A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.
When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can’t cast spells. You must know the ritual, and the ritual’s spell level can be no higher than half your level rounded up.
You must also have the required proficiency rank in the skill used for the ritual’s primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual’s effects. The primary skill check determines the tradition.
Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it’s possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual’s casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some Light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.
Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you.
A ritual’s Cost entry lists valuable components required to cast the ritual. If a ritual doesn’t have any such components, it won’t have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target’s level and sometimes the spell’s level. If the target’s level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target’s level or another value as appropriate. Most rituals that create permanent creatures, such as create undead, use costs based on the level of the spell, as presented on Table 7–1.
Many rituals need additional secondary casters, who also don’t need to be able to cast spells. Unlike a primary caster, a secondary caster doesn’t need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required.
At the ritual’s culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual’s outcome. Primary checks usually have a very hard DC for a level that’s twice the ritual’s spell level. As with other downtime activities, fortune and misfortune effects can’t modify your checks for the ritual, nor can bonuses or penalties that aren’t active throughout the process.
The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.
Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual’s spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don’t attempt any.
Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.
Critical Success You gain a +2 circumstance bonus to the primary check.
Success No bonus or penalty.
Failure You take a –4 circumstance penalty to the primary check.
Critical Failure As failure, and you reduce the degree of success of the primary skill check by one step.
|Creature Level||Spell Level||Required Cost|
|–1 or 0||2||15 gp|
A ritual’s effect depends on the result of the primary check.
If an effect lists a save DC, use your spell DC for the ritual’s magic tradition (or 12 + your level + your highest mental ability modifier, if you don’t have a spell DC).
|6||Commune with nature|
The following rituals are just a small sample of the many that exist.
Animate Object Ritual 2
Cast 1 day; Cost rare oils, see Table 7–1; Secondary Casters 1
You transform the target into an animated object with a level up to that allowed by Table 7–1 and of a type corresponding to the object (so a broom would become an animated broom).
Critical Success The target becomes an animated object of the appropriate type. If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it doesn’t become a minion, you can give it one simple command. It pursues that goal singlemindedly, ignoring any of your subsequent commands.
Success As critical success, except an animated object that doesn’t become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command.
Failure You fail to create the animated object.
Critical Failure You create the animated object, but it goes berserk and attempts to destroy you.
Atone Ritual 4
Cast 1 day; Cost rare incense and offerings worth a total value of 20 gp × the target’s level; Secondary Casters 1, must be the ritual’s target
Range 10 feet; Targets another creature of up to 8th level who is a worshiper of the same deity or philosophy as you
You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity’s alignment or anathema to your deity. If the creature isn’t truly penitent, the outcome is always a critical failure. This ritual uses Nature if the target is a druid, and Religion in all other cases.
Critical Success The creature receives absolution for its misdeeds, allowing it to regain standing with your deity. It returns to its previous alignment (if its alignment shifted) and regains any abilities it lost. Before the atonement is complete, the creature must perform a special quest or other task chosen by your deity, as befits its misdeeds. If completed during downtime, this task should take no less than 1 month. For 1 month, the target receives divine insight just before performing an act that would be anathema to your deity or contrary to your deity’s alignment.
Success As critical success, but the creature gains no special insight regarding its subsequent actions.
Failure The creature does not receive absolution and must continue to meditate and redress its misdeeds. Any future atone rituals for the same misdeeds cost half as much and gain a +4 circumstance bonus to primary and secondary checks.
Critical Failure The creature offends your deity and is permanently cast out from the faith. The creature can’t rejoin your religion without a more direct intervention.
Heightened (5th) Increase the maximum target level by 2 and the base cost by 20 gp.
Awaken Animal Ritual 6
Uncommon Divination Mental
Cast 1 day; Cost herbs, 1/5 the value on Table 7–1; Secondary Casters 3
Range 10 feet; Target 1 animal of up to the level on Table 7–1
You grant intelligence to the target, transforming it into a beast. If it was previously an animal companion or minion, it can no longer serve as one.
