TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
   
  I fear I have committed a terrible mistake, one which may have doomed not only myself, but that of all of 
  Ryport, the surrounding lands, and, if the nightmares that visit me each and every time that I close my eyes hold 
  any amount of truth, perhaps my entire race. Eager to expand the boundaries of magical knowledge, and covetous 
  of the secret rituals and traditions that had so long lay dormant in the hidden and forgotten corners of the earth, I 
  fear that I may have acted too rashly, and in so doing awoken something that would have been better left alone. 
   
  Even now, with my end swiftly approaching, and with the terrible knowledge of what must follow, I fear 
  that I am still too weak and set in my ways to entirely abandon my path. Though I know in my heart of hearts 
  that the information contained on these pages should be lost to the mists of time, and relegated to obscurity and, 
  one might even hope, oblivion, I cannot bring myself to allow it to be so. Gathering and cataloguing magical 
  knowledge has long been my life’s work, and it runs against every fiber of my being to allow this knowledge to be 
  lost, even though I know the consequences. Therefore I implore you, reader, put this book back where you found 
  it. Read not another word. The magic contained in this tome meddles with things better left in their dark depths. 
  Once you are awakened to the secrets of the deep, you cannot forget or ignore them, and they will remain with you 
  always, like a dread and terrible anchor, weighing down your soul and pulling you into the fathomless abyss.
   
  For me, this torturous journey began when I travelled to Ryport in search of a particular tome—I can’t 
  even recall its name, now; so strange how our priorities can change so radically—and came to rest one afternoon 
  along the town’s shores, to listen to the sounds of the waves and watch the tide come in. A bedraggled man 
  approached me, clearly a beach hermit. He acted as though he knew me, and told me that I was late, and he had 
  been waiting, that I had nearly been too late. Normally, I would have laughed him off, but there was something 
  haunting in his eyes, and an urgency in his voice, that compelled me to listen.
   
  He explained that, as a young man, he had been lost at sea, and marooned on a tiny island, with little 
  hope of rescue or survival. He endured for weeks, and nearly starved, when he was visited—whether in person 
  or in a dream he could not say, so fragile was his mind from hunger and thirst—by a denizen of the deep, who 
  promised to share great power with him, to provide him with food and water, and even return him home, if he 
  would only promise his first-born daughter in exchange. Having no children, he had quickly agreed, and the 
  creature promptly taught him a number of strange and unusual rituals common amongst its kind, which grant 
  dominion over the powers of the ocean. Using these rituals, the man survived, and returned to his home. He never 
  used the spells again, and managed nearly to forget the entire ordeal, until, decades later, and days before I 
  encountered him, his daughter, in a trance, walked into the ocean and vanished without a trace, on the very day of 
  her sixteenth birthday.
   
  I was, of course, skeptical of the old man’s story, but when he began to provide the details of the rituals, 
  I knew that at least parts of his claims were true. There were sure signs in the rituals that they were authentic, 
  and his explanations were so detailed that the rituals must have been burned into his very mind, for him to 
  remember them all with such clarity so long after the fact. Unwittingly sealing my doom, I experimented with 
  these rituals, to test their authenticity, and that of his story. I will not burden you with the details, but I have 
  spelled my own inevitable doom. Before the ink upon this page has dried, I shall have breathed my last.
   
  My only remaining hope, flimsy and fragile though it may be, is that one day, these rituals may fall into 
  the hands of one who is wiser than myself, who can use this information in ways that proved beyond my reach, 
  and that this knowledge may, perhaps, be an aid to eventually destroying the very evils that will surely prove my 
  undoing. My tragedy is but one small chapter in the ongoing story of the dwellers beneath the waves. It is far 
  from over. 
  
  3
  New Occult Rituals
   
  The following occult rituals are intended to be 
  used with the rules for occult rituals found in Pathfinder 
  Roleplaying Game: Occult Adventures.
  CONTACT DEEP ONE
  School enchantment; Level 4
  Casting Time 40 minutes
  Components V, S, M (the skeleton of a small fish, 2 oz. of 
  myrrh), F (a pewter bell)
  Skill Checks Bluff or Diplomacy DC 26, 2 successes; 
  Knowledge (arcana) or Survival DC 26, 2 successes
  Range 10 miles per caster level
  Target the nearest humanoid or monstrous humanoid with 
  the aquatic subtype
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  Backlash None.
  Failure The spell targets a random aberration within range, 
  instead of the nearest humanoid or monstrous humanoid 
  with the aquatic subtype. If the aberration has any mind-
  affecting spells or abilities with a range of close or greater, 
  it can use those abilities on you for the ritual’s duration, 
  regardless of distance (you are entitled to any saving throws, 
  spell resistance, and so on, as normal).
   
