Archives of Nethys

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All Spells | Rituals
Mystic | Precog | Technomancer | Witchwarper

Rituals

Source Galactic Magic pg. 91
Some spells require more than a few moments of concentration and the expenditure of a spell slot; instead, they take hours or even days to cast, with a single individual leading assistants in the performance of a complex and powerful ritual. Before attempting a ritual, a character must find a script for it and—if they’re wise—learn its secrets.

Click here for the full rules on Rituals.

Akashic Compilation - Level 4 -

Source Starfinder Enhanced pg. 130
Script Open the Way (Will; shaken for 1 hour, retry), Speak the Name (target), Release Power (Mysticism; damage, failure)
Assistants none
Round Length 1 hour

You learn information about a prominent creature, object, or location by drawing upon countless sources—roughly equivalent to having researched the topic using numerous infospheres. Upon successful completion of the ritual, the information is recorded on a datapad, computer or notebook and remains available indefinitely. If you do not have a storage device at hand, the information is instead stored in your mind with perfect clarity for 1 week, during which you can transcribe it. After 1 week, the information is as likely to be forgotten or misremembered as a mundane memory.
This ritual primarily draws information from public sources like infospheres and popular legends. Periodically, the ritual also includes allusions or partial quotes from private collections, strong memories, or inscriptions on forgotten tablets, but these references at best hint at additional lore and are no substitute for directly studying those sources. Finally, though the ritual provides a faithful report, it might include widespread myths, misconceptions, and misinformation alongside verifiable facts.

Awaken - Level 4 -

Source Starfinder Enhanced pg. 130
Script Gather Power (Mysticism; dazed for 1 hour), Sacrifice (items and Resolve), Release Power (Will; damage, failure)
Assistants any
Round Length 10 minutes

You expand the mental faculties of an animal, a construct, or a computer, granting them humanlike intellect. The subject must have either no Intelligence score or an Intelligence modifier or –4 or lower. The subject’s Intelligence modifier becomes +0, +1, +2, or +3, determined randomly (roll 1d4–1), and if their Wisdom and Charisma modifiers are lower than +0, those increase to +0. The awakened subject begins with a friendly attitude toward the ritualists but has no compulsion to obey them. The subject to be awakened must be present during the entirety of the ritual. An awakened animal’s type changes to magical beast.
Casting this ritual on a willing creature companiondissolves the bond between it and its master.

Commune - Level 5 -

Source Galactic Magic pg. 91
Script Prepare the Space (Mysticism; failure), Sacrifice (1 Resolve Point), Invoke Entity (Will; fatigued, retry), Sacrifice (items worth 1,000 credits)
Assistants 3
Round Length 1 hour

You call upon an unknown planar entity to answer questions. This is a servitor of your deity if you have one. You can ask up to seven questions that can be answered with “Yes” or “No.” The entity is likely to know answers related to its purview; a servitor of Triune would know about objects located in the Drift, and a servitor of Damoritosh would know about the Veskarium. The entity answers with one-word answers such as “Yes,” “No,” “Likely,” or “Unknown,” though its answers always reflect its own agenda and could be deceptive. This ritual can’t uncover information directly related to the Gap.

Consecrate Place - Level 2 -

Source Galactic Magic pg. 91
Script Sacrifice (incense and offerings worth 2,000 credits), Prepare the Space (Mysticism; retry), Invoke Entity (Will; damage, failure)
Assistants any
Round Length 1 day

You consecrate a site to your deity. The effects of this ritual last for 1 year, and they extend in a 40-foot radius centered on an immobile shrine, altar, or fixture of your deity. While within the area, worshippers of your deity gain a +1 divine bonus to Armor Class, attack rolls, damage rolls, saving throws, and skill checks. If your deity is chaotic, evil, good, or lawful, attacks by your worshippers made from within the area are chaotic-aligned, evil-aligned, good-aligned, or lawful-aligned, respectively.

FTL Communication - Level 4 -

Source Galactic Magic pg. 91
Script Open the Way (Computers; dazed for 1 minute, failure), Shape Power (Mysticism; electricity damage, retry), Speak the Name (Will; dazed for 1 minute), Release Power (Computers; failure)
Assistants none
Round Length 1 minute

You communicate with someone over interstellar distances. You must touch a comm unit at the end of this ritual and speak a message of 25 words or fewer. Your message travels to the person you named in the Speak the Name action, but takes time to arrive: 1d6 hours if the individual is in the same system as you, 3d6 hours if the individual is in Near Space or the Pact Worlds, or 5d6 hours if the individual is in the Vast. When the message arrives, the individual you named hears it and can respond with up to 25 words. This reply takes 1d6 hours to reach you if you’re in the same system as the individual replying, 3d6 hours if you’re in Near Space, or 5d6 hours if you’re in the Vast. When it reaches you, you hear it.