Failure You fail to awaken the target.
Critical Failure You accidentally awaken the target with a pure bestial hatred toward you. The target’s Intelligence, Wisdom, and Charisma modifiers increase to –2 if they were worse. It becomes hostile to you, attempting to destroy you.
Blight Ritual 4
Uncommon Necromancy Negative Plant
Cast 1 day; Secondary Casters 1
Area 1/2-mile-radius circle centered on you Duration 1 year
You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect.
Critical Success Completely spoil the crop yield in the area, or decrease the yield by half in an area with up to a 1-mile radius.
Success Decease the crop yield in the area by half.
Failure The ritual has no effect.
Critical Failure The flora in the area changes in an unexpected way, determined by the GM but generally as contradictory to your true desires as possible (for instance, enriching crops when you would prefer to blight them).
Call Spirit Ritual 5
Cast 1 hour; Cost rare candles and incense worth a total value of 50 gp; Secondary Casters 1
You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven’t met the spirit in life.
Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn’t in the afterlife (such as if it’s an undead), all results other than critical failures use the failure effect.
Critical Success The spirit is particularly cooperative, and even if it has strong reasons to deceive you, it takes a –2 circumstance penalty to its Deception checks.
Success You call the spirit.
Failure You fail to call a spirit.
Critical Failure One or more evil spirits appear and attack.
Commune Ritual 6
Uncommon Divination Prediction
Cast 1 day; Cost rare incense worth a total value of 150 gp; Secondary Casters 1
You call upon an unknown planar entity to answer questions; this is a servitor of your deity if you have one and use Religion. You can ask up to seven questions that could be answered with “Yes” or “No.” The entity is likely to know answers related to its purview; a servitor of God of Wind and Waves would likely know about unnatural weather patterns and a servitor of Goddess of Fortune would likely know someone’s travel route. The entity answers with one word answers such as “Yes,” “No,”
“Likely,” and “Unknown,” though its answers always reflect its own agenda and could be deceptive.
Critical Success You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won’t attempt to deceive you, though it still might not know the answers. When it’s important to provide clarity, the entity will answer your questions with up to five words, such as “If you leave immediately” or “That was true once.”
Success You can ask your questions and receive answers.
Failure You fail to contact a planar entity.
Critical Failure You are exposed to the enormity of the cosmos and are stupefied 4 for 1 week (can’t remove by any means).
Commune with Nature Ritual 6
Uncommon Divination Prediction
Cast 1 day; Cost rare incense worth a total value of 60 gp; Secondary Casters 1
As commune, except you contact the primal spirits of nature, which know about animals, beasts, fey, plants, topography, and natural resources within a 3-mile radius of the ritual’s location.
Consecrate Ritual 2
Uncommon Consecration Evocation
Cast 3 days; Cost rare incense and offerings worth a total value of 20 gp × the spell level; Secondary Casters 2, must be worshipers of your religion
Range 40 feet; Area 40-foot-radius burst around an immobile altar, shrine, or fixture of your deity; Duration 1 year
You consecrate a site to your deity, chanting praises and 410 creating a sacred space. While within the area, worshipers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks, and creatures anathema to your deity (such as undead for The Lady of Graves or The healing Flame) take a –1 status penalty to those checks. Attacks made by worshipers of your deity within the area deal 1 damage of one of your deity’s alignment types (your choice); if your deity is true neutral, you don’t gain this benefit.
Critical Success The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity’s favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral.
Success The consecration succeeds.
Failure The consecration fails.
Critical Failure The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail.
Heightened (7th) The consecrated area also gains the effects of the dimensional lock spell, but the effect doesn’t attempt to counteract teleportation by worshipers of your deity. The cost increases to 200 gp × the spell level.
