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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.

Dance of the Dawnflower Dervish

Source Inner Sea Temples pg. 53
School transmutation; Level 8
Casting Time 80 minutes
Components V, M (a flask of blessed sunflower seed oil worth 100 gp for each caster and a potion of cat’s grace), F (a masterwork scimitar made from rose gold worth 5,000 gp), SC (at least 1, up to the Charisma modifier of the primary caster)
Skill Checks Acrobatics DC 30, 3 successes; Knowledge (religion) DC 30, 2 successes; Perform (dance) DC 30, 3 successes
Range touch
Target primary and secondary casters
Duration 1 day (D)
Saving Throw Will negates (harmless); SR yes (harmless)
Backlash The primary caster takes 2d6 points of damage and all casters are exhausted.
Failure All casters cannot be targeted by any beneficial spells from the conjuration (healing) school (such as cure light wounds) and cannot touch a scimitar for 1 year (this is a curse effect, and can be removed with remove curse or similar effects).


This ritual must be cast at dawn beneath the open sky on the Material Plane. The ritual must be performed at a site of Sarenite worship (such as a dervish house, shrine, or temple of Sarenrae) that has hosted active worship services for at least 52 consecutive weeks. The primary caster holds aloft the rose-gold scimitar, and the secondary casters stand around him and begin spinning in place. The primary caster recites 23 verses from Sarenrae’s holy text, The Birth of Light and Truth, taking a sip from the potion of cat’s grace between each stanza. After the last verse is completed, the secondary casters whirl around the primary caster, each anointing the rose-gold scimitar with blessed sunflower seed oil. Upon the successful completion of the ritual, all the casters are filled with the spirits of dervish heroes, becoming faster, stronger, tougher, and more skilled in combat. Each caster gains a +4 enhancement bonus to Strength, Dexterity, and Constitution; a +2 dodge bonus to AC; and a +2 sacred bonus on all saving throws. The caster’s base attack bonus is equal his character level (which may give the caster multiple attacks). If the caster’s base attack bonus is already equal to his character level, he gains one additional attack at his highest base attack bonus when making a full-attack action. In addition, any scimitar wielded by a caster is treated as if it has the keen weapon special ability. In exchange, each caster temporarily loses his ability to cast spells, save for those from the conjuration (healing) school.

Finally, once during the duration of the ritual, each caster can activate a whirling dance on the battlefield as a standard action. While dancing, the caster gains the effects of a displacement spell and can use the Spring Attack and Whirlwind Attack feats as if he possessed them without meeting their prerequisites. This dance is a supernatural effect and lasts a number of rounds equal to the primary caster’s character level.

Each caster of the ritual can individually choose to dismiss the ritual’s effects for himself.