Gate - Level 6 -

Source Galactic Magic pg. 92
Script Prepare the Space (Engineering or Mysticism; failure), Gather Power (Mysticism; dazed for 1 hour, failure), Shape Power (Engineering or Mysticism; fatigued, retry), Release Power (Mysticism; electricity damage, retry), Open the Way (Will; the gate opens to a random location for a random duration, both determined by the GM)
Assistants any
Round Length 1 day

You link two physical portals—such as doors or arches—to permit instantaneous travel between them. The portals can be up to 15 feet across, separated by any distance or even on different planes, and each must be constructed with at least 1,000,000 credits’ worth of materials. Each portal must have a designated entry direction and an exit direction. You must perform this ritual at one of the two portals, and neither portal can already be connected to a portal through a gate ritual. If the ritual is completed, any creature who moves through one portal’s entry emerges from the other portal’s exit. The surfaces of the portals are usually magically obscured, so it’s impossible to tell where a portal leads; however, a creature who observes a portal from its entry direction, takes a full action, and succeeds at a DC 25 Mysticism check can cause the portal to briefly clear and see out the paired portal’s exit for one round. If Engineering was used in the ritual actions that created this gate, the creature can use Computers or Engineering instead of Mysticism for this check.

Heartbond - Level 1 -

Source Galactic Magic pg. 92
Script Speak the Name (the names of the two individuals being bonded)
Assistants none
Round Length 1 hour

You create a magical bond between two willing creatures who share genuine affection for each other. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection; these items must each be worth at least 100 credits. When both individuals are wearing their tokens, they can, once per day as a standard action, sense the condition of the other as per the status spell. If either token is destroyed, the effect of the ritual ends.

Hidden Bastion - Level 5 -

Source Starfinder Enhanced pg. 130
Script Prepare the Area (Engineering; dazed for 1 hour, failure), Gather Power (Will; fatigued, retry), Open the Way (Mysticism; damage, failure)
Assistants any
Round Length 10 minutes

You create a door that leads to an extradimensional space. The door must be placed in an existing wall or other surface, is 8 feet tall, 4 feet wide, and can otherwise have any design you wish, or can look like nothing more than a faint shimmering in the air. At your discretion, the door becomes invisible when closed. The design of the space beyond the door is up to you, occupying a maximum of fifty 10-foot cubes with your choice of mundane furnishings, entertainment, and other amenities. The bastion regularly produces enough food to feed up to 20 people per day. While you are in the bastion, you are treated as being on a different plane from anyone outside the bastion for the purpose of attempts to contact you or divine your location. The bastion lasts for 1 week. Any objects created by the bastion vanish if removed from the space, and the bastion deposits any other creatures or objects outside its door when the ritual ends.

Instantaneous Assembly - Level 1 -

Source Starfinder Enhanced pg. 130
Script Sacrifice (see text), Release Power (see text; damage, failure)
Assistants up to 2
Round Length 1 minute

You swiftly transform raw materials into a manufactured item. To create an item with this ritual, you must have the requisite number of ranks in the skill normally required to craft the item. During the sacrifice ritual action, you expend a number of UPBs equal to the item’s price. The skill check used to perform the release power ritual action is the same skill that would normally be used to craft the item (such as Engineering for technological objects). If you fail that check, the ritual fails, but you can recuperate 90% of the UPBs expended by the sacrifice action.

Invigorating Banquet - Level 5 -

Source Starfinder Enhanced pg. 130
Script Prepare the Area (Life Science, Profession [cook], or Survival; sickened for 1 minute; retry), Sacrifice (Resolve), Shape Power (Mysticism; failure)
Assistants up to 2
Round Length 1 hour

You conjure a great feast, including any tables, seating, utensils, and dishware. The details of the feast are up to the ritual participants, and the ritual produces enough delicious food and drink to feed 12 creatures. Creatures who spend at least 1 hour partaking of the banquet gain 2d10 temporary Hit Points, a +1 enhancement bonus to saving throws, and 1 Resolve point. These bonuses last for 24 hours or until you take a long rest. The additional Resolve Point can bring your total Resolve Points above your normal maximum.