Control Weather Ritual 8
Cast 1 day; Secondary Casters 1
Area 2-mile-radius circle centered on you Duration 4d12 hours
You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season:
- Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado
- Summer drizzle, downpour, extreme heat, hail, heat
- Autumn cold weather, fog, mild heat, sleet
- Winter blizzard, mild cold, extreme cold, thaw
You can’t specifically control the manifestations, such as the exact path of a tornado or the targets of Lightning strikes.
Critical Success You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12).
Success You change the weather as desired.
Failure You fail to change the weather as desired.
Critical Failure The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather).
Heightened (9th) You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season’s list.
Create Undead Ritual 2
Uncommon Evil Necromancy
Cast 1 day; Cost black onyx, see Table 7–1; Secondary Casters 1
Range 10 feet; Target 1 dead creature
You transform the target into an undead creature with a level up to that allowed in Table 7–1. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can’t be created with a version of create undead.
Critical Success The target becomes an undead creature of the appropriate type. If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it’s intelligent and doesn’t become a minion, the undead is helpful to you for awakening it, though it’s still a horrid and evil creature. If it’s unintelligent and doesn’t become a minion, you can give it one simple command. It pursues that goal singlemindedly, ignoring any of your subsequent commands.
Success As critical success, except an intelligent undead that doesn’t become your minion is only friendly to you, and an unintelligent undead that doesn’t become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command.
Failure You fail to create the undead.
Critical Failure You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you.
It attempts to destroy you.
Freedom Ritual 8
Cast 1 day; Cost valuable oils and objects associated with the target worth a total value of 100 gp × the spell level × the target’s level; Secondary Casters 2
Range see text; Target 1 creature
You perform a ritual to free a creature imprisoned, petrified, or otherwise put into stasis by any magical effects from all such effects, even effects like imprisonment that don’t have a duration, as long as freedom’s spell level is equal to or higher than the effect’s spell level. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment). You must know the name of the creature and details of its background; if the creature is not a close associate, a failure or critical failure on a secondary Society check reduces even a critical success on the primary check to a failure.
Critical Success You free the target from all magical effects imprisoning it, petrifying it, or putting it into stasis. It gains a +1 status bonus to saving throws to resist those same magical effects for 1 week.
Success You free the target from all magical effects imprisoning it, petrifying it, or putting it into stasis.
Failure You fail to free the target.
Critical Failure The magical effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters.
Geas Ritual 3
Uncommon Curse Enchantment Mental
Cast 1 day; Secondary Casters 1
Range 10 feet; Target 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.
Imprisonment Ritual 8
Cast 1 day; Cost reagents to construct the magical prison worth a total value of 800 gp × the target’s level; Secondary Casters 6
Range 10 feet; Target 1 creature of up to 16th level
You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all of the forms, others include only a single form or only a few of them. Whichever form you use, the effect can’t be counteracted, though it can be ended by freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first.
- Chains You bind the creature with chains, rendering it unable to use any actions other than to speak. Other creatures that attempt to approach, harm the chains, or free the trapped creature in any way must succeed at a Will save or be unable to do so forever. The chains have Hardness equal to 5 × the imprisonment ritual’s spell level, and double that many Hit Points. Destroying the chains frees the target.
- Prison You render the creature completely unable to leave a particular confined area or structure of your choice, such as a jail cell or sealed cave. The magic also prevents the creature from damaging its prison, either directly or indirectly, to break free. If the creature’s prison is entirely destroyed by some external force, the creature is freed, though for some larger or natural prisons, this might be unfeasible.
- Slumber (sleep effect) You put the creature into an eternal sleep. It ceases aging and doesn’t require food or drink. A single sincere physical display of affection from a creature who genuinely loves the target—whether romantically, filially, or otherwise—frees it from the slumber. This form of imprisonment is also enchantment magic.
- Temporal Stasis You send the creature into a state of suspended animation outside the flow of time. The creature doesn’t grow older and can’t be affected by any effect from within the normal timestream. While casting this ritual, you can optionally name any amount of time for the stasis; after this duration elapses, the stasis ends. Unlike other forms of imprisonment, temporal stasis can be counteracted by a dispel magic or haste spell. This form of imprisonment is also transmutation magic.
