Diagrams generally must encircle the caster or the target as indicated in the ritual and cannot be moved once inscribed, even if the ritual's casting is not yet complete.. Saving Throw:
Trang 1or having multiple insanities caused by such creatures
gives a +6 circumstance bonus
Diagram Phase: The first phase of a ritual is usually
the creation of an eldritch circle or other diagram This
phase's skill check is labeled “(diagram)” Having a
tome or copy of the circle gives the caster a +5 insight
bonus on this skill check While not always in the
shape of a circle per se, proper symbols, shapes, and
glyphs are typically required
Diagram: If a ritual calls for a diagram, it is
described in this line Diagrams generally must encircle
the caster or the target as indicated in the ritual and
cannot be moved once inscribed, even if the ritual's
casting is not yet complete
Saving Throw: The DC for a saving throw against
a ritual's effects (if applicable) is equal to 10 + the ritual
level + the primary caster's Intelligence, Wisdom, or
Charisma bonus (whichever is highest)
Spell Resistance: The primary caster makes any
check for spell resistance using the effective caster
level calculated from Hit Dice and any bonus from
spellcasting class levels noted above
Backlash: Any successful or failed ritual has a
chance of draining the caster's energy The primary
caster must succeed at a Fortitude saving throw or take
1 point of nonlethal damage per level of the ritual The
DC is 10 1-1/2 x the ritual’s level All rituals have this
backlash unless the description indicates a different
one
Failure: Any failure to cast a ritual has a dramatic
psychic and physical toll on the casters, who become
fatigued and shaken for a duration equal to the ritual's
casting time If you use the Dread and Insanity
rules on page 89, the save DC of the dread the
participants gain instead of this shaken condition is
15 or 10 + 1.5 x ritual level, whichever is higher In
addition, the casters are frustrated by the principles
and alignments necessary for that particular ritual They take a –5 cumulative penalty on skill checks to cast that ritual again for an amount of time equal to the casting time multiplied by the caster level This penalty ends immediately for any caster later involved
in successfully casting the ritual despite the penalty All rituals have this failure effect unless the description indicates a different one
Learning Rituals Learning a ritual from hidden clues or from independent research into alien sciences takes a week or a month per ritual level (GM's discretion) Learning from detailed instructions takes an amount of study equal to 10 times the ritual’s casting time In either case, the researcher must succeed at a skill check required by the ritual (learner's choice of which) Failing the check means the secrets of the ritual elude the learner's understanding, though she can start the process anew at the same rate
of potential discovery
Rituals Like spells, rituals are best-known for being hidden in particular Mythos tomes (described in Chapter 6), but can also be found in other texts A few are associated with particular Outer Gods, Great Old Ones, or Mythos races, and are always carefully-guarded secrets GMs are encouraged to decide for their own games whether particular rituals are available, and where they can be found They are often hidden away in places where seekers risk insanity or physical danger
Ritual List
The rituals described in this book are summarized
in the following list by effective spell level, but no minimum level is required to cast any ritual
2nd-Level Rituals
Call Servitor of the Outer Gods: Conjure
uncontrolled servitor