Invoke Curse - Level 4

Source Starfinder Enhanced pg. 130
Script varies
Assistants up to 3
Round Length 1 hour

You curse a target as the bestow curse spell, except that you can use this ritual to affect a target at any distance, so long as you know their name, they are on the same plane, have an appropriate object for the Sacrifice step. However, failing the Release Power step results in a 50% chance that the curse rebounds and is inflicted upon the ritual leader instead of the intended target. The curse’s target can attempt a Will save based on the ritual’s level to negate the curse.
This ritual can be cast at 4th, 5th, or 6th level, primarily increasing the saving throw DC to resist the curse’s effects.
4th: Script Invoke Entity (Mysticism; damage), Sacrifice (a body part of the target creature, such as hair, blood, or nails), Speak the Name (name of the individual to be cursed)
5th–6th: Script Invoke Entity (Mysticism; damage), Sacrifice (a body part of the target creature), Speak the Name (name of the individual to be cursed), Release Power (Will; see text; failure)

Obsolescence - Level 4

Source Starfinder Enhanced pg. 131
Script varies
Assistants any
Round Length 1 hour

You create a magical field that inhibits technology, covering a 2-mile radius centered on the ritual leader. This field persists indefinitely while the ritual leader remains in its area, and it lasts for 1d8 days after the ritual leader first leaves the area. Unattended technological items in the area whose item levels are less than 3 × the ritual’s level cease to function; items in a creature’s possession or being actively operated by a creature continue to function for 1 hour or until they become unattended, whichever occurs first, so long as that creature succeeds at a Will save whose DC is based on the ritual’s level. Once a creature fails this save, their technological items cease functioning until they leave the leave the area for at least 1 minute. Tiny starships as well as vehicles and mechs that are Gargantuan or larger continue to function, but their speeds are reduced by half. Small and larger starships are not affected.
This ritual can be cast at 4th, 5th, or 6th level, primarily increasing the maximum item level of affected technology and saving throw DC to resist the field’s effects, as detailed above.
4th: Script Prepare the Area (Will; damage, retry), Sacrifice (items)
5th: Script Prepare the Area (Will; damage, retry), Sacrifice (items), Release Power (Mysticism; dazed for 1 hour, retry)
6th: Script Prepare the Area (Will, damage, retry), Sacrifice (items), Release Power (Mysticism; damage, failure)

Panopticon - Level 3 -

Source Galactic Magic pg. 93
Script Prepare the Space (items), Gather Power (Computers; fatigued, retry), Open the Way (Will; electricity damage, failure)
Assistants none
Round Length 1 hour

You gain supernatural surveillance powers within a single large structure, such as a prison, school, or space station. You must perform this ritual within the chosen structure, and when you complete the ritual, you must touch a video screen. The screen can be of any size, but it can’t be moved. When you look at this screen, you can take a move action to make it display any location in the structure where it’s located, from any point of view within 100 feet of the screen, with low-light vision and darkvision up to 60 feet. The effects of this ritual last for 1 year, or until the screen is moved or broken, whichever comes first.

Phantom Vehicle - Level 1

Source Starfinder Enhanced pg. 131
Script varies
Assistants any
Round Length 10 minutes

You tap into the Shadow Plane to conjure a terrestrial vehicle that exists for 8 hours. Anyone can ride in the vehicle, but anyone other than the ritual’s participants take a –4 penalty to Piloting checks to operate it. In addition, the ritual leader can substitute their Mysticism ranks for their Piloting ranks when operating the vehicle. The 1st-level version of this ritual can conjure an item level 1 vehicle; for every ritual level beyond 1st, the maximum item level increases by 3 (maximum level 16 for a 6th-level ritual). The conjured vehicle has a spectral appearance. Its composition is relatively frail; it has Hit Points equal to 10 × the ritual’s level.
1st–2nd: Script Gather Power (Engineering; damage, retry), Release Power (Mysticism; damage, failure)
3rd–6th: Script Gather Power (Engineering; damage, retry), Open the Way (Will; dazed 1 hour, retry), Release Power (Mysticism; damage, failure)

Planar Beacon - Level 5 -

Source Starfinder Enhanced pg. 131
Script Prepare the Area (Mysticism; damage, retry), Gather Power (Mysticism; fatigued, failure), Sacrifice (items), Shape Power (Will; see text)
Secondary Script Gather Power (Mysticism; fatigued), Shape Power (Will; damage), Sacrifice (Resolve), Open the Way (Will; see text)
Assistants any
Round Length 10 minutes

This formula includes two closely linked rituals that enable highly accurate extraplanar travel. The primary ritual follows the primary script to attune the ritual leader and assistants to an area no more than 60 feet in diameter, known as a beacon. An attuned participant can later lead the secondary ritual using its secondary script, which attempts to transport them and any of the secondary ritual’s assistants into the beacon’s area as plane shift. Roll d% and consult the table below to determine how accurately the ritual transports the participants.
D%RESULT
1–95You arrive in the beacon area.
96–100You arrive 5–500 miles away from the beacon in a random direction.
101–115The secondary ritual fails.
116–120You arrive in a place that’s visually or thematically similar to the beacon’s area, which might be on a completely different plane.

