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Aspirational StateRitual 5


RareAbjurationAbjurationIncorporealPrimalTransmutation
Source Pathfinder Society Scenario #2-22: Breaking the Storm: Excising Ruination
Traditions Primal
Cast 4 hours
Cost totems related to the associated goal
Secondary Casters 2 (3 for groups of 6 PCs)
Primary Check DC 32 Occultism (master; DC 34 for levels 9-10)
Secondary Checks DC 24 Arcana, Athletics, Nature, Occultism, Performance, Religion, or Society (DC 27 for levels 9-10)
Duration up to 24 hours

The primary caster takes an ethereal form composed of the combined drive of every caster to exorcise a malevolent spirit. In this form the primary caster can automatically locate the target of this common goal, and they can orient the secondary casters to this location. The primary caster can't interact with physical objects in this form, but they can interfere with the abilities of other incorporeal creatures, including spirits possessing a physical body. The primary caster can also manifest the collective intent of the ritual's participants as shifts in reality that further the casters' goal. These shifts manifest as Aspiration Points, which the secondary casters can spend on the Material Plane to aid their cause. Using Aspiration Points is described on page 7.

The magical feedback created by this ritual renders teleportation magic unstable. Any attempt by the casters or the target of the ritual to use an ability with the teleportation trait automatically fails while the ritual is in effect. When the duration expires, the primary caster must spend 1 Aspiration Point to return to the Material Plane; if insufficient Aspiration Points remain, then the primary caster becomes trapped in the Ethereal Plane.


Critical Success The PCs gain 8 Aspiration Points. The strong connection between all the casters gives the secondary casters resistance 5 to negative damage for the remainder of the adventure.

Success The PCs gain 6 Aspiration Points.

Failure The PCs gain 4 Aspiration Points. The tenuous connection between the casters makes them vulnerable to entropy, giving the secondary casters weakness 5 to negative damage for the remainder of the adventure.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.