  This simple ritual allows the caster to make contact 
  with one of the more humanoid denizens of the deep. While 
  some scholars believe that the mention of deep ones in the 
  name of the ritual is a reference to a specific race of aquatic 
  humanoids, the spell shows no preference to one race over 
  another, and it is generally accepted that the ritual’s original 
  author simply uses the phrase “deep one” as a collective term 
  to refer to the likes of merfolk, locathah, sahuagin, skum, and 
  similar creatures.
   
  The target becomes aware of your existence, as well 
  as the fact that you are trying to establish contact. You can 
  communicate a message of up to 25 words to the subject, 
  if you desire. Otherwise, the creature simply knows that 
  you have attempted to contact them. The target gains an 
  innate sense of your distance and general direction, and 
  automatically recognizes you as the one who performed 
  the ritual, should it ever see you. The target is under no 
  compulsion to act on this information, nor does the ritual in 
  any way alter the target’s attitude towards you.
  CREATE KELP STRANGLER
  School conjuration (creation); Level 9
  Casting Time 9 hours
  Components V, S, M (1,000 lbs. of seaweed, kelp, and similar 
  aquatic plant-life), F (two sapphires per kelp strangler to be 
  created, worth 500 gp each), SC (up to 12)
  Skill Checks Craft (baskets) or Craft (leather) DC 37, 1 
  success; Knowledge (arcana) DC 37, 1 success; Knowledge 
  (nature) DC 37, 2 successes; Knowledge (planes) DC 37, 1 
  success; Profession (fisherman) or Profession (sailor) DC 37, 
  2 successes; Swim DC 37, 2 successes
  Range close (25 ft. + 5 ft./2 levels)
  Effect up to 6 kelp stranglers
  Duration 7 days or 7 months; see text
  Saving Throw none; Spell Resistance no
  Backlash Each caster suffers 1d3 points of Strength, 
  Dexterity, and Constitution damage.
  Failure The kelp stranglers are created as normal, but are 
  hostile to all casters who performed the ritual, and stop at 
  nothing to kill them.
   
  You create 1d4+2 kelp stranglers, up to a maximum 
  amount determined by the number of sapphires used as a 
  focus for the spell, which form the eyes of the kelp stranglers. 
  Kelp stranglers have identical statistics to a shambling 
  mound with the advanced template, except that they have a 
  swim speed of 40 feet and the aquatic subtype. The primary 
  caster determines whether to retain direct control over 
  the kelp stranglers, or to assign them a specific task. If he 
  chooses to retain direct control, the spell’s duration is 7 days, 
  and the kelp stranglers obey the primary caster’s spoken 
  commands. If he chooses to assign them a specific task, he 
  may give them a single command of up to 25 words, which 
  they obey to the best of their ability. In this case, the spell’s 
  duration is 7 months, or until the command is completed, 
  whichever comes first, but the primary caster cannot issue 
  further commands (in fact, a poorly worded command 
  may even result in the kelp strangler attacking the primary 
  caster, such as if it was ordered to “guard this place against 
  intruders,” without a provision that the primary caster is 
  not an intruder). When the spell ends, or one of the kelp 
  stranglers dies, it collapses into a pile of seaweed, with the 
  two sapphires buried in the heap, unharmed.
  DEDICATION TO THE SEA
  School transmutation; Level 4
  Casting Time 40 minutes
  Components V, S, M (crushed pearls worth 100 gp per 
  target), SC (up to 8)
  Skill Checks Knowledge (nature) DC 32, 1 success; 
  Knowledge (religion) DC 32, 1 success; Profession (fisherman) 
  or Profession (sailor) DC 32, 2 successes
  Sidebar: Rituals of the Deep Ones in Your Game
   
  While Pathfinder Roleplaying Game: Occult 
  Adventures provides detailed information on how one can 
  learn new rituals, it does so with the assumption that rituals 
  will be uncovered individually. This particular book contains 
  several rituals focused on a fairly tight theme, and contains 
  a flavorful forward at the beginning that is written from 
  a perspective within the game world. Because of this, it is 
  reasonable that GMs who want to make use of this book may 
  desire to allow their players to find a copy of Rituals of the 
  Deep Ones within the game, as treasure or a similar reward. 
  Other GMs may not be comfortable with granting access to so 
  many occult rituals so easily, and that’s fine too.
   
