All Spells | Mythic | Custom Search | Definitions

Adept | Alchemist | Antipaladin | Arcanist | Bard | Bloodrager | Cleric | Druid | Hunter | Inquisitor | Investigator | Magus | Medium | Mesmerist | Occultist | Oracle | Paladin | Psychic | Ranger | Red Mantis Assassin | Sahir-Afiyun | Shaman | Skald | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Warpriest | Witch | Wizard

Occult Rituals


Occult Rituals

It’s a common belief that only those initiated in the rites and practices of arcane, divine, or psychic magic can cast spells, but this is not strictly true. Hidden within dusty libraries and amid the ramblings of lunatics lie the mysteries of another form of spellcasting—occult ritual magic. These spells are rare, coveted by both those eager to gain their power and those wishing to hide their existence. Most traditional spellcasters consider these rituals dangerous and uncontrollable, something to be avoided or used as a last resort. They fear the power these ceremonies grant to the uninitiated, as the rituals allow those with only a glimmering of understanding the ability to interact with the underlying fabric of magic.

While anyone can attempt to cast occult rituals, the process is fraught with peril. The strange and intricate incantations are often challenging to perform with precision, and failure can weaken the casters or even unleash horrors upon the world. Even when successfully performed, each occult ritual has a price—a backlash that affects at least the caster leading the ritual, and often those assisting in its performance.
Click here for the full rules on Occult Rituals.

Wrest Resources

Source Pathfinder #136: Temple of the Peacock Spirit pg. 79
School conjuration (teleportation); Level 7
Casting Time 60 minutes
Components V, S, M (an amount of a single natural mineral, metal, or gemstone worth 500 gp), F (an adamantine spade worth 5,000 gp), SC (up to 20)
Skill Checks Knowledge (geography) DC 42, 3 successes; Knowledge (nature) DC 42, 2 successes; Survival DC 42, 2 successes
Range 10 miles/character level of the primary caster
Area one 10-ft. cube/character level of the primary caster
Duration instantaneous
Saving Throw none; SR no
Backlash The primary caster takes 1 permanent negative level.
Failure All casters take 6d6 points of damage and are exhausted. The primary caster is the target of a flesh to stone spell (DC = 16 + the primary caster’s Charisma bonus) but instead of stone the spell turns the caster into the resource used in the material component.

Effect

The ritual teleports a specific natural resource from the ritual’s area and transports it adjacent to the primary caster. The natural resource is the same as the material component used in the ritual (for example, using 500 gp of gold as a material component causes the ritual to teleport all gold in the area). The area must be one the primary caster is familiar with and can clearly visualize, although he need not have line of sight or line of effect to the area at the time the ritual is performed. The sudden removal of these resources can cause the ground in the selected area to shift or collapse.