Rituals

Rituals are magical formulae that allow a caster to create a magical effect of their choosing through a combination of chanting, gesturing, and the use of magical focuses and ingredients. While sphere abilities are fueled by spell points and often take no longer than a standard action, rituals may take minutes, hours, or even days to perform, often requiring the use of a magical laboratory or temple and the expenditure of rare components.

In many ways, rituals are similar to spells and principally exist as a way to either re-introduce the utility of spells to a world of spheres, or to allow sphere casters to use spells in a world where both exist. While not automatically divided into divisions such as the arcane/divine of the core Pathfinder system, it isn’t difficult to divide rituals among different casting traditions, if the GM wishes to preserve the distinctions of that system.

All rituals possess the following:

  • Base Sphere: Every ritual has an associated sphere, which a caster must possess in order to use the ritual.
  • Ritual Level: Every ritual possesses a level from 0-9.
  • Casting Time: The amount of time the caster must invest in order to use the ritual.
  • Save DC: If a ritual calls for a saving throw, the DC is equal to 10 + the ritual’s level + the caster’s casting ability modifier.
  • Materials: Every ritual has a material cost, be it special focuses, rare materials, or general alchemical equipment. These items must be present when the ritual is used, and with the exception of focuses (which are designated with an F), these materials are expended when the ritual is cast.

Using a ritual

All rituals require the caster to possess a written copy of the ritual such as a scroll or ritual book, as rituals are too complex to use without some form of written direction. If a caster comes into possession of a ritual, the caster must first decipher the magical writing with either a successful Spellcraft check (DC 20 + the ritual’s level), a read magic spell, or the basic sense ability from the Divination sphere. Once a ritual has been deciphered, it needn’t be deciphered again, even if the original written copy is lost and another used in its place.

Once a ritual has been deciphered, the method for using that ritual differs depending on whether the caster is working from a permanent magic book or from a scroll.

Ritual Books

To use a ritual from a magic book, the caster must possess that ritual’s associated base sphere (or must possess the Ritual Caster feat), and their caster level with that sphere must be at least twice the ritual’s level. In addition, their casting ability score must also be at least 10 + the ritual’s level. If the caster meets all these prerequisites and possesses the ritual’s material components, he may invest the required amount of time and activate the ritual.

Recording a ritual into a magic book is a process that requires 1 hour per ritual level (0 level rituals take 30 minutes) and requires one page per ritual level (0 level rituals take half a page). A ritual may be copied from another book, a scroll, or created through independent research. If a ritual is copied from a scroll, this expends the scroll. In addition, if a ritual is copied from a scroll or another ritual book, a certain amount of magic (in the form of material components) must be expended to create a working written version, according to the Table: Ritual Cost. This cost does not need to be paid if the ritual was independently researched, as the components were spent during the research itself.

Table: Ritual Cost
Ritual Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp

Buying and Selling Ritual Books: While ritual books have a cost to create, rituals also have a cost to research. Ritual books could easily be found as loot, but are not considered to have a market value in and of themselves. While the details of magic and economics depends on the setting in question, in most cases there are either too few casters in the world to allow for large-scale ritual book sales, or so many casters in the world that specially-regulated guilds and merchants handle the creation, copying, and sale of magical formulae. As such, while certain rare rituals or other special circumstances may provide exceptions, a player may buy ritual books at a cost of 4x the cost of a scroll or sell their own ritual-casting services to rich clients, but will not find it possible to sell copies of their own ritual books.

Scrolls

Creating and using a ritual scroll is handled the same as creating and using a core Pathfinder spell scroll. To create a ritual scroll, a caster must know and be able to use the ritual and must possess the Scribe Scroll feat. Using a ritual scroll causes the writing on the scroll to disappear, leaving the scroll as nothing but an ordinary blank sheet.

A ritual scroll contains a copy of a ritual that has been mostly cast, with the ritual’s cost and much of its casting time spent earlier during the scroll’s creation. A ritual scroll has a market value equal to the level of the ritual × the creator’s caster level × 25 gp + the ritual’s material cost. When a caster creates a ritual scroll itself, the cost of creation is the level of the ritual x the creator’s caster level x 12.5 gp + the ritual’s material cost. A 0 level ritual is treated as having a level of .5 for this purpose.

Activating a scroll is the same as using a ritual from a book, except the casting time is the spell’s casting time (as opposed to the ritual’s casting time, which is always longer), there is no material component (as that was supplied earlier), and a caster may attempt to activate a scroll even if her caster level isn’t necessarily high enough. If the caster’s caster level isn’t at least twice the ritual’s level, she may make a check (d20 + her caster level vs. a DC equal to the scroll’s caster level + 1) to attempt to use the scroll anyway. If the caster succeeds, the scroll is activated as normal. If this check fails, the scroll is spent and the caster determines scroll mishap as with a core Pathfinder spell scroll.

Researching Rituals

If a caster possesses a ritual’s prerequisite caster level, sphere, and the Craft Rituals item creation feat, she may choose to research a ritual, allowing her to create a written version of that ritual even if no previously written version exists for her to work from. With GM permission, the caster may even create completely unique and original rituals, similar to creating custom spells in the core Pathfinder magic system.

Researching a ritual is similar to creating a magic item; there is a time and material cost, after which the caster must pass a Spellcraft check to determine if she was successful. It takes one week of research per ritual level to create a ritual. At the end of this process, the caster must make a single Spellcraft check. The DC to finish a ritual is 2x the ritual’s level + 10. Failing this check means that the ritual is not created. Failing this check by 5 or more results in an unintentional effect when the ritual is used, similar to how magic item creation can result in a cursed item. The nature of this unintentional effect is subject to GM discretion.

The cost of researching a ritual is determined by Table: Research Cost.

Table: Research Cost
Ritual Level Development Cost
0 500
1 1,000
2 2,000
3 4,500
4 8,000
5 12,500
6 18,000
7 24,500
8 32,000
9 40,500

Once a ritual has been researched, the caster may immediately cast the ritual by spending its material cost. She may also write the ritual down in a magic book at no extra cost, as the required magic components were already used in the research process.

Mixing Spells & Rituals

In a world where both core Pathfinder spells and SoP spheres exist simultaneously, a sphere caster in possession of a spell scroll or a wizard’s spell book may use these spells as if they were rituals, and spellcasters may memorize their spells from available ritual books.

Converting Spells to Rituals

To turn a spell into a ritual, use the following formulae:

Ritual level: This is equal to the spell’s level.

Base Sphere: Determine the ritual’s base sphere through the following conversions.

Spell School Sphere Equivalent
Abjuration Protection
Abjuration (good, evil, lawful, chaotic) Fate
Conjuration (creation) Creation
Conjuration (healing) Life
Conjuration (teleportation) Warp
Conjuration (calling, summoning) Conjuration
Divination Divination
Enchantment Mind
Evocation Various1
Illusion Illusion
Necromancy Death
Transmutation Enhancement
Transmutation (polymorph) Alteration
Transmutation (earth, air, fire, water) Nature

1Evocation includes so many different types of spells that a simple conversion isn’t possible. (Light) spells would be the Light sphere, (Darkness) spells would be the Dark sphere, but others could be Destruction, Weather, Mind, or even Creation depending on the spell in question. GMs should use their own good judgment to determine which sphere an Evocation spell should use.

Material Cost and Casting Times: Use Table: Material Cost & Casting Time to determine a ritual’s material cost and casting time. If the spell in question has a longer casting time than this, use the spell’s casting time instead. If the spell has a costly material component or focus, this must be supplied in addition to the cost listed on Table: Material Cost & Casting Time. Depending on the ritual and casting tradition of the caster, this material cost could be alchemical supplies, rare herbs, or another form of magical component.

Table: Material Cost & Casting Time
Spell Level Material Cost Casting Time
0 1 gp 1 minute
1 5 gp 5 minutes
2 10 gp 10 minutes
3 25 gp 30 minutes
4 50 gp 1 hour
5 100 gp 2 hours
6 250 gp 4 hours
7 500 gp 8 hours
8 1,000 gp 1 day
9 2,500 gp 2 days

Optional Pricing

Rituals are included with a material cost to create better synergy between rituals and the core Pathfinder magic system. However, spending money is by no means the only way to regulate the use of powerful magic. Low-level rituals (0-3) may easily have their material component cost removed, and GMs are encouraged to create alternate pricing methods if such would better suit their campaigns, several examples of which are included below. These alternate pricings could even be used when creating magic items or accomplishing other feats of magic.

Blood Price

Sacrifices are the only way to invoke greater magic. For every 25 gp of a ritual’s listed cost, 1 HD worth of creatures must be killed. Creatures with an intelligence score of 3 or higher count as twice their listed HD for this purpose. These creatures must be killed within a specially prepared magic circle (no cost to create, but requires at least one hour to draw; maximum radius 5 ft per caster level). So long as the magic circle remains intact, any caster may use HD collected within it to power their magic, spending the collected HD as if it were gold to power their rituals.

Cataclysmic Magic

Rituals disrupt the fabric of reality. Magic users risk their own destruction when using this magic, and while some villains may possess artifacts that exempt them from these risks, the average PC is not usually so lucky. Rituals have no material cost, but every time a caster uses a ritual above level 1, he must roll a d20. He compares his result to Table A if using a ritual of level 2-5, and to Table B if using a ritual of level 6-9.

Table A
Roll Result
1 Your body surges with an unusual power. Your Caster Level increases by 1 for 1 day.
2 Fate smiles upon you. Once during the next hour you may roll a d20 twice and take the better result when making an attack roll, saving throw, or skill check.
3 Your body lights up like a torch for 3d6 hours.
4 You change color every hour for 1d3 days.
5 No consequence
6 No consequence
7 No consequence
8 Your body emits a high-pitched squeal for 6d6 hours, making sleep and stealth impossible.
9 Whispers from the beyond whisper things to you for 1d4 days. Depending on the spirit, the whispers could be prophetic, violent, or simply rude.
10 Your life reverses on itself. For 1d3 days, you count as an undead creature for all spells.
11 Strange palpable darkness follows you for 1d4 days. The area within 40 ft of you for that time is always dim light and difficult terrain.
12 Magical forces leave you scarred. You suffer 1 point of ability drain to a randomly-determined ability score.
13 Your mind reels with disturbing nightmares when you sleep. You awaken fatigued every morning for the next 1d3 days.
14 Telekinetic forces lift you and all creatures and objects within 100 ft of you, dangling you in place for 1d3 hours. A successful Will save (DC 18) negates.
15 The magic you have unleashed unravels your mind. For 1d6 days, you have a 25% of doing nothing every time you take an action.
16 A storm of pure magic rips through the area. For 10 rounds, every creature and object within 1 mile of you suffers 1 damage per 2 caster levels per round (Reflex half).
17 You develop a ravenous appetite. You must consume 5 lbs. of food every hour for the next 1d10 hours. Each hour you do not eat this amount causes you to suffer 2 points of Constitution damage.
18 You disappear for 1d4 hours, reappearing in the same spot you left with no memory of where you disappeared to.
19 You and one random creature within 1000 ft of you swap bodies for 1d3 days.
20 Roll twice and combine the results
Table B
Roll Result
1 A powerful outsider has felt your magic and taken an interest in you, offering you a quest and reward if you accept.
2 A random magic item appears before you (50% chance for a cursed item).
3 Your casting ability modifier increases by 2 for 1 hour.
4 2d4 floating balls of light follow you for a week, each giving off light as a torch.
5 No consequence
6 No consequence
7 A shower of light turns day into night for 2d6 days within a 2-mile radius.
8 Your body begins to waste away. You suffer 2 points of Constitution damage every day for 1 week.
9 Your senses are permanently warped by your magic. You cannot see beyond 60 ft, but you also gain blindsense 60 ft.
10 You become feral for 1d4 hours. You lose all ability to use magic or mental skills, and attack anyone who comes within 30 ft of you.
11 A vision of death and destruction plays before your eyes for 1d3 days. You are sickened for this entire time.
12 You either permanently shrink one size category or grow one size category, chosen at random.
13 All plant life within 2 miles instantly dies.
14 Angry spirits of the dead follow you and disrupt your work for 1d4 days. You suffer a -2 penalty to all attack rolls, skill checks, ability checks, and saving throws.
15 You are instantly reincarnated into a randomly determined body.
16 All intelligent creature within 60 ft are reincarnated into randomly determined bodies.
17 Your essence is spent. You suffer 1d6 points of ability drain to 2 randomly determined ability scores, which may not be healed by magic, and only disappears after 1d3 weeks.
18 You exude a randomly determined disease. For 1d3 weeks, all creatures who come within 30 ft of you must save or become diseased. A creature who saves against this disease cannot be potentially infected again until the following day.
19 A powerful outsider has felt your magic and declared you its enemy. It appears and attempts to destroy you.
20 Roll twice and combine the results.

Essence Price

Rituals are powered by essence, which must be freely given. Rituals cost experience points instead of gold, which may be drawn from the caster herself or other willing party members.

Life Price

Greater magic saps the very life force from its users. Instead of costly components, a caster ages 1 week for every 50 gp of a ritual’s listed material cost.

Priceless Component

While rituals of levels 0-3 have the usual material requirements, rituals of levels 4-9 require a special rare component to use. This component is so rare and valuable that it cannot be bought and sold in any market. Those who hold this component find it gives them such control over those who don’t have it that it is jealously guarded, and the only way to gain it is to find it, steal it, or trade services for it. This item could be a rare gem only mined in one location, human souls distilled through an evil artifact, the tears of an elder god, or a special artifact (e.g., a dozen small spheres, each of which may be used to power a ritual, but subsequently disappears for 1 week per level of the ritual used. After this time, the sphere reappears in a random location on the planet).

Sample Rituals

Agreement

Spheres Fate, Mind; Ritual Level 1
Casting Time 5 minutes
Components V, M (exotic candles lit by each participant that are used to light a final candle, collectively worth at least 5 gp)
Description A simple ritual that forms a magically binding contract between two or more individuals, agreement creates a set of magical terms for all involved parties, though the conditions may vary for each participant. The agreement also includes penalties for failing to comply; a creature that violates the terms of the agreement is magically compelled to perform some task, action, or service agreed upon when the agreement was set into place. No save is allowed to avoid the repercussions upon breach of the agreement, and all parties are held to the terms of the ritual even if someone else breaks the agreement first. Parties who fulfill their end of the terms even after others breach the agreement face no such ill consequences.

An agreement cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well as through spells such as break enchantment, limited wish, remove curse, miracle, or wish. Similarly, a second agreement ritual may be performed by all participants of the original agreement, wherein the terms simply release some or all previous participants from the terms of one previous agreement.

When participating in the agreement ritual, an individual is only considered to be bound to the agreement if they understand the terms and are not being coerced through magical compulsion or direct intimidation.

Animal Messenger

Sphere Nature; Ritual Level 2
Casting Time 10 minutes
Components V, S, M (a morsel of food the animal likes, 10 gp in silver dust)
Description This functions as the animal messenger spell.

Animate Dead

Sphere Death; Ritual Level 3
Casting Time 30 minutes
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Description This functions as the animate dead spell, except undead created with this ritual count towards the caster’s Death sphere limit.

Ant Haul

Sphere Enhancement; Ritual Level 1
Casting Time 5 minutes
Components V, S, M (small pulley, 5 gp of silver dust)
Description This functions as the ant haul spell.

Arcane Mark

Sphere Illusion; Ritual Level 0
Casting Time 1 minute
Components V, S, M (treated ink worth 1 gp)
Description This functions as the arcane mark spell.

Astral Projection

Sphere Death; Ritual Level 9
Casting Time 2 days
Components V, S, M (3,500 gp jacinth)
Description This functions as the astral projection spell.

Autopsy

Sphere Death or Divination; Ritual Level 4
Casting Time 1 hour
Components V, M (healer’s kit worth 50 gp)
Target 1 corpse
Description By using your knowledge of the dead or divination magic you can piece together information about the life and death of the creature. Immediately after completing the ritual, the caster learns which of the following is the ultimate cause of the creature’s demise: age, ability score loss (drain, damage, burn), level loss, damage, death effect, or unknown (anything else). After such has been determined the caster may ask 1 question + 1 question per 5 caster levels about the life and or death of the creature. Below are a list of approved questions that may be asked by the caster, although others may be approved at the GM’s discretion.

  • What is the specific source of its demise? (i.e. a creature who died of ability score loss will have revealed whether it was caused by disease, magic, poison, etc)
  • What killed the creature? (creature type, creature size, and creature gender)
  • Where did the creature die? (in bed, in a back alley, at the docks, etc)
  • When did the creature die? (minutes, hours, days, weeks, years ago)
  • Any unusual physical traits on the corpse? (missing appendage, mutilation, etc)
  • What did the creature look like before it died? (creature type, size, gender, hair color, etc)

Baleful Polymorph

Sphere Alteration; Ritual Level 5
Casting Time 2 hours
Components V, S, M (100 gp in diamond dust)
Description This functions as the baleful polymorph spell.

Beacon Pillar

Sphere Light; Ritual Level 0
Casting Time 1 minute
Components S, M (any highly reflective or luminescent object worth at least 1 gp)
Description This ritual alters the material component into a bubble of radiant magic which lasts for 24 hours before losing its power and collapsing into ash. At any time during that duration it can be thrown (treat it as a thrown weapon with a 10 ft. range increment) or crushed as a standard action, expending the bead and releasing the magic within. Using the bubble this way creates a column of bright light that has a 5 ft. radius and a height of 300 ft. that can be easily seen for miles. This column of light lasts for one minute.

Call Spirit Curate

Sphere Conjuration, Death, or Nature; Ritual Level 0
Casting Time 1 minute
Duration 24 hours
Components V, S, M (1 gp’s worth of silver powder.)
Description A spirit of nature takes on a translucent, humanoid form ready to aid its caller. The spirit curate follows directions and may only willing aids in invocations and rituals that motivate cosmic balance or aid in the expansion of nature. If a situation arises where the expansion of nature is disrupting cosmic balance, the spirit will aid and support the expansion of nature. The spirit when aiding in incantations counts as a secondary performer, using your casting ability modifier as its bonus to the first check it makes before disappearing. If the spirit curate is attacked, or is called and doesn’t participate in a ritual or incantation by the end of 24 hours, the spirit dissipates.

Control Weather

Sphere Weather; Ritual Level 7
Casting Time 8 hours
Components V, S, M (500 gp in rare herbs)
Description This functions as the control weather spell.

Create Mindscape

Sphere Mind; Ritual Level 4
Casting Time 1 hour
Components V, S, M (alchemical sleeping draughts consumed by the caster and target, collectively worth 160 gp)
Description This functions as the Create Mindscape spell.

Divination

Sphere Divination; Ritual Level 4
Casting Time 1 hour
Components V, S, M (incense and an appropriate offering worth 75 gp)
Description This functions as the divination spell.

Dreampath

Sphere Mind; Ritual Level 4
Casting Time 1 hour
Components V, S, M (lighted incense, and pearls crushed into warm milk (collectively worth 50 gp plus an extra 10gp per individual included) consumed at the beginning of the ritual)
Description At the conclusion of the ritual you (and up to one other creature per two caster levels) enter a trance and leave your physical body behind and enter either your own personal dreamscape or the dreamscape of another that you have either located or into which you have been welcomed. If you enter the dreamscape of another, the portion of their dreamscape that you observe may reshape to be more like your own personal dreamscape.

Dreamquake

Sphere Mind; Ritual Level 2
Casting Time 10 minutes
Components V, M (rare treatise on psychology, neural physiology, or nightmares worth 10 gp; the treatise must be on your physical person when you enter the dreamscape, and the dreamscape’s recreation of the treatise is acceptable while casting within the dreamscape, though the physical copy will turn to ash in the waking world just as it does in the dream)
Description By reciting the phrases within the treatise and altering them as you speak, the knowledge of that which is as well as that which isn’t but should be reverberates throughout the dreamscape, focusing tremors on a specific point. One thought construct within the dreamscape, often one providing a specific bonus to the caster or effect on the environment, takes 1d12 points of damage per caster level and can be considered ruined or non-functional if it takes damage equal to ten times the casting ability modifier of the owner of dreamscape in question (if the owner of the dreamscape is not a caster, use the highest mental ability modifier to determine this). Such damage is repaired at a rate equal to its owner’s casting ability modifier per minute if the structure is not ruined; if it is ruined, it repairs at a rate equal to the owner’s casting ability modifier per day.

Driving Force

Sphere Telekinesis; Ritual Level 3
Casting Time 30 minutes
Components V, S, M (a magic attuned lodestone worth 25 gp)
Description This ritual creates a stream of gentle telekinetic force that pushes towards a specific direction. A line with a length equal to 25 ft + 5 ft per 2 caster levels is centered on you, while the line itself is positioned towards the designated direction. Any creature (including you) that travels on the line towards the designated direction travels at double its normal overland speed, though its speed in tactical situations is unaffected. The effects of this ritual last for a full day.

Earthquake

Sphere Nature; Ritual Level 8
Casting Time 1 day
Components V, S, M (unworked gems or minerals worth 1,000 gp)
Description This functions as the earthquake spell.

Floating Disk

Sphere Creation; Ritual Level 1
Casting Time 5 minutes
Components V, S, M (silver dust worth 5 gp)
Description This functions as the floating disk spell.

Grant Metamagic Feat

Sphere Mind; Ritual Level 3
Casting Time 30 minutes
Components V, S, M (125 gp of burnt magical scrolls)
Description The performer of the ritual gains knowledge of one metamagic feat for which he meets the prerequisites for 24 hours. Only one feat may be gained from this ritual at one time; additional castings remove the feats previously gained from this ritual.

Hallow

Sphere Fate; Ritual Level 5
Casting Time 24 hours
Components V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the ritual to be included in the hallowed area)
Description This functions as the hallow spell.

Heal

Sphere Life; Ritual Level 6
Casting Time 4 hours
Components V, S, M (250 gp in special ointment)
Description This functions as the heal spell.

Heroes’ Feast

Sphere Creation; Ritual Level 6
Casting Time 4 hours
Components V, S, M (250 gp in rare herbs and spices)
Description This functions as the heroes’ feast spell.

Identify

Sphere Divination; Ritual Level 1
Casting Time 5 minutes
Components V, S, M (bottle of fine wine worth 5 gp, stirred with an owl’s feather)
Description This functions as the identify spell.

Mental Block

Sphere Mind; Ritual Level 2
Casting Time 10 minutes
Components V, M (petals from a flower that only opens in the light of a moon, worth 10 gp)
Description By meditating and intoning an ancient rhyme while breathing the scent of the flower petals as they burn, you fortify your dreamscape against unwanted intruders, granting your dreamscape a bonus equal to 2 + your casting ability modifier on its Will save to avoid detection through scrying or other similar means. You also gain this bonus on attacks against your mind that come directly from your own dreamscape, such as on Will saves made to resist enchantment effects cast at you by another when you are both in your dreamscape or on saves to resist the effects of attacks against your dreamscape directly. This bonus lasts for one day per caster level. During this duration, a thought construct of resilient durability (typically resembling a mausoleum, large safe, small fort, or other stocky, sturdy structure) appears within your dreamscape. If the thought construct is destroyed, removed, or made non-functional, you lose the bonuses offered by this ritual.

Open Rift

Sphere Warp; Ritual Level 3
Casting Time 30 minutes
Components V, S, M (25 gp of preserved flesh from a creature with the elemental subtype)
Description An elemental rift is opened at a point within 400 ft, creating an area with a 30 ft radius inside of which the planar traits (elemental and energy traits, gravity traits, and magic traits only) of one elemental plane override those of the plane on which this spell is cast. This effect lasts for 24 hours.

Pact

Spheres Fate, Mind; Ritual Level 3
Casting Time 30 minutes
Components V, M (a scroll of gilded vellum worth 25 gp to be burned at the conclusion of the ritual, along with the proper tools for signing in expensive inks or blood)
Description A potent agreement between people, usually those who do not trust each other or at least wish some strenuous assurance to be placed on the other. Those who sign the gilded vellum enter into a binding contract, one where failure to fulfill their side invites dire consequences. Such consequences may include:

  • Instant death (affecting even those typically immune to death effects such as constructs or the undead)
  • Transformation into a small animal
  • The presence of a ghostly wraith or other creature that will kill one of the signer’s love ones if they venture outside at night
  • Petrification
  • Lycanthropy
  • 1 hp of damage every round forever (typically circumventing damage reduction or other means of avoiding damage unless a specific sort of damage is specified).
  • Another effect of similar strength and effect, with GM approval

No one may participate in the pact ritual except by their own free will. No saving throw or spell resistance can avoid the negative consequences should a pact maker not fulfill their side of the bargain, as the ritual takes effect at the time of the casting. The pact enforces the spirit of the agreement before the specific wording of the agreement, but will ignore the specific wording if all parties agree for this to be the case. Similarly, neither party is subject to any terms of a contract they either haven’t read or had read to them in a language they understand.

A pact cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well as through spells such as break enchantment, limited wish, remove curse, miracle, or wish. Similarly, a second pact ritual may be performed by all participants of the original pact, wherein the terms simply release some or all previous participants from the terms of one previous pact.

Polymorph Any Object

Sphere Creation; Ritual Level 8
Casting Time 1 day
Components V, S, M (Diamond dust worth 1,000 gp)
Description This functions as the polymorph any object spell.

Permanency

Sphere Varies (see below); Ritual Level 5
Casting Time 2 hours
Components V, S, M (2,500 in diamond dust per level of the affected ritual, see spell)
Description This functions as the permanency spell.

Preserve Organ

Sphere Death or Life; Ritual 0
Casting Time 1 minute
Components V, S, M (a drop of Liquid Ice worth 1 gp)
Description You may preserve a severed limb or harvested organ for 24 hours, during which time the limb or organ does not decompose or deteriorate in any way. When the duration of this ritual expires, the severed limb or harvested organ continues to decompose. This ritual is not sufficient to preserve a whole corpse for the purpose of raising the dead.

Attaching Severed Limbs
In gritty campaigns, it is commonplace for even low-level characters to experience limb loss, especially when the Called Shots rule system from Pathfinder’s Ultimate Combat is being used. Amputated limbs outside of the Regeneration advanced talent or ritual decompose quickly when not preserved. Refer to the table below as a guideline for determining how long a severed limb can remain amputated before use of regeneration is required to reattach a limb. Taking effective measures (such as keeping it cool, at the GM’s discretion) to preserve an amputated organ doubles the amount of time it can be preserved.

Attaching a severed limb requires that the amputee recover the hit points lost during the debilitating blow (usually 50% of the creature’s maximum hit points), plus a successful use of the Heal skill’s treat deadly wounds before the limb deteriorates too much. Amputation that is performed due to complications which are the result of disease or poison must be cured before attempting replantation.

Successfully reattaching a limb without the use of regeneration doesn’t mean full recovery until the ability damage or drain usually associated with the limb is also treated (see Pathfinder’s Ultimate Combat, pages 193-197 for more information).

Table: Severed Limbs
Limb Size Example Necrosis (w/o limb preservation)
Fine Halfling Finger/Toe 4 hours
Diminutive Human Finger/Toe 3 hours
Tiny Human Hand/Foot 2 hours
Small Human Arm/Leg 1 hour
Medium Frost Giant Arm/Leg 30 minutes
Large Titan Finger/Toe 15 minutes
Huge Titan Hand/Foot 5 minutes
Gargantuan Titan Arm/Leg 1 minute

Raise Dead

Sphere Life; Ritual Level 5
Casting Time 2 hours
Components V, S, M (100 gp in special ointment, diamond worth 5,000 gp)
Description This functions as the raise dead spell.

Reflection/Refraction

Sphere Light; Ritual Level 2
Casting Time 10 minutes
Components V, S, M (a well made glass prism worth 50 gp)
Description You can alter the reflective and refractive properties of an inanimate object. You can change the coloration of an object, make its surface reflective, glossy, or dull, or even make it more or less translucent or transparent (though you cannot make an object invisible in this way, or remove invisibility). Your alteration does not have to be uniform, allowing you to simultaneously paint a wall and give it a clear window, or create other patterns, though you must make appropriate skill checks to create complex or artistic designs. This is an instantaneous effect as you are directly changing the properties of the object, so it does not have a duration and cannot be dispelled. This ritual can affect up to one 5 ft. cube of material.

Scrying

Sphere Divination; Ritual Level 4
Casting Time 1 hour
Components V, S, M (50 gp in silver dust), F (a pool of water, or a silver mirror worth 1000 gp)
Description This functions as the scrying spell.

Shrink Item

Sphere Creation; Ritual Level 3
Casting Time 30 minutes
Components V, S, M (25 gp of silver dust)
Description This functions as the shrink item spell.

Siege of Trees

Sphere Nature; Ritual Level 7
Casting Time 8 hours
Components V, S, M (500 gp in rare herbs)
Description This functions as the siege of trees spell.

Sympathy

Sphere Nature; Ritual Level 8
Casting Time 1 day
Components V, S, M (a drop of honey and crushed pearls worth 2,500 gp)
Description This functions as the sympathy spell.

Telekinetic Mule

Sphere Telekinesis; Ritual Level 1
Casting Time 5 minutes
Components V, S, M (ritual chalk worth 5 gp)
Description For 24 hours, add your caster level plus your casting ability modifier to your Strength to determine your carrying capacity.

Teleport

Sphere Warp; Ritual Level 5
Casting Time 2 hours
Components V, M (100 gp in diamond dust)
Description This functions as the teleport spell.

Tongues

Sphere Divination; Ritual Level 3
Casting Time 30 minute
Components V, M (silver dust worth 25 gp)
Description This functions as the tongues spell.

Tool for the Job

Sphere Creation, Enhancement, or Nature; Ritual Level 1
Casting Time 5 minutes
Components S, M (water, metal, stone, or wood; a common set of artisan tools worth 5 gp)
Duration 1 hour per caster level
Description By magically shaping a nearby resource, you temporarily create a single tool that serves as masterwork tools (granting a +2 circumstance bonus) for one skill of your choice. Skills or skill uses that don’t require tools (such as Knowledge skills, Use Magic Device, etc.) cannot benefit from this ritual. The tool lasts for 1 hour per caster level before dissolving back into its elemental components.

Unseen Servant

Sphere Telekinesis; Ritual Level 1
Casting Time 5 minutes
Components V, S, M (ritual chalk worth 5 gp)
Description This ritual functions as the unseen servant spell

Unseen Servant, Bound

Sphere Telekinesis; Ritual Level 3
Casting Time 30 minutes
Components V, S, M (ritual chalk worth 1000 gp)
Description This ritual functions as the unseen servant spell, except the duration is permanent and the unseen servant is bound to a specific location rather than the caster. If the unseen servant is destroyed by taking damage, moving beyond its range, or is dispelled, it reforms after 24 hours.

An unseen servant created by this ritual can be set to obey the orders of others than the caster, either performing tasks for anyone, obeying the orders of anyone who provides a password, or obeying anyone who carries a specific token. Who can give orders is set when the ritual is performed, and tokens must be designated at this time. Any object can be used as a token, and you may designate a number of tokens equal to your caster level when you perform the ritual.

Weld, Least

Sphere Telekinesis; Ritual Level 0
Casting Time 1 minute
Components V, S, M (a few drops of alchemical resin worth 1 gp)
Description With this ritual you telekinetically bind a Diminutive sized or smaller object to another surface, fixing the two together indefinitely. The force that binds them is a relatively weak one however, and any creature may use a move action to pull them apart.

Weld, Lesser

Sphere Telekinesis; Ritual Level 1
Casting Time 5 minutes
Components V, S, M (a vial of alchemical resin worth 5 gp)
Description As the least weld ritual, except you may bind a Tiny sized or smaller object to a surface, and the bond between them is stronger. Attempting to pull the joined items apart requires a standard action and a successful Strength check (DC 11 + casting ability modifier).

Weld, Greater

Sphere Telekinesis; Ritual Level 3
Casting Time 30 minutes
Components V, S, M (a flask of alchemical resin worth 10 gp)
Description As the least weld ritual, except you may bind a Small sized or smaller object to a surface and the bond between them is substantial. Attempting to pull the joined items apart requires a standard action and a successful Strength check (DC 10 + half caster level + casting ability modifier).

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