  Characters with access to a copy of Rituals of the 
  Deep Ones can learn a ritual contained within after 2 days of 
  study per level of the ritual. At the end of this period of study 
  and contemplation, the person attempting to learn the ritual 
  must succeed on an Intelligence check (DC 12 + the ritual 
  level). This time period and the DC are somewhere between 
  that of learning the ritual from a willing teacher, and that of 
  learning it from pieced together clues or a coerced teacher. 
  The market value of a copy of Rituals of the Deep Ones is 
  10,520 gp.
  
  4
  Range primary and secondary casters
  Duration 24 hours
  Saving Throw none; Spell Resistance no
  Backlash Each caster suffers 1d6 points of nonlethal damage.
  Failure Each caster suffers penalties for the spell’s duration 
  equal to the bonuses they would have otherwise gained.
   
  You and each participant in the ritual affirm your 
  devotion to the depths, and water in all its forms. Each target 
  gains a +1 bonus on attack and damage rolls if both he and 
  the subject of his attack are touching water. Each target also 
  gains a +1 bonus to AC and saving throws if both he and his 
  attacker are touching water. Finally, each target gains a +4 
  bonus on Swim checks.
  DEEP DREAMS
  School divination; Level 4
  Casting Time 4 hours
  Components V, S, M (three live eels)
  Skill Checks Knowledge (arcana) DC 26, 1 success; 
  Knowledge (nature) DC 26, 1 success; Perception DC 26, 1 
  success; Spellcraft DC 26, 1 success
  Range touch
  Target Tiny or smaller object touched
  Duration 1 week/level
  Saving Throw Will negates (object), see text; Spell 
  Resistance yes (object), see text
  Backlash The caster becomes fatigued.
  Failure The caster is plagued by nightmares. For 1d4 days 
  after performing the ritual, he is affected as though by the 
  spell nightmare. The saving throw DC for this effect is equal 
  to 15 + the caster’s Charisma modifier.
   
  You imbue the target object (which is traditionally 
  a gold coin salvaged from a shipwreck, but can potentially 
  be any Tiny or smaller object) with a psychic link to the 
  creatures of the deep. Any creature that sleeps within 10 feet 
  of the target object must succeed on a Will save (with a saving 
  throw DC equal to the ritual’s saving throw DC), or have vivid 
  dreams throughout the night in which he sees through the 
  eyes of a random sea creature (typically a fish of some kind, 
  but occasionally this allows the dreamer to see through the 
  eyes of skum, locathah, sahuagin, or similar underwater 
  creatures). The dreamer also experiences an empathic link to 
  the creature, feeling its emotions and desires. In effect, the 
  dreamer dreams that he is the underwater creature about 
  which he dreams, although he cannot control his actions, as 
  what he is seeing and feeling is actually coming from a real 
  sea creature somewhere in the depths of the ocean.
   
  Neither you nor the dreamer can influence what 
  sea creature the dreams link to. If they happen to link to an 
  intelligent creature (one with an Intelligence of 3 or higher), 
  that creature can make a Will save to avoid being psychically 
  linked to the dreamer in this way (in which case the dreamer 
  is linked to another random sea creature, instead). Once a 
  dreamer establishes a psychic link with a creature through 
  this ritual, then on any future nights in which the dreamer’s 
  dreams are affected by the ritual, he links to the same sea 
  creature.
  DOORWAY OF THE DEEP
  School conjuration (teleportation); Level 5
  Casting Time 50 minutes
  Components V, S, M (a high quality and accurate naval chart 
  worth at least 500 gp), F (a bronze bell), SC (up to 12)
  Skill Checks Knowledge (geography) or Survival DC 33, 2 
  successes; Profession (sailor) DC 33, 2 successes; Swim DC 
  30, 1 success
  Range medium (100 ft. + 10 ft./level)
  Effect one whirlpool portal; see text
  Duration 10 minutes; see text
  Saving Throw none; Spell Resistance no
  Backlash Each caster takes 4d6 points of nonlethal damage 
  and is exhausted.
  Failure A massive non-portal whirlpool appears directly 
  beneath the caster, which deals 4d6 x 10 points of damage 
  to each ship in a 200-ft.-radius area (ignoring hardness) 
  each round. A successful driving check (DC 40) halves this 
  damage. Failure on the driving check renders the vessel 
  unable to move for 1 round. Creatures in the area of the 
  whirlpool suffer 4d6 points of damage per round, and cannot 
  move unless they succeed on a Swim check (DC 40).
   
