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Awaken CurseRitual 8


UncommonMythic
Source Pathfinder War of Immortals
Cast 1 day
Secondary Casters 2
Primary Check Arcana (mythic) or Occultism (mythic)
Secondary Checks Arcana, Medicine, or Occultism
Range 1 mile
Target 1 curse
Duration unlimited

You siphon a tiny portion of life force from each of the ritual's casters to empower a curse against disrupting effects. The difficulty of the counteract check to remove the curse changes based on the success of the ritual. Additionally, the first three times the curse is successfully counteracted, it leaps to the closest possible target within 100 feet, forcing the new target to attempt a saving throw against the curse's initial effects. Saves against the curse are attempted at the same DC as the curse when it was cast, subject to changes based on the ritual's success. If any creature successfully saves against the curse's initial effects, the curse dissipates harmlessly.


Critical Success The first counteract attempt against the curse automatically fails. After that, the curse's counteract rank increases by 2 (to a maximum of 10).

Success The curse's counteract rank increases by 1 (to a maximum of 10).

Failure The curse's counteract rank is unchanged.

Critical Failure You fail to grasp the curse's nuances and entangle yourself in its effects. The curse is lifted from the original target, and you and each secondary caster is affected by the curse with no saving throw.


Traits

Uncommon

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.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.