Grand Coven
EnchantmentEnchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature.
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 (elderberry wine and secret herbs worth 100 gp per caster), SC (up to 12; see text)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.SC (Secondary Casters): Additional casters who aid the primary caster; the required count appears in the components line as "SC (…)".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 ↗
- Target
- one willing creatureHow 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
- instantaneousHow 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
- Will negates (harmless)If 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
- yes (harmless)Whether 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 (nature) 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) | 28 | 2 | ||
Choose one:
|
28 | 2 | ||
| Spellcraft Spellcraft You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast. View on Archives of Nethys ↗ | 28 | 1 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The subject and all casters are fatigued for 24 hours.
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 subject and all casters are sickened until the next full moon.
Description
This ritual allows an established coven to induct a new member, allowing the coven to increase in size beyond the usual limit of three members. The newcomer must be a creature that could normally join a coven, such as a hag or a witch with the coven hex. Under the shadow of the new moon, the entire coven and the prospective member must prepare a bowl of rich red wine as they dance and chant, with each member adding handfuls of rare and expensive herbs. At midnight, the coven consumes the wine together. If the ritual is a success, the newcomer becomes a full member of the coven; see the details of forming a coven under the monster entry for a green hag. Every additional coven member above four increases the ritual skill check DCs by 2. No coven can be larger than 13 members.Any three coven members can participate together to cast coven spells, as normal. Each additional coven member participating in a coven spell beyond the minimum requirement for a given spell increases the effective caster level of that spell by 1, to a maximum of CL 20th. Every two coven members participating in a coven spell beyond the minimum requirement also increase the saving throw DC by 1. When a coven reaches seven members, it gains the following new spells, which require all seven participants acting in concert to cast: create undead, dominate person (DC 18), epidemic (DC 19), fairy ring retreat, major curse (DC 18), magic jar (DC 18), and prying eyes. When a coven reaches 13 members, it gains the following new spells, which require 13 participants acting in concert to cast: create greater undead, cursed earth (DC 22), dominate monster (DC 22), greater prying eyes, and wail of the banshee (DC 22).