  You call into being a massive whirlpool, 100 feet 
  in diameter, centered on a point you specify. This ritual 
  must be cast on the open ocean, either from atop a boat or 
  similar floating structure, or from within the water itself. The 
  center of this whirlpool forms a mystical gateway to another 
  location in the ocean, which must be clearly marked on the 
  naval chart used as a material component. Any creature that 
  swims into the whirlpool, as well as any ship that sails (or is 
  otherwise propelled) into it is instantaneously transported 
  to an identical whirlpool at the marked destination. The 
  travel is instantaneous, but the whirlpool remains in place 
  for 10 minutes, allowing creatures and ships to pass through 
  it during this time. The portal works only one way; creatures 
  and ships at the destination cannot travel through the 
  whirlpool.
   
  Travelling through the whirlpool is hazardous. 
  Creatures swimming through the whirlpool must succeed 
  on a Swim check (DC 30) or be heavily battered by the water, 
  suffering 3d6 points of bludgeoning damage and being 
  unable to enter the area of the whirlpool. Failing this check 
  while already inside the whirlpool causes the creature to 
  be swept 120 feet clockwise around the whirlpool’s center, 
  without moving closer or further from the center of the 
  whirlpool. Creatures swimming in the area of the whirlpool 
  move at half speed. A creature attempting to make use of the 
  portal must successfully travel to the center of the whirlpool. 
  Ships travelling in the area of the whirlpool are affected 
  similarly to creatures, but make a driving check instead of a 
  Swim check, and suffer 10 times as much damage.
   
  Additionally, when a ship passes through the portal, 
  each creature on the ship is in danger of being swept off 
  into the fathomless depths. Creatures that are not securely 
  fastened to something must succeed on a Climb check (DC 
  20) or be swept off the ship. Such creatures suffer 4d6 points 
  of bludgeoning damage and emerge in a random location 
  somewhere in the ocean. Similarly, creatures swimming 
  through the portal must succeed on a Swim check (DC 30) 
  or suffer 4d6 points of bludgeoning damage and arrive in a 
  random location somewhere in the ocean, rather than the 
  intended destination.
  
  5
  GIFT OF THE SIREN
  School transmutation; Level 4
  Casting Time 40 minutes
  Components V, S, M (a tonic made from fish oil and ground 
  lily petals), F (a copper-plated conch shell worth at least 300 
  gp), SC (up to 8)
  Skill Checks Knowledge (nature) or Knowledge (geography) 
  DC 34, 2 successes; Profession (fisherman) or Profession 
  (sailor) or Swim DC 32, 2 successes
  Range primary and secondary casters
  Duration 8 hours
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
  Backlash All casters lose the ability to breathe for a number 
  of rounds equal to 20 + 5 per skill check failed in attempting 
  to perform the ritual. The casters are treated as holding their 
  breath during this time, and risk suffocation, as normal.
  Failure The ritual has its effect, as normal, but the effect 
  automatically ends after 2d100 minutes of breathing water 
  (only time spent actually breathing water applies towards this 
  duration). The same 2d100 result is used for each caster.
   
  Each affected creature gains the ability to breathe 
  water freely. Affected creatures also gain a +5 competence 
  bonus on Swim checks, and gain darkvision to a range of 60 
  feet as long as they are underwater.
  GILDED WAVES
  School transmutation; Level 6
  Casting Time 6 hours
  Components V, S, F (a coral statuette of a deity or demon 
  associated with the ocean, worth at least 1,000 gp)
  Skill Checks Appraise DC 34, 1 success; Knowledge (nature) 
  DC 34, 1 success; Knowledge (religion) DC 34, 1 success; 
  Profession (fisherman) or Profession (sailor) DC 36, 3 
  successes
  Range 1 mile
  Duration 24 hours; see text
  Saving Throw none; Spell Resistance no
  Backlash 1d4 points of Strength, Constitution, and Wisdom 
  damage.
  Failure No effect.
   
