A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to case a ritual than a normal spell, but a ritual doesn't require one to be a mage at all, meaning rituals can be learnt by anyone with appropriate knowledge.
Learning a ritual is much like obtaining a new feat. It costs 3 Experience to learn a ritual, and you must meet all prerequisites to use it. If you lose the prerequisite for the ritual, much like a feat, you do not lose the knowledge of the ritual, you merely cannot use it until you obtain the prerequisites again.
When you decide to cast a ritual, you become its primary caster. Any others assisting you are secondary casters. You can be the primary caster of a ritual even if you are not supernatural in any way. You must simply know the ritual, and meet all of its prerequisites.
Rituals do not require anima or terror to cast.
A ritual always takes at least 1 hour to perform and often take longer. A ritual’s casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest.
Many rituals need additional secondary casters, who also don’t need to be able to cast spells. Unlike a primary caster, a secondary caster doesn’t need to have learnt the ritual. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required.
At the ritual’s culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual’s outcome. The DC for this check is listed in the ritual's description. As with other activities that take an extended period of time, fortune and misfortune effects can’t modify your checks for the ritual, nor can bonuses or penalties that aren’t active throughout the process.
The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.
Often, a ritual requires secondary checks to represent aspects of its casting. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don’t attempt any. Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.
A ritual’s Cost entry lists the DC of the Wealth check needed to conduct the ritual. If a ritual doesn’t require expensive components, it won’t have a Cost entry. The Wealth check is made at the start of the ritual. If you fail the Wealth check, you cannot obtain the materials at the time, and you must wait at least 1 week before making another check.
Prerequisite: Occult Lore 10
Casting Time: 1 Hour
Secondary Casters: 2
Cost: DC 10
Primary Check: Occult Lore DC 25
Secondary Checks: Gnosis DC 20, Survival DC 20
Target: Yourself and up to 5 willing creatures
Range: Touch
Duration: see text
You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters.
A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish.
A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as counter spell cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Stamina check with a DC of 25. On a failure, the creature dies; on a success, they become clumsy 2, drained 2, doomed 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes.
Prerequisite: Occult Lore 10
Casting Time: 1 Hour
Cost: DC 10
Primary Check: Occult Lore DC 25
Target: 1 door
Range: Touch
Duration: 1 week
You write occult runes of warding on a door that bar creatures from interacting with it. Pick one Type of creature. For the duration of the ritual, creatures of the chosen type or subtype cannot open, touch, damage, or even magically manipulate the door by any means. A door can have only one avoidance ward at a time.
Prerequisite: Occult Lore 5
Casting Time: 1 Hour
Secondary Casters: Up to 5
Primary Check: Occult Lore DC 20 (see text)
Secondary Checks: Gnosis 15 or Shadow 15
Target: 1 portal or gateway
Range: Close
You attempt to reactivate a dormant gate, portal, or teleportation circle by infusing it with magical energies. Some portals might require rare items or specific materials as a cost for this ritual at the GM's discretion—some portals might even be so powerful that this ritual cannot awaken them at all.
The DC required to awaken a portal successfully varies based on the strength and distance between its endpoints. Two portals on the same continent on the Mortal Plane use the base DC of 20. However, portals between far apart locations and across planes increase the DC, per the GM's discretion. For example, a portal from London to Sydney might be a DC 25, one from London to Tir na nOg in Faerie might be DC 30, and one from London to the Dark Side of the Moon might be DC 35.
Prerequisite: Occult Lore 8
Casting Time: 1 Hour
Cost: DC 15
Secondary Casters: 1
Primary Check: Occult Lore DC 23
Secondary Checks: Social Science 18
Duration: 10 Minutes
You tear open a gate to the Underworld and call a shade from its final resting place. You must call the shade by name, and you must provide a connection to the shade, such as a possession, a garment, or a piece of its corpse. A shade unwilling to heed your call can attempt a Resolve check against a DC equal to your Primary Check result to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Resolve check is 2 lower if you haven’t met the shade in life.
Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn’t in Underworld (such as if it’s an undead), all results other than critical failures use the failure effect.
Prerequisite: Shadow 10
Casting Time: 2 Days
Cost: DC 18
Secondary Casters: 1
Primary Check: Shadow DC 25
Secondary Checks: Deception 20
Area: 2 square kilometres
Duration: 1 year
In some places, it always feels like something is observing you, as if the very land doesn't want you there. Hostile creatures skitter about in the underbrush. Tendrils of mist try to lead you stray. Even the scent of the place is unwelcoming. Sometimes, this eerie atmosphere is a natural occurrence. Other times, it's the result of the dread ambience ritual.
To create this unwelcoming, intimidating aura, you must prepare the area with salts and herbs, travelling the entire edge of the area throughout the casting.
After you complete your ritual, anyone who enters the area receives a supernatural penalty to Resolve defence within the bounds.
Prerequisite: Occult Lore 5
Casting Time: 1 day
Secondary Casters: 1
Primary Check: Occult Lore DC 20
Secondary Checks: Law 15
Target: 1 willing creature
Range: Close
Duration: See text
You enforce a magic rule on a willing target, forcing it to either perform or refrain from carrying out a certain act. A geas to perform an act is usually conditional, such as, “Always offer hospitality to strangers seeking a place to stay.” An unconditional geas to perform a certain act doesn’t require the target to perform that act exclusively, though it must prioritize the task above all leisurely pursuits. The most common geas to refrain from carrying out an act is a specification to avoid violating a contract. In those cases, the secondary caster usually takes charge of making sure the wording of the contract is attuned correctly to the ritual’s magic. Because the target is willing, geas can have a duration that lasts for as long as the target agrees to. If the target is unable to fulfill the geas, it becomes sickened 1, and the sickened condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of sickened 4. The sickened condition ends immediately when it follows the geas again; it can’t remove the sickened condition in any other way.
