Rite of the Red StarRitual 8
Source Pathfinder #173: Doorway to the Red Star
Cast 1 hour
Secondary Casters at least 1 (the maximum is limited only by the physical space within the ring of stones)
Primary Check DC 40 Arcana or Nature (master)
Secondary Checks DC 35 Arcana, Nature, Occultism, or Religion
Range all casters must be physically located within the stone ring of the Doorway to the Red Star
Target Doorway to the Red Star
Duration 10 minutes
You invoke the latent power within the Doorway to the Red Star through repetitive chanting and ritual movements in an attempt to open a portal to the planet Akiton.
Critical Success The plaza hums with magical energy that vibrates bones, causes hair to rise as if in a static field, and graces the tongue with flavors both unbearably sweet and terribly foul. The crimson pillars of the Doorway itself begin to smoke, then shimmer with red light, while the air within the ring shifts and ripples as if in the throes of intense heat. A moment later, a portal to Akiton opens at the center of the standing stones. This portal is vertical and semi-circular, with a radius of 30 feet, and is filled with shimmering red energy-it doesn't provide a view of the other side. Any caster who steps through this portal is instantly transported to area B1 of the Hall of Reason on Akiton.
Success As critical success, but the portal's magic is distressed and unstable. When a caster steps through the portal, they must attempt a DC 36 fortitude save or become Drained 1 from the stress of the magical journey.
Failure The portal fails to open, and all casters must attempt a DC 36 fortitude save to avoid becoming drained 1 from the backlash of magical energy.
Critical Failure As failure, but the misfire attracts the attention of a Bythos aeon which appears in the area at once and attempts to destroy the stones of the Doorway. After one round of attacks, it realizes the portal is beyond its ability to damage, and attempts to slay those who attempted to activate the portal in the first place.
Traits
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.
ConjurationEffects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.
TeleportationTeleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.