  You pour your will into the waves in bodies of water 
  within the spell’s area, causing them to drag any valuable 
  objects lost in the depths within the spell’s area onto the 
  shore. Over the course of the spell’s duration, any objects 
  within the spell’s area that are worth at least 5 sp, and are 
  buried or lying unattended at the bottom of a body of water 
  are dragged onto the shore by the waves. In order to be 
  affected, an object must be of Tiny size or smaller, must not 
  be buried beneath more than a foot of soil, and must not be 
  attended, nor held in place, fastened, or otherwise anchored 
  in its current position. Any objects within caves or similar 
  structures are not affected. The objects wash up on the shore 
  nearest to where you performed the ritual, arriving one at a 
  time dispersed throughout the ritual’s duration. If there is 
  no shore in the area (such as if this spell is cast in the middle 
  of the ocean), the objects are simply piled directly beneath 
  where you performed the ritual, on the ocean floor.
  OCEAN’S BOUNTY
  School enchantment (compulsion) [mind-affecting]; Level 4
  Casting Time 40 minutes
  Components V, S, M (a handful of dead worms), F (the skull 
  of a fish-eating bird)
  Skill Checks Knowledge (nature) DC 28, 1 success; 
  Profession (fisherman) or Profession (sailor) or Swim DC 24, 
  1 success; Survival DC 28, 2 successes
  Range close (25 ft. + 5 ft./2 levels)
  Duration 2 hours
  Saving Throw Will negates; Spell Resistance yes
  Backlash The primary caster takes 2d6 points of nonlethal 
  damage.
  Failure The ritual works as normal, but instead of attracting 
  harmless fish, it attracts large predators such as sharks, or, 
  if they are nearby, even more dangerous creatures like sea 
  serpents or kraken. Unlike harmless fish, these predators do 
  not ignore potential threats or prey that they find.
   
  You create an invisible beacon at a location you 
  designate, which is undetectable to humans, and most other 
  forms of terrestrial life, but can be detected by fish and other 
  aquatic creatures. The beacon must be placed within a body 
  of water in order to be effective. All aquatic creatures are 
  able to sense the beacon up to 1 mile away, and it appears to 
  them as a glowing, shimmering ball of light. Fish of up to 4 
  feet in length are strongly attracted to the beacon, and must 
  succeed on a Will save or be compelled to move towards it. 
  While each individual fish is allowed a saving throw to resist 
  the effect, it is generally safe to assume that the vast majority 
  of fish within 1 mile of the beacon will swarm to the beacon. 
  Once the fish arrive, they mill about in the location of the 
  beacon for the spell’s duration, with little regard for any 
  predators, fishermen, or other threats that they may face.
  SUMMON STORM
  School transmutation; Level 8
  Casting Time 8 hours
  Components V, S, M (a piece of salvage from a sunken ship), 
  F (a massive clam or oyster shell, at least 1 foot in diameter); 
  SC (up to 25)
  Skill Checks Intimidate DC 34, 2 successes; Knowledge 
  (nature) DC 38, 2 successes; Knowledge (religion) DC 36, 2 
  successes; Profession (fisherman) or Profession (sailor) DC 
  32, 2 successes
  Range 4d6 miles
  Area 4d6-mile-radius circle, centered on you
  Duration 4d12 hours; see text
  Saving Throw none; Spell Resistance no
  Backlash The primary caster takes 4d6 points of electricity 
  damage and becomes exhausted. Each secondary caster takes 
  Sidebar: Using Whirlpools
   
  The Pathfinder Roleplaying Game Core Rulebook 
  does not include detailed rules for handling a whirlpool, 
  and it is beyond the scope of this book to provide extensive 
  rules for this nautical hazard, but there are other products 
  that do provide such rules, such as Cerulean Seas by Alluria 
  Publishing. While the rules for handling movement in and 
  out of whirlpools in this book should suffice for GMs who 
  don’t have an existing method of handling whirlpools, those 
  that do should feel free to use those rules, instead (adjusted, 
  of course, for the hazards of travelling through the center of 
  the whirlpool, as required by doorway of the deep).
  
  6
  2d6 points of electricity damage and becomes fatigued.
  Failure The primary caster takes an additional 4d6 points 
  of electricity damage, and each secondary caster takes an 
  additional 2d6 points of electricity damage.
   
  You conjure a massive and powerful storm, whose 
  center appears exactly 1 mile above the place in which the 
  ritual was performed. It takes 1d3 hours for the storm to 
  take shape, during which time the wind speed in the area 
  gradually increases, and it begins to rain. Once the storm is 
  fully-formed, it lasts for 4d12 hours before dissipating. The 
  radius of the storm, once it forms, is 4d6 miles. The storm is 
  effectively divided into two areas: the center and the edges. 
  The center occupies the middle of the storm’s area, and has 
  a radius of half the storm’s total radius (rounded down). The 
  edges occupy the rest of the storm’s area.
   
