Manifest Manifestation
Divination
Many divination spells have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
Ritual Level 9
- Casting Time
- 90 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
- S, F (the complete Book of the Damned or the diabolic Book of the Damned)S (Somatic): Precise ritual gestures performed during the casting.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 ↗
- 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
- noneIf 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) | 33 | 3 |
| Linguistics Linguistics You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well. View on Archives of Nethys ↗ | 33 | 4 |
| Perception Perception Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. View on Archives of Nethys ↗ | 33 | 2 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The caster becomes exhausted.
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’s own true name appears somewhere in a random document in a library located somewhere on Abaddon, in the Abyss, or in Hell. Once per year, at a time chosen by the GM (invariably at a time that is inconvenient to the caster), there is a percent chance equal to the number of times the caster’s true name has appeared in such a document (1% per failed attempt to perform the manifest manifestation) that some other force discovers the caster’s true name and uses it. Typically, this results in the caster being conjured elsewhere via powerful magic to perform services—at the GM’s discretion, this could be played out, or the caster could simply return to his point of origin 4d6 hours later with 1d6 points of ability drain, 1d3 negative levels, a strange curse, or some other affliction but with no memories of how this affliction came to be. Removing one’s name from these locations can be accomplished only via a significant quest.