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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.

Breach the Veil of Dreams

Source Occult Adventures pg. 209
School conjuration (creation); Level 6
Casting Time 60 minutes
Components V, S, M (incenses burned in a bowl filled with grave earth, a bottle of wormwood wine for each caster), F (an ornate silver and mithral key worth 5,000 gp), SC (up to the Intelligence modifier of the primary caster)
Skill Checks Knowledge (arcana) DC 32, 3 successes; Knowledge (planes) DC 32, 3 successes
Range touch
Duration instantaneous; see text
Saving Throw none; SR no
Backlash The primary caster takes 2d6 points of damage and becomes exhausted.
Failure An animate dream appears at the site of the ritual and attacks the casters. At the GM’s discretion, the animate dream may have the advanced template, be accompanied by fellow animate dreams, or both.


This ritual must be cast at night on the Material Plane. The casters drink the wormwood wine and begin chanting the incantation as the incense burns. The casters mix the ashes with the grave earth and use the mixture to draw a threshold with a keyhole. They then insert the key into this door as the incantation is completed. Success indicates the casters pass through the portal and enter a random location on the Dimension of Dreams.

If the casters wish to return to the Material Plane from the Dimension of Dreams, each must succeed at a DC 35 concentration check to do so. This is a full-round action that doesn’t provoke attacks of opportunity. The DC of this check is reduced by 1 for every 2d6 points of damage the traveler willingly takes from psychic and physical trauma as part of the full-round action (this damage can’t be reduced in any way). If successful, the caster is transported back to the site of the ritual’s casting of the Material Plane. The casters can try again if they fail their concentration checks. A caster can use her character level + her Charisma modifier as her bonus on the concentration check if she isn’t a spellcaster or if that value is higher than her usual concentration bonus.