritual to stamp out fledgling noble houses before they rise to power. At the ritual's completion, you place a contagious wasting disease upon the target creature with the intention of ending their familial bloodline.

The ritual is easiest to cast on a subdued target, typically a low-ranking member of the targeted family bloodline who is kidnapped and has their memory wiped. If the target is conscious when the ritual is cast, the target attempts a Fortitude save against the ritual's DC; on a success, the ritual fails. Otherwise, the target is automatically affected by the dying bloodline disease.

Every member of an infected creature's immediate family (blood relationship or parent or child) that comes into physical contact with that infected creature must attempt a Fortitude save or contract the disease.

Dying Bloodline

Disease

[–]

curse disease 

Failing or critically failing this disease's Fortitude save causes the disease to progress to the next stage as normal; however, succeeding or critically succeeding at the save has no effect. The disease can be removed only by first successfully counteracting the curse and then counteracting the disease.

Level equal to twice the ritual's level;

Stage 1 carrier with no effect (1 month); Stage 2 fatigued (1 week); Stage 3 fatigued and drained 1 (1 day); Stage 4 fatigued and drained 3 (1 day); Stage 5 death

Critical Success The creature does not contract the disease and does not need to attempt further saves when coming into physical contact with that particular creature (the creature is not immune to the disease, however, and must attempt a save as normal if it comes into physical contact with a different infected family member).Success The creature is not affected but must attempt another save the next time they come into physical contact with that particular infected creature.Failure The creature contracts the disease and can spread it in the same way as the original target.

Extinction Curse #5: Lord of the Black Sands, page 74.

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The World's A Stage

Ritual 5

uncommon divination fortune 

Cast 1 day; Cost costumes and a stage large enough to fit all casters; Secondary Casters 2, to 12

Primary Check Occultism (expert); Secondary Checks Crafting, Performance

Duration 1 month

This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors (Performance) or significant backstage figures, such as set or costume designers (Crafting). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long.

The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead.

Critical Success Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance).Success As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check.Failure The ritual has no effect.Critical Failure The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are doomed 1 for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic.

Secrets of Magic, page 153.

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