Archives of Nethys

Pathfinder | Starfinder

All Spells | Mythic | Custom Search

Adept | Alchemist | Antipaladin | Arcanist | Bard | Bloodrager | Cleric | Druid | Hunter | Inquisitor | Investigator | Magus | Medium | Mesmerist | Occultist | Oracle | Paladin | Psychic | Ranger | Red Mantis Assassin | Sahir-Afiyun | Shaman | Skald | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Warpriest | Witch | Wizard

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.

Ritual Exorcism

Source Occult Adventures pg. 212
School abjuration; Level 4
Casting Time 40 minutes
Components V, S, M (vial of holy water), F (silver holy symbol), SC (up to 12)
Skill Checks Knowledge (religion) DC 28, 2 successes; Spellcraft DC 28, 2 successes
Range close
Target one helpless possessed creature or a restrained possessed object
Duration instantaneous
Saving Throw Will negates; SR yes
Backlash All casters become exhausted.
Failure All casters gain 1 temporary negative level (DC = 16 + primary caster’s Charisma bonus to remove after the first day), and the primary caster takes 4d6 points of damage.

Effect

You force the life force of a possessing creature to leave its host. Upon the completion of this ritual, the possessing creature attempts a Will saving throw. If it fails the save, the possessor is expelled, as if the duration of the spell or effect it used to possess the target had expired. If the possessing creature succeeds at the save, it continues to stay within the host creature or object, though the ritual can be attempted anew as long as the possessed creature is helpless or the object restrained.