Call SpiritRitual 5
Cast 1 hour
Cost rare candles and incense worth a total value of 50 gp
Secondary Casters 1
Primary Check Occultism (expert) or Religion (expert)
Secondary Checks Occultism or Religion (whichever isn't used for the primary check)
Duration up to 10 minutes
You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect.
Critical Success The spirit is particularly cooperative, and even if it has strong reasons to deceive you, it takes a -2 circumstance penalty to its Deception checks.
Success You call the spirit.
Failure You fail to call a spirit.
Critical Failure One or more evil spirits appear and attack.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
NecromancyEffects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.