Heightened (DC +5): By increasing the DC by 5, you can use geas on an unwilling creature. If you succeed at casting the ritual, you can then make an Occult Lore check agains the target's Willpower defence. If you succeed, the geas lasts up to 1 week. This functions as a curse, and can be counteracted as such. A clever unwilling creature can subvert the geas by contriving situations that prevent it from complying, but in that case it becomes sickened (as described above).
Heightened (DC +10): As DC +5, but the geas lasts up to 1 year on an unwilling creature
Heightened (DC +15): As DC +5, but the geas lasts as long as you choose on an unwilling creature. You must specify an ending clause, but it might be something as implausible as "until the End of the House of Windsor" or "until the Sun goes supernova."
Prerequisite: Occult Lore 5, Stamina 5
Casting Time: 1 day
Cost: DC 10
Secondary Casters: 1
Primary Check: Occult Lore DC 20
Secondary Checks: One of Athletics 15, Diplomacy 15, or Law 15
Duration: 1 Week
The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within Close Range of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's ranks in Stamina, and the guardian instead recieves the damage; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0.
Prerequisite: Entertainment 8, Occult Lore 8
Casting Time: 4 Hours
Cost: DC 10
Secondary Casters: 1
Primary Check: Occult Lore DC 23
Secondary Checks: Entertainment DC 18 or Diplomacy DC 18
Duration: 1 Week
You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, angelic, or spirits, depending on the Primary Caster's choice. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted.
Once this feast is cast, you and anyone else participating in it become temporarily immune to the ritual for the next 1 day.
Prerequisite: Occult Lore 5
Casting Time: 1 Day
Cost: DC 10
Secondary Casters: 3
Primary Check: Occult Lore DC 20
Secondary Checks: Entertainment 15, Social Science 15, Tactics 15,
Target: 1 creature and 1 object
Range: Close
You imbue the provided token with luck. You choose a single creature within range during the ritual's performance to become the recipient of the token's luck. That creature has access to the token's luck as long as they're wearing the token. If the token is stolen or lost, they lose access to its luck until the token is recovered. The token loses its luck if it's destroyed or after the duration noted in the ritual's effects has elapsed.
Prerequisite: Occult Lore 5
Casting Time: 4 Hours
Cost: DC 10
Primary Check: Occult Lore DC 20
Target: 1 creature
Range: Close
You attempt to mend a target's wounds through healing herbs, crystals, chants and other magical means. Once a target has benefited from this ritual, the become immune to its effect until they next take a long rest.
Prerequisite: Deception 8, Occult Lore 10
Casting Time: 1 Day
Cost: DC 15
Secondary Casters: 2
Primary Check: Occult Lore DC 25
Secondary Checks: Deception DC 20, Law DC 20
Target: 1 creature
Range: Close
Severing ties with a member of a secret society courts danger and threatens to undermine the secrecy of the group, whether that secrecy protects its members or enables them to operate in the shadows. Many secret societies end their association with a wayward member on the edge of a blade, but there are options that preserve both secrecy and the life of the expelled member. An oblivious expulsion removes the knowledge of the secret society but is time-consuming enough that such organizations usually reserve it for only members in good standing who wish to retire or —or for sleeper agents the society wishes to place among society and activate later.
It's difficult to cast this ritual unless the target is willing or restrained. If the creature is unwilling to accept the ritual, upon completion of the ritual, you must make a Occult Lore check with a DC equal to the target's Resolve defence. If you fail, the ritual succeeds, but the target regains most of their memories over the next several hours.
You can Dismiss the ritual. While casting the spell, you can choose to give the secondary casters the ability to Dismiss it. You can also choose to set a key phrase or event that causes the spell to be Dismissed. When the target witnesses this phrase or event, the spell immediately ends.
The effects of the ritual depend on the results of your Occult Lore check.
Prerequisite: Occult Lore 5
Casting Time: 1 Hour
Cost: DC 15
Secondary Casters: 1
Primary Check: Occult Lore DC 20
Secondary Check: Computer Science 15
Target: 1 building
Duration: 1 Year
You gain supernatural surveillance powers within a single large structure, such as a prison, school, or office building. You must perform this ritual within the chosen structure, and when you complete the ritual, you must touch a digital screen. The screen can be of any size, but it can’t be moved. When you look at this screen, you can take a single action to make it display any location in the structure where it’s located, from any point of view, with darkvision up to 2 range. The effects of this ritual last for 1 year, or until the screen is moved or broken, whichever comes first.
Prerequisite: Occult Lore 5
Casting Time: 1 Day
Cost: DC 15
Primary Check: Occult Lore DC 20
Target: 1 object
Duration: Unlimted
You summon a tiny spirit to inhabit a single object, usually a mirror, statue, or other mundane-looking item. The spirit serves as an alarm. Shattering or otherwise destroying the object frees the spirit and ends the ritual's effect even if the object is magically restored.
Heightened (DC +5): By increasing the DC by 5, you establish a powerful telepathic bond with the spirit. The spirit may communicate with you so long as you're on the same plane, and its preception bonus increases by 5 (to +8 on a regular success, or +10 on a critical success)