  In the center of the storm, the wind speed increases 
  to hurricane-force wind (75 – 174 mph). Rain and hail are also 
  present in the center, as is lightning. A lightning bolt strikes 
  somewhere in the center of the storm roughly once per 
  minute for as long as the storm rages. Each bolt causes 8d8 
  points of electricity damage.
   
  In the edges of the storm, the wind speed only 
  reaches windstorm speed (51 – 74 mph). Rain is present in 
  the edge of the storm, as is some lightning, but not hail. A 
  lightning bolt strikes somewhere in the edges of the storm 
  roughly once per 10 minutes for as long as the storm rages. 
  Each bolt causes 4d8 points of electricity damage.
  VEIL OF THE LANDWALKER
  School transmutation (polymorph); Level 4
  Casting Time 40 minutes
  Components V, S, M (a scrap of human flesh at least one 
  square inch in size)
  Skill Checks Bluff DC 32, 1 success; Disguise DC 32, 2 
  successes; Knowledge (local) DC 32, 1 success
  Range primary caster
  Duration 24 hours
  Saving Throw none; Spell Resistance no
  Backlash 1d4 points of Constitution damage.
  Failure No effect.
   
  You are temporarily transformed into a human, 
  dwarf, elf, gnome, or halfling version of yourself (your 
  choice). This ritual has no effect if the primary caster is 
  not a Medium-sized humanoid or monstrous humanoid, 
  and if you use it to become a member of the same race you 
  already are, it has no effect. You have no direct control over 
  the finer points of your features, which generally match your 
  normal appearance as closely as possible while still fitting 
  the norm for your new race (the resemblances are easier to 
  spot the more humanoid your normal appearance is). While 
  affected by this ritual, you can successfully produce offspring 
  with members of the humanoid race that you have been 
  transformed into. The exact nature of any such offspring is 
  determined by the GM, but they have characteristics that 
  can be traced to your normal form (as opposed to the form 
  granted by this ritual), and are generally closer genetically to 
  your normal form than they are to that of their other parent.
  Sidebar: Ships in a Storm
   
  While summon storm works perfectly fine when 
  used on dry land, many players may wish to make use of it 
  to unleash deadly storms upon oceangoing vessels, in an 
  attempt to capsize them. Unfortunately, the rules for vehicles 
  in Pathfinder Roleplaying Game: Ultimate Combat do not 
  have detailed information on the way that adverse weather 
  impacts a vehicle. GMs with books that have detailed rules on 
  the subject are encouraged to use those. Otherwise, consider 
  imposing a -2 penalty on all drive checks for each wind speed 
  category beyond moderate, or -4 if the vehicle is propelled by 
  water currents or air currents. Further, every 10 minutes that 
  a ship remains in an area of hurricane-force wind (75 - 174 
  mph), its driver must succeed on a drive check (DC 25), or 
  the ship is reduced to 0 hit points and begins sinking, as it 
  is capsized by the fierce winds and raging waves. The ship’s 
  driver suffers a -2 penalty for each size category smaller than 
  Colossal the ship is. This is in addition to the penalties for 
  high wind speeds, outlined above.
  
  Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is 
  granted solely through the use of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should read and understand the 
  terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided 
  within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, 
  and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, 
  D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a 
  trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Red 
  Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of 
  Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, 
  Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, 
  Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, 
  Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of 
  Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, 
  umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text 
  of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam 
  Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah 
  Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, 
  Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven 
  Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, 
  Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. 
  Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse 
  Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, 
  Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, 
  Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, 
  Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin 
  McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt 
  James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant Slaying Spells Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Princes of the Plains: Halfling Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant-Blooded Feats Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Legacy Character Creation Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Regents of the Road: Gnome Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Fog and Garden Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback
  Weekly Wonders: Troll Magic Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Scions of Sin: Tiefling Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: Secret Spirits Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: Giant Treasures Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Descended from Dragons: Kobold Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Forgotten Oni Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: Cavalier Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Cinematic Dinosaurs Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Masters of Midnight: Drow Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant Bloodrager Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume I Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback
  Weekly Wonders: Cinematic Dinosaurs Volume II Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume II Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Vampiric Infusions Volume I Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Coin Magic Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume III Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rituals of the Deep Ones Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
   
  END OF LICENSE 
  
  Unfathomable Secrets of the Deep
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rituals of the Deep Ones.pdf