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ImprisonmentRitual 8


Uncommon​Mythic​
Source Pathfinder War of Immortals
Cast 1 day
Cost reagents to construct the magical prison worth a total value of 800 gp Ă— the target's level
Secondary Casters 6
Primary Check Arcana (mythic) or Occultism (mythic)
Secondary Checks Crafting, Society
Range 10 feet
Target 1 creature of up to 16th level

You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all the forms, others include only a single form or only a few of them. Whichever form you use, the effect can't be counteracted, though it can be ended by Freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first.


Critical Success You imprison the target. You can either use a form of imprisonment that usually requires a spell rank 1 higher than your ritual or impose an –2 circumstance penalty to any checks for freedom rituals that would free the creature.

Success You imprison the target.

Failure You fail to imprison the target.

Critical Failure You imprison yourself and the secondary casters in the same way you intended to imprison the target.


Heightened (9th) You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp.

Heightened (10th) You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp.


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.