- Object (9th level or higher) You either shrink the creature to an inch in height or transform it into an insubstantial form whose body trails away into wisps below its head. Either way, you trap it inside a gem, jar, bottle, lamp, or similar container. The creature ceases aging and doesn’t require food or drink. The creature is still aware of its 412 surroundings and can move within the container and speak, but it can’t use any other actions. Destroying the container kills the target rather than freeing it. This form of imprisonment is also transmutation magic.
- Oubliette (10th level only) You entomb the target in a state of suspended animation deep beneath the surface of the ground and out of tune with reality so that it can’t be reached by any means. You also prevent divinations from revealing the location where the imprisonment occurred. Powerful magic such as wish can reveal the location of the imprisonment, but even such magic can’t free the target from the oubliette; only a 10th-level freedom ritual can do so.
Critical Success You imprison the target. You can either use a form of imprisonment that usually requires 1 additional spell level, or give any creatures trying to use a freedom ritual to rescue the target a –2 circumstance penalty to checks associated with that ritual.
Success You imprison the target.
Failure You fail to imprison the target.
Critical Failure You imprison yourself and the secondary casters in the same way you intended to imprison the target.
Heightened (9th) You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp.
Heightened (10th) You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp.
Inveigle Ritual 2
Uncommon Enchantment Mental
Cast 1 day; Cost rare oils worth a total value of 10 gp × the target’s level
Range 10 feet; Target 1 creature of a level no greater than double the inveigle ritual’s level; Duration 1 year or until dismissed
You win over the target’s mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it’s generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained.
If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect.
Critical Success The ritual succeeds and the target takes a –4 status penalty to Will saves to end the effect.
Success The ritual succeeds.
Failure The ritual fails.
Critical Failure The ritual fails and the target instead hates you, becoming hostile to you for the duration.
Heightened (6th) You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature’s body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature’s body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month.
Legend Lore Ritual 7
Cast 1 day; Cost rare incense worth a total value of 300 gp; Secondary Casters 2
You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing.
If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information.
Critical Success You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time.
Success You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends.
These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions.
Failure You fail to learn any useful legends.
Critical Failure Your mind becomes lost in the past. You can’t sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a Lore based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining.
Planar Ally Ritual 5
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
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.
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
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.
Plant Growth Ritual 4
Uncommon Necromancy Plant Positive
Cast 1 day; Secondary Casters 1
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).
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
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.
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
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 The Lady of Graves 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 Boneyard 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.
Abyssal Pact Ritual 1
Cast 1 day
Primary Check Religion (expert; you must be a demon)
You call in a favor from another demon whose level is no more than double Abyssal pact’s spell level, two demons whose levels are each at least 2 less than double the spell level, or three demons whose levels are each at least 3 less than double the spell level.
Critical Success You conjure the demon or demons. They are eager to pursue the task, so they don’t ask for a favor.
Success You conjure the demon or demons. They are not eager to pursue the task, so they require a favor in return.
Failure You don’t conjure any demons.
Critical Failure The demon or demons are angry that you disturbed them. They appear before you, but they immediately attack you.
Angelic Messenger Ritual 1
Cast 1 day
Primary Check Religion (expert; you must be an angel)
You transport yourself to either a celestial plane or a world on the Material Plane where worshipers of your patron can be found. You must be of no higher level than double angelic messenger’s spell level.
Critical Success As success, but if you’ve never visited that plane or world before, you appear right in front of the message’s intended recipient.
Success You arrive on the target plane or world at the last location you visited on that plane or world, or to a random location within 10d10 miles of your message’s intended recipient if you’ve never visited that plane or world before.
Failure You don’t travel.
Critical Failure You accidentally travel to the wrong plane, possibly a dangerous plane.
