Invoke the Nemesis
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
Ritual Level 7
- Casting Time
- 7 hoursRituals 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 treasured possession of the target), F (a depiction of the nemesis creature worth at least 5,000 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
- touch; see textHow far the ritual's effect reaches from the primary caster, measured like a spell's range.Spell rule: Range ↗Casting Occult Rituals ↗
- Target
- one creature; see textHow 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
- a year and a day; 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
- Will partial; see textIf 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; see textWhether 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 |
|---|---|---|
| Bluff Bluff You know how to tell a lie. View on Archives of Nethys ↗ | 30 | 2 |
| Diplomacy Diplomacy You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem. View on Archives of Nethys ↗ | 30 | 2 |
| 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) | 30 | 3 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The nemesis creature feeds on a portion of the primary caster’s life force, inflicting a permanent negative level that cannot be healed until the nemesis creature is dismissed.
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 nemesis creature is offended and harries the primary caster for a year and a day.
Description
This ritual conjures forth a restless spirit or otherworldly entity to harass and sabotage a target of the caster’s choice. The ritual must take place in an environment pleasing to the nemesis creature (an allip must be called in an asylum, a gremlin must be called in a clocktower or site of misfortune, etc.). The caster supplicates before a representation— usually a statue or tapestry—of the nemesis creature, reciting a long litany of the target’s real or imagined sins and how deeply the target deserves to suffer.Success conjures up the nemesis creature chosen from the list below, which goes forth to harass the victim to the best of its abilities. A pugwampi will hide and subject its victim to bad luck, while a lovelorn will stalk the victim and undermine his relationships.
Nemesis creatures do not kill their victims, and they avoid doing anything that might result in their victims’ deaths (though they have no rules against killing others).
Beyond defining the nemesis creature’s target, the ritual casters have no special control over or connection to the conjured beast.
A nemesis creature always knows its victim’s location, but it must travel to the victim under its own power (or its creator’s power). A victim can conceal itself from the nemesis creature’s senses for 24 hours by succeeding at a Will saving throw each day at dawn. Should the nemesis creature be discovered and slain, its spirit returns to the depiction used to conjure it, where it re-forms after 1d4 days per Hit Die. Once re-formed, the nemesis creature emerges from its depiction to resume its campaign of subterfuge. The curse bestowed by this spell cannot be dispelled, but it can be removed with a miracle or wish spell. If the depiction of the nemesis creature is destroyed or if it is targeted with a remove curse or break enchantment spell, the nemesis creature is immediately destroyed and the curse ends.
The following creatures can be summoned as nemesis creatures: allip, gremlin (any), hellhound, imp, lovelorn, poltergeist, quasit, or tooth fairy.