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City of SinRitual 7


UncommonEmotionMentalMythic
Source Pathfinder War of Immortals
Cast 7 days
Secondary Casters 2
Primary Check Diplomacy (mythic) or Society (mythic)
Secondary Checks Intimidation, Underworld Lore
Duration 1 month

Area 7-mile-radius circle centered on you


Each day during the casting of this ritual, intelligent creatures within range become increasingly prone to shed their inhibitions and give in to whatever tempts them. Exposed communities experience increases in crime, vice, and violence (however the community defines those vices). At the ritual's culmination, chaos ensues as everyone from every walk of life chooses temptation over faithfulness to their convictions.


Critical Success Intelligent creatures in the ritual's area might betray even their most closely held convictions, including behaviors anathema to their class or faith. They take a –4 circumstance penalty to saves against mental effects and to their Coerce and Request DCs.

Success Intelligent creatures in the ritual's area become more likely to give in to temptation, indulging vices and violating all but the strongest convictions. They take a –2 circumstance penalty to saves against mental effects and to their Coerce and Request DCs.

Failure Intelligent creatures in the ritual's radius behave normally but gain the general sense that something unnatural tried to manipulate their actions.

Critical Failure As failure above, except communities of intelligent creatures in the ritual's area bond over any events they experienced during the ritual's casting. They commit themselves to shared principles for behavior, gaining a +2 circumstance bonus to saves against mental effects and to their Coerce and Request DCs for 1 week.


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.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

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.