Ouroboros Blood Ritual
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 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
- V, S, M (a gallon of blood harvested from an ouroboros within the previous month), SC (up to 8)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 dead 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
- 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 |
|---|---|---|
| Heal Heal You are skilled at tending to wounds and ailments. View on Archives of Nethys ↗ | 34 | 4 |
| Knowledge (arcana) 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) | 34 | 3 |
| 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) | 34 | 2 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The caster and secondary casters become 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 ↗
All casters are affected by the ouroboros’s ruinous blood special attack. The dead body can’t be the target of the ouroboros blood ritual in the future.