A beacon lasts for 10d10 years or until dispelled. A creature can be attuned to up to 3 beacons at a time. If they attune to a fourth beacon, they end their attunement to one beacon of their choice.
If the ritual leader fails the Will save to shape power for the primary ritual, they create a flawed beacon. When using the secondary ritual to travel to a flawed beacon, add 20 to the d% result to determine the ritual’s result. If the ritual leader fails the Will save to open the way during the secondary ritual, roll d% twice and use the higher result when determining the ritual’s result.

Reincarnation - Level 4 -

Source Galactic Magic pg. 93
Script Prepare the Area (Mysticism; failure); Invoke Entity (Will; damage, failure); Sacrifice (items and Resolve); Speak the Name (the individual being reincarnated)
Assistants any
Round Length 1 hour

You call upon a deity or other cosmic force to create a new body for a dead individual, binding the individual’s soul to the new body and restoring them to life. This ritual can restore an individual who has been dead for days equal to the ritual leader’s ranks in Mysticism. The creature takes a temporary negative level for 24 hours. This ritual can’t resurrect creatures who are currently undead or who don’t wish to be resurrected, but it can restore individuals slain by death effects or whose original bodies are lost or destroyed.
The ritualists and the restored creature have no say over the form of the reincarnation, which can take the form of virtually any race, gender, and appearance. If this ritual is used to reincarnate a player character, the player and GM should mutually agree on the reincarnation’s physical details, choosing a playable race; if used to reincarnate an NPC, the GM decides the reincarnation’s physical form. A reincarnated character loses the ability score modifiers, HP, Size, type, and racial traits of their original race, and gains the ability score modifiers, HP, Size, type, and racial traits of their new race. Theme and class features are unchanged.

Rejuvenation - Level 4 -

Source Starfinder Enhanced pg. 131
Script Gather Power (Mysticism; damage, retry), Open the Way (Will; nauseated for 1 hour, failure), Sacrifice (Resolve), Release Power (Fortitude; fatigued and explosive growth)
Assistants up to 2
Round Length 1 hour

You tap directly into the Positive Energy Plane, channeling its life-giving essence to perform a healing miracle. Upon successfully completing the ritual, you touch a creature to perform one of the following effects of your choice.
  • The creature’s severed limbs grow back, as regenerate.
  • You remove up to three afflictions affecting the creature, as remove affliction. Use the ritual leader’s level + 2 as this effect’s caster level.
  • You remove a negative level, heal ability damage, or heal ability drain as though you had cast restoration, spending additional Resolve Points as needed to remove a permanent negative level.
If you fail the Fortitude save during the release power activity, positive energy bursts from you in a 60-foot-radius spread. Areas with few organisms like buildings and streets instantly sprout colorful plants. Existing organisms receive a surge of vitality, which might cause them to grow, acquire strange features, or become aggressive. The GM determines the exact outcome, ranging from areas of difficult terrain to level-appropriate combat encounters.

Summon Elemental - Level 1 -

Source Galactic Magic pg. 93
Script varies
Assistants up to 1 per level of the ritual
Round Length 10 minutes

You summon an elemental with a CR limited by the level of the ritual according to Table 3–2: Rituals. The elemental appears within 30 feet of you. Most elementals are only as smart as a clever animal, and their initial attitude is indifferent, but elementals with above-average Intelligence are unfriendly instead. Regardless, the elemental is under no obligation to obey you. It remains on the plane to which you’ve summoned it until it’s destroyed or sent back to its origin plane, such as through dismissal or some other method.
If you fail a ritual action for this ritual that causes you to take damage, that damage has a type based on the kind of elemental you tried to summon: bludgeoning for an earth elemental, cold for a water elemental, fire for a fire elemental, and electricity for an air elemental.
You can add the Prepare the Area action to the beginning of the script for this spell; the action requires a Mysticism check. If you do, the elemental appears within that area, and can’t leave or target creatures outside the area unless you allow it or your preparations are disturbed; the GM decides how much disturbance is required. You gain a +4 circumstance bonus to Diplomacy or Intimidate checks against a creature trapped within your prepared area. If you fail the Mysticism check required for this ritual action, the elemental still appears in the space, but its movement and attacks aren’t restricted, and you gain no benefit to Diplomacy or Intimidate checks.
You can add the Speak the Name action to the end of the script for this spell. If you do, you summon the specific elemental whose name you spoke, provided that elemental’s CR is equal to or less than that listed for the ritual’s level on Table 3–2: Rituals. Its initial attitude might be something other than indifferent, especially if it has had prior interactions with you.
1st: Script Open the Way (Fort; damage, failure)
2nd: Script Open the Way (Fort; damage, failure)
3rd: Script Sacrifice (items); Open the Way (Fort; damage, failure)
4th: Script Sacrifice (items); Open the Way (Fort; damage, failure)
5th: Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure)
6th: Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure)