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Rituals
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Witchwarper
Rituals
Source
Galactic Magic pg. 91
Some spells require more than a few moments of concentration and the expenditure of a spell slot; instead, they take hours or even days to cast, with a single individual leading assistants in the performance of a complex and powerful ritual. Before attempting a ritual, a character must find a script for it and—if they’re wise—learn its secrets.
Click here for the full rules on Rituals
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Commune
- Level 5
Source
Galactic Magic pg. 91
Script
Prepare the Space (Mysticism; failure), Sacrifice (1 Resolve Point), Invoke Entity (Will; fatigued, retry), Sacrifice (items worth 1,000 credits)
Assistants
3
Round Length
1 hour
You call upon an unknown planar entity to answer questions. This is a servitor of your deity if you have one. You can ask up to seven questions that can be answered with “Yes” or “No.” The entity is likely to know answers related to its purview; a servitor of Triune would know about objects located in the Drift, and a servitor of Damoritosh would know about the Veskarium. The entity answers with one-word answers such as “Yes,” “No,” “Likely,” or “Unknown,” though its answers always reflect its own agenda and could be deceptive. This ritual can’t uncover information directly related to the Gap.
Consecrate Place
- Level 2
Source
Galactic Magic pg. 91
Script
Sacrifice (incense and offerings worth 2,000 credits), Prepare the Space (Mysticism; retry), Invoke Entity (Will; damage, failure)
Assistants
any
Round Length
1 day
You consecrate a site to your deity. The effects of this ritual last for 1 year, and they extend in a 40-foot radius centered on an immobile shrine, altar, or fixture of your deity. While within the area, worshippers of your deity gain a +1 divine bonus to Armor Class, attack rolls, damage rolls, saving throws, and skill checks. If your deity is chaotic, evil, good, or lawful, attacks by your worshippers made from within the area are chaotic-aligned, evil-aligned, good-aligned, or lawful-aligned, respectively.
FTL Communication
- Level 4
Source
Galactic Magic pg. 91
Script
Open the Way (Computers; dazed for 1 minute, failure), Shape Power (Mysticism; electricity damage, retry), Speak the Name (Will; dazed for 1 minute), Release Power (Computers; failure)
Assistants
none
Round Length
1 minute
You communicate with someone over interstellar distances. You must touch a comm unit at the end of this ritual and speak a message of 25 words or fewer. Your message travels to the person you named in the Speak the Name action, but takes time to arrive: 1d6 hours if the individual is in the same system as you, 3d6 hours if the individual is in Near Space or the Pact Worlds, or 5d6 hours if the individual is in the Vast. When the message arrives, the individual you named hears it and can respond with up to 25 words. This reply takes 1d6 hours to reach you if you’re in the same system as the individual replying, 3d6 hours if you’re in Near Space, or 5d6 hours if you’re in the Vast. When it reaches you, you hear it.
Gate
- Level 6
Source
Galactic Magic pg. 92
Script
Prepare the Space (Engineering or Mysticism; failure), Gather Power (Mysticism; dazed for 1 hour, failure), Shape Power (Engineering or Mysticism; fatigued, retry), Release Power (Mysticism; electricity damage, retry), Open the Way (Will; the gate opens to a random location for a random duration, both determined by the GM)
Assistants
any
Round Length
1 day
You link two physical portals—such as doors or arches—to permit instantaneous travel between them. The portals can be up to 15 feet across, separated by any distance or even on different planes, and each must be constructed with at least 1,000,000 credits’ worth of materials. Each portal must have a designated entry direction and an exit direction. You must perform this ritual at one of the two portals, and neither portal can already be connected to a portal through a gate ritual. If the ritual is completed, any creature who moves through one portal’s entry emerges from the other portal’s exit. The surfaces of the portals are usually magically obscured, so it’s impossible to tell where a portal leads; however, a creature who observes a portal from its entry direction, takes a full action, and succeeds at a DC 25 Mysticism check can cause the portal to briefly clear and see out the paired portal’s exit for one round. If Engineering was used in the ritual actions that created this gate, the creature can use Computers or Engineering instead of Mysticism for this check.
Heartbond
- Level 1
Source
Galactic Magic pg. 92
Script
Speak the Name (the names of the two individuals being bonded)
Assistants
none
Round Length
1 hour
You create a magical bond between two willing creatures who share genuine affection for each other. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection; these items must each be worth at least 100 credits. When both individuals are wearing their tokens, they can, once per day as a standard action, sense the condition of the other as per the status spell. If either token is destroyed, the effect of the ritual ends.
Panopticon
- Level 3
Source
Galactic Magic pg. 93
Script
Prepare the Space (items), Gather Power (Computers; fatigued, retry), Open the Way (Will; electricity damage, failure)
Assistants
none
Round Length
1 hour
You gain supernatural surveillance powers within a single large structure, such as a prison, school, or space station. You must perform this ritual within the chosen structure, and when you complete the ritual, you must touch a video screen. The screen can be of any size, but it can’t be moved. When you look at this screen, you can take a move action to make it display any location in the structure where it’s located, from any point of view within 100 feet of the screen, with low-light vision and darkvision up to 60 feet. The effects of this ritual last for 1 year, or until the screen is moved or broken, whichever comes first.
Reincarnation
- Level 4
Source
Galactic Magic pg. 93
Script
Prepare the Area (Mysticism; failure); Invoke Entity (Will; damage, failure); Sacrifice (items and Resolve); Speak the Name (the individual being reincarnated)
Assistants
any
Round Length
1 hour
You call upon a deity or other cosmic force to create a new body for a dead individual, binding the individual’s soul to the new body and restoring them to life. This ritual can restore an individual who has been dead for days equal to the ritual leader’s ranks in Mysticism. The creature takes a temporary negative level for 24 hours. This ritual can’t resurrect creatures who are currently undead or who don’t wish to be resurrected, but it can restore individuals slain by death effects or whose original bodies are lost or destroyed.
The ritualists and the restored creature have no say over the form of the reincarnation, which can take the form of virtually any race, gender, and appearance. If this ritual is used to reincarnate a player character, the player and GM should mutually agree on the reincarnation’s physical details, choosing a playable race; if used to reincarnate an NPC, the GM decides the reincarnation’s physical form. A reincarnated character loses the ability score modifiers, HP, Size, type, and racial traits of their original race, and gains the ability score modifiers, HP, Size, type, and racial traits of their new race. Theme and class features are unchanged.
Summon Elemental
- Level 1
Source
Galactic Magic pg. 93
Script
varies
Assistants
up to 1 per level of the ritual
Round Length
10 minutes
You summon an elemental with a CR limited by the level of the ritual according to Table 3–2: Rituals. The elemental appears within 30 feet of you. Most elementals are only as smart as a clever animal, and their initial attitude is indifferent, but elementals with above-average Intelligence are unfriendly instead. Regardless, the elemental is under no obligation to obey you. It remains on the plane to which you’ve summoned it until it’s destroyed or sent back to its origin plane, such as through dismissal or some other method.
If you fail a ritual action for this ritual that causes you to take damage, that damage has a type based on the kind of elemental you tried to summon: bludgeoning for an earth elemental, cold for a water elemental, fire for a fire elemental, and electricity for an air elemental.
You can add the Prepare the Area action to the beginning of the script for this spell; the action requires a Mysticism check. If you do, the elemental appears within that area, and can’t leave or target creatures outside the area unless you allow it or your preparations are disturbed; the GM decides how much disturbance is required. You gain a +4 circumstance bonus to Diplomacy or Intimidate checks against a creature trapped within your prepared area. If you fail the Mysticism check required for this ritual action, the elemental still appears in the space, but its movement and attacks aren’t restricted, and you gain no benefit to Diplomacy or Intimidate checks.
You can add the Speak the Name action to the end of the script for this spell. If you do, you summon the specific elemental whose name you spoke, provided that elemental’s CR is equal to or less than that listed for the ritual’s level on Table 3–2: Rituals. Its initial attitude might be something other than indifferent, especially if it has had prior interactions with you.
1st:
Script Open the Way (Fort; damage, failure)
2nd:
Script Open the Way (Fort; damage, failure)
3rd:
Script Sacrifice (items); Open the Way (Fort; damage, failure)
4th:
Script Sacrifice (items); Open the Way (Fort; damage, failure)
5th:
Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure)
6th:
Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure)