Ethereal Rip
EvocationEvocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Ritual Level 5
- Casting Time
- 50 minutesRituals take far longer than spells to perform — typically 10 minutes per ritual level, and sometimes hours or days. The ritual fails if its casting is interrupted.Spell rule: Casting Time ↗Casting Occult Rituals ↗
- Components
- V, S, M (a dollop of ectoplasm and paste extracted from ground lotus root worth 500 gp), F (an obsidian dagger with at least a +2 enhancement bonus and the ghost touch special weapon ability, worth at least 18,301 gp)V (Verbal): Spoken incantations, often chanted by all participants throughout the casting.S (Somatic): Precise ritual gestures performed during the casting.M (Material): Physical substances consumed by the ritual. Costly components are listed with their price.F (Focus): A prop used but not consumed by the ritual — it can be reused.Spell rule: Components ↗Casting Occult Rituals ↗
- Range
- touchHow far the ritual's effect reaches from the primary caster, measured like a spell's range.Spell rule: Range ↗Casting Occult Rituals ↗
- Effect
- a rip between the Material Plane and the Ethereal PlaneHow the ritual is aimed: a Target (specific creatures or objects), an Effect it creates, or an Area it covers. "Target or Area" means the ritual uses either, at the casters' choice.Spell rule: Aiming a Spell ↗Casting Occult Rituals ↗
- Duration
- 1 hour/primary caster's character level and instantaneous; see textHow long the ritual's effect lasts once completed — from instantaneous to permanent. A trailing "(D)" means the primary caster can dismiss it.Spell rule: Duration ↗Casting Occult Rituals ↗
- Saving Throw
- Reflex negatesIf the ritual allows a save, this lists which save and its effect. A ritual's save DC is usually fixed by the ritual rather than derived from a caster's ability.Spell rule: Saving Throw ↗Casting Occult Rituals ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the ritual's effect (Yes/No).Spell rule: Spell Resistance ↗Casting Occult Rituals ↗
Skill ChecksThe heart of a ritual: during the casting the primary caster (and sometimes assistants) must succeed at the listed skill checks. Each entry gives the skill, its DC, and how many successes are required. Failing a check can trigger the ritual's Failure entry.Casting Occult Rituals ↗
| Skill | DC | Successes |
|---|---|---|
| Knowledge (planes) Knowledge You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study. View on Archives of Nethys ↗- Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts) - Dungeoneering (aberrations, caverns, oozes, spelunking) - Engineering (buildings, aqueducts, bridges, fortifications) - Geography (lands, terrain, climate, people) - History (wars, colonies, migrations, founding of cities) - Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) - Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin) - Nobility (lineages, heraldry, personalities, royalty) - Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic) - Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) | 29 | 3 |
| Knowledge (geography) Knowledge You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study. View on Archives of Nethys ↗- Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts) - Dungeoneering (aberrations, caverns, oozes, spelunking) - Engineering (buildings, aqueducts, bridges, fortifications) - Geography (lands, terrain, climate, people) - History (wars, colonies, migrations, founding of cities) - Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) - Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin) - Nobility (lineages, heraldry, personalities, royalty) - Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic) - Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) | 29 | 2 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The caster takes 4d6 points of damage.
FailureWhat goes wrong if the ritual's skill checks fail — often dangerous, ranging from wasted effort to summoning a hostile creature or worse.Casting Occult Rituals ↗
The caster gains the incorporeal subtype and is confused for 24 hours.
Description
Upon this ritual’s completion, the focus dagger is imbued with the power to cut a momentary rift between the Material Plane and the Ethereal Plane, though only if the caster adheres to the restrictions of the ritual.At the ritual’s start, the caster must find the perfect spot for such an incision: a place where the features of the Material Plane and the Ethereal Plane are closely aligned (the exact spot is determined by the GM). Then, after mumbling an incantation that weakens the borders of those two planes at that location, the caster must evenly coat the entire focus blade with a mixture of the material components. When that is compete, the ritual is successful and the backlash occurs, but the ritual’s true effect can be delayed. As long as the caster does not move from her space, and does not stop holding the focus dagger, she can use the dagger to cut into the weakened border between the two planes as a standard action that does not provoke attacks of opportunity, but she must do so within 1 hour per character level after successfully completing the ritual and taking the backlash. Doing so has an immediate and dramatic effect—the rip attempts to suck all creatures and unattended objects within 30 feet of the caster’s space that weigh less than 200 pounds into either the Ethereal Plane (if the rip is made on the Material Plane) or the Material Plane (if the rip is made on the Ethereal Plane). With a successful Reflex save, a creature avoids the rip’s pull. Creatures and objects pulled into the rift land in a corresponding space on the other plane. The ritual caster can choose whether she wants to be sucked through the rift or stay on the plane where she cast the ritual.