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Occult Rituals

Occult Rituals

It’s a common belief that only those initiated in the rites and practices of arcane, divine, or psychic magic can cast spells, but this is not strictly true. Hidden within dusty libraries and amid the ramblings of lunatics lie the mysteries of another form of spellcasting—occult ritual magic. These spells are rare, coveted by both those eager to gain their power and those wishing to hide their existence. Most traditional spellcasters consider these rituals dangerous and uncontrollable, something to be avoided or used as a last resort. They fear the power these ceremonies grant to the uninitiated, as the rituals allow those with only a glimmering of understanding the ability to interact with the underlying fabric of magic.

While anyone can attempt to cast occult rituals, the process is fraught with peril. The strange and intricate incantations are often challenging to perform with precision, and failure can weaken the casters or even unleash horrors upon the world. Even when successfully performed, each occult ritual has a price—a backlash that affects at least the caster leading the ritual, and often those assisting in its performance.
Click here for the full rules on Occult Rituals.

Avoidance Ward

Source Occult Adventures pg. 209
School enchantment (compulsion); Level 4
Casting Time 40 minutes
Components V, M (a piece of rowan wood charcoal), F (a small silver mirror worth 50 gp)
Skill Checks Knowledge (dungeoneering) DC 30, 3 successes; Spellcraft DC 30, 1 success
Range touch
Target one dungeon door
Duration 8 hours
Saving Throw Will negates (harmless, object); SR yes (harmless, object)
Backlash The caster takes 4d6 points of damage.
Failure The target door swings open and cannot be closed by the caster by any means short of a limited wish for 24 hours.


The caster begins by placing a mirror on one side of the door and writing occult symbols on the other side of the door that conform to one type or subtype of creature on the ranger’s favored enemy list. Upon completion of the ritual, creatures of the chosen type or subtype cannot open, touch, or even magically manipulate the door by any means (with no save or spell resistance applicable). A dungeon door can have only one avoidance ward at a time.