Infernal Pact Ritual 1
Cast 1 day
Primary Check Religion (expert; you must be a devil)
You make an appeal to a powerful devil, asking it to bind some of its subordinates to your service. If you succeed, the devil sends you its choice of one devil whose level is no more than double infernal pact’s level, two devils whose levels are each at least 2 less than double the spell level, or three devils whose levels are each at least 3 less than double the spell level.
Critical Success The devils are sent to you and serve you for 1d4 weeks.
Success The devils are sent to you and serve you for 1d4 days.
Failure Your request is denied.
Critical Failure Not only is your request denied, but the powerful devil sends word of its displeasure to your master.
|Domain||Description||Domain Spell||Advanced Domain Spell|
|Ambition||You strive to keep up with and outpace the competition.||Blind ambition||Competitive edge|
|Air||You can control winds and the weather.||Pushing gust||Disperse into air|
|Cities||You have powers over urban environments and denizens.||Face in the crowd||Pulse of the city|
|Confidence||You overcome your fear and project pride.||Veil of confidence||Delusional pride|
|Creation||You have divine abilities related to crafting and art.||Splash of art||Artistic flourish|
|Darkness||You operate in the darkness and take away the Light.||Cloak of shadow||Darkened eyes|
|Death||You have the power to end lives and destroy undead.||Death’s call||Eradicate undeath|
|Destruction||You are a conduit for divine devastation.||Cry of destruction||Destructive aura|
|Dreams||You have the power to enter and manipulate dreams.||Sweet dream||Dreamer’s call|
|Earth||You control soil and stone.||Hurtling stone||Localized quake|
|Family||You aid and protect your family and community||Soothing words||Unity more effectively.|
|Fate||You see and understand hidden inevitabilities.||Read fate||Tempt fate|
|Fire||You control flame.||Fire ray||Flame barrier|
|Freedom||You liberate yourself and others from shackles||Unimpeded stride||Word of freedom and constraints.|
|Healing||Your healing magic is particularly potent.||Healer’s blessing||Rebuke death|
|Indulgence||You feast mightily and can shake off the effects||Overstuff||Take its course of overindulging.|
|Knowledge||You receive divine insights.||Scholarly recollection||Know the enemy|
|Luck||You’re unnaturally lucky and keep out of harm’s way.||Bit of luck||Lucky break|
|Magic||You perform the unexpected and inexplicable.||Magic’s vessel||Mystic beacon|
|Might||Your physical power is bolstered by divine strength.||Athletic rush||Enduring might|
|Moon||You command powers associated with the moon.||Moonbeam||Touch of the moon|
|Nature||You hold power over animals and plants.||Vibrant thorns||Nature’s bounty|
|Nightmares||You fill minds with horror and dread.||Waking nightmare||Shared nightmare|
|Pain||You punish those who displease you with the sharp||Savor the sting||Retributive pain sting of pain.|
|Passion||You evoke passion, whether as love or lust.||Charming touch||Captivating adoration|
|Perfection||You strive to perfect your mind, body, and spirit.||Perfected mind||Perfected form|
|Protection||You ward yourself and others.||Protector’s sacrifice||Protector’s sphere|
|Secrecy||You protect secrets and keep them hidden.||Forced quiet||Safeguard secret|
|Sun||You harness the power of the sun and other Light sources, and punish undead.||Dazzling flash||Positive luminance|
|Travel||You have power over movement and journeys.||Agile feet||Traveler’s transit|
|Trickery||You deceive others and cause mischief.||Sudden shift||Trickster’s twin|
|Truth||You pierce lies and discover the truth.||Word of truth||Glimpse the truth|
|Tyranny||You wield power to rule and enslave others.||Touch of obedience||Commanding lash|
|Undeath||Your magic carries close ties to the undead.||Touch of undeath||Malignant sustenance|
|Water||You control water and bodies of water.||Tidal surge||Downpour|
|Wealth||You hold power over wealth, trade, and treasure.||Appearance of wealth||Precious metals|
|Zeal||Your inner fire increases your combat prowess.||Weapon surge||Zeal for battle|