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Occult ritual

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This article covers a topic relevant to Pathfinder First Edition. For the Pathfinder Second Edition equivalent, see ritual magic.

A group performs a mysterious ritual.

Occult rituals, also known as ritual magic, are a powerful occult form of magic that holds a prominent role in Golarion's history. While less common in modern times, rituals remain a relatively attainable—though dangerous—way for even laypeople to achieve feats of great magical power. Their dangerous nature inspires groups of all types to hunt and control or destroy ritual instructions.1

Description

Many believe that there are only three types of magic: divine, arcane, and psychic, and that all spellcasting requires either innate ability (such as that possessed by a sorcerer), or years of study (like that of a wizard). There is, however, another type of magic that is buried in forgotten libraries or heard in the ramblings of the insane, and which can be practiced by anyone: occult rituals. Most traditional spellcasters fear occult rituals, and see them as the last refuge of the foolish, as they are hard to control, can grant incredible power, and allow anyone to tinker with the underlying fabric of magic.2

History

Due to its origins in the distant past and active efforts to destroy knowledge of ritual magic, the history of ritual magic is difficult to ascertain. Some scholars believe serpentfolk or cyclopes introduced the practice on Golarion, and many past civilizations—including Azlant, the Jistka Imperium, Ancient Osirion, Sarkoris, the Tekritanin League, and Thassilon—relied on the art to expand and enrich their empires.1

Design and practice

Seoni performs a ritual in the Pact Hall of Piren's Bluff, as Kyra and Shiyara observe.

Many ancient rituals are difficult to adapt to modern methods, requiring an extensive research not only into the ritual itself but also the history and context of its use.12

Each ritual has an associated school of magic. The shortest rituals take 10 minutes to complete, but others take up to several hours. Once started, a ritual can be difficult to stop. Disruptions make the ritual more difficult, but need not necessarily stop a ritual in progress.2

Rituals can be empowered by tapping into a nearby ley line.2

Known rituals

See also: Category:Occult rituals

References

For additional as-yet unincorporated sources about this subject, see the Meta page.

  1. 1.0 1.1 1.2 1.3 Robert Brookes, et al. “Occult Rituals” in Occult Origins, 26. Paizo Inc., 2015
  2. 2.0 2.1 2.2 2.3 Jason Bulmahn, et al. “Chapter 5: Occult Rules” in Occult Adventures, 208–215. Paizo Inc., 2015
  3. Robert Brookes, et al. Cathedral of Exquisite Agony” in Inner Sea Temples, 12–13. Paizo Inc., 2016
  4. Ron Lundeen. “Dreams of the Yellow King” in Dreams of the Yellow King, 15–16. Paizo Inc., 2016
  5. In Dreams of the Yellow King, the Dreamlands are a stable section of the plane named the Dimension of Dreams. Pathfinder Second Edition retroactively renamed the Dimension of Dreams to the Dreamlands. A canon resolution for the name of this ritual's region might not exist.
  6. Robert Brookes, et al. House of Dawn's Redemption” in Inner Sea Temples, 53. Paizo Inc., 2016
  7. Jason Bulmahn, et al. “Chapter 5: Occult Rules” in Occult Adventures, 209–210. Paizo Inc., 2015
  8. Robert Brookes, et al. “Rituals and Idols” in Occult Realms, 54. Paizo Inc., 2015