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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  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
   
  Devils are a greatly misunderstood race. They are often vilified, made out to be 
  evil creatures that live to deceive and enslave the unwary, and turn them from the path of 
  righteousness. While there may be a few stray individuals who break from the greater plans 
  of Asmoday, his Infernal Unholiness, Master of all Nine Hells and the King of the 
  Damned, this is neither the purpose of devilkind, nor is it an activity that they engage in 
  regularly. Devils exist not to corrupt and control, but rather to punish those who are already 
  unrighteous. They are a necessary evil, a horrible scourge who accept the black taint of sin unto 
  themselves, that the rest of us may be made purer by their dark deeds.
   
  To those who understand the infernal mindset, devils can be powerful allies. Unlike 
  demons, who can never be trusted, and daemons, who live only to bring about death, devils are 
  creatures that can be reasoned with, with whom a summoner can find common ground.  And 
  unlike the creatures of the so-called “upper planes,” devils do not shy away from doing what 
  must be done, even if it is not palatable. Devils will not go back on promises that they have 
  made, and as long as the summoner deals with them fairly, he can expect to be dealt with fairly 
  in return. Though you may have heard many tales of devil summoners meeting grisly and ironic 
  ends, I can assure you that such summoners met those fates not because they treated with 
  devils, but because their sinful actions, either in their conduct with the infernal or at some other 
  time, had already determined their fate.
   
  Rest assured that when you treat with devils, you are dealing with forces of cosmic 
  justice, deliverers of divine punishment. Their fury may be fearsome, but it is turned upon 
  only those who deserve it.
   
  ~Alazar Craello
  Editor’s Note:
   
  This introduction appeared in the original printing of this manuscript, and is written by 
  the book’s original author (although the name is likely a pseudonym). While I have deemed 
  it important to include it in this edition of the text, please do not make the mistake of assuming 
  that any of what he says is accurate. Though the rituals in this book are potentially useful, 
  Alazar’s introduction is little more than infernal propaganda, and a good example of how 
  deceptive and seductive infernal promises can be.
  
  3
  Sidebar: Rituals of the Void 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 Infernal Rituals 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 Infernal Rituals 
  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 character 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 Infernal 
  Rituals is 9,570 gp.
  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.
  CALL THE BEARDED ONES
  School conjuration (calling) [evil, lawful]; Level 5
  Casting Time 5 hours
  Components V, S, M (1,000 gp per summoned barbazu), SC 
  (up to 3)
  Skill Checks Bluff or Diplomacy DC 33, 2 successes; 
  Intimidate DC 30, 2 successes; Knowledge (planes) DC 30, 1 
  success
  Range close (25 ft. + 5 ft./2 levels)
  Effect up to 1d4+1 summoned barbazu devils; see text
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  Backlash none
  Failure Roll a d%. On a result of 1 – 20, 1d4+1 barbazu devils 
  are summoned and attack the casters. Otherwise, nothing 
  happens.
   
  You conjure one or more barbazus to serve you as 
  bodyguards. For each barbazu summoned, 1,000 gp worth 
  of material components vanishes into the vaults of Hell. 
  If you do not have enough gold to satisfy this requirement 
  for each barbazu, any barbazu who are not accounted for 
  are uncontrolled and hostile towards you, and the other 
  summoned barbazu will not intervene. Other than this, those 
  barbazu that you successfully pay off and summon serve you 
  faithfully for the spell’s duration. They are not required to 
  obey specific orders, but defend you against all attacks, or, if 
  you specify another person, object, or location, defend the 
  chosen thing, instead.
  CIRCLE OF HELL’S REBUKE
  School abjuration; Level 4
  Casting Time 40 minutes
  Components V, S, M (10 white candles, white chalk), F 
  (symbol of Asmoday, engraved in silver), SC (up to 4)
  Skill Checks Bluff or Intimidate DC 32, 2 successes; 
  Knowledge (planes) or Knowledge (religion) DC 30, 2 
  successes
  Range touch
  Area 20-ft.-radius area centered on the touched point
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no, see text
  Backlash Each caster suffers 1d6 points of nonlethal damage.
  Failure There is no penalty for failure other than the spell 
  having no effect. However, without a way to detect magic, 
  a successful DC 25 Spellcraft check is required to identify 
  the fact that the ritual failed and that the circle will have no 
  effect.
   
  Using the chalk, you draw a circle with a five-pointed 
  star within, and set a candle at each intersection and point 
  on the star. The circle functions as a magic circle against evil 
  and a magic circle against law, except that it functions only 
  against creatures that are both lawful and evil. Additionally, 
  the spells, spell-like abilities, and supernatural abilities 
  of outsiders with both the lawful and evil subtypes are 
  unable to pass through the edges of the spell’s barrier. This 
  means that if such a creature is inside the circle, its spells 
  and abilities cannot affect creatures outside the circle, and 
  if the creature is outside the circle, its spells and abilities 
  can’t affect creatures within the circle. This also prevents 
  any extradimensional means of travel into or out of the 
  circle (although a creature inside the circle can still use 
  extradimensional travel to move about within the circle), 
  removing the need to add a dimensional anchor effect when 
  using the circle in conjunction with planar binding).
  EXORCISM
  School abjuration; Level 4
  Casting Time 40 minutes
  Components V, S, M (frankincense, ritual oils for anointing, 
  a vial of holy water), F (a holy symbol of a non-evil deity), SC 
  (up to 2)
  Skill Checks Intimidate or Knowledge (religion) DC 32, 
  2 successes; Knowledge (planes) or Spellcraft DC 32, 2 
  successes
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates, see text; Spell Resistance yes, 
  see text
  Backlash Each caster suffers 1d10 points of nonlethal damage 
  and is fatigued.
  Failure Each caster suffers a –4 penalty on saving throws 
  made to resist the spells, spell-like abilities, and supernatural 
  abilities of evil outsiders for 24 hours.
  You cast out any and all fiends that may be possessing the 
  target, ending their mental influence over him. If the target 
  is currently under the effects of a charm or compulsion effect 
  cast by an evil outsider, that effect ends. If the effect allowed 
  the evil outsider to take direct control over the target’s 
  
  4
  actions (such as a dominate person effect), the outsider is 
  entitled to a Will save to resist the effect, and the outsider’s 
  spell resistance applies. Additionally, if the target is under 
  the effects of a magic jar, possessionOA, or similar effect that 
  was cast by an evil outsider, that effect also ends, unless 
  the outsider succeeds on a Will save (the outsider’s spell 
  resistance applies to this, as well). Finally, if the target was 
  forced to perform any actions as a result of an effect ended in 
  this way, this ritual functions as an atonement spell for the 
  purposes of addressing any impact those actions may have 
  had on the target’s alignment, code of conduct, or similar 
  class features or abilities.
  GATE OF ASMODAY
  School conjuration (creation); Level 9
  Casting Time 9 days
  Components V, S, M (seven feathers from an angel), F (a 
  paladin’s blade)
  Skill Checks Bluff DC 40, 1 success; Diplomacy DC 40, 1 
  success; Intimidate DC 35, 1 success; Knowledge (arcana) 
  DC 40, 1 success; Knowledge (planes) DC 35, 1 success; 
  Knowledge (religion) DC 35, 1 success, Perform (keyboard 
  instruments, oratory, sing, string instruments, or wind 
  instruments) DC 32, 1 success; Profession (barrister, clerk, 
  merchant, or scribe) DC 32, 1 success; Spellcraft DC 40, 1 
  success
  Range close (25 ft. + 5 ft./2 levels)
  Effect one gateway to Hell
  Duration see text
  Saving Throw see text; Spell Resistance see text
  Backlash Each caster’s soul is sworn to Asmoday. If they 
  die, their soul is sent to Hell, and they cannot be resurrected 
  by any means. A wish or miracle spell may be sufficient to 
  restore ownership of the soul, at the GM’s discretion, or the 
  caster may be forced to bargain for it or attempt to take it by 
  force.
  Failure Each caster suffers 10d6 points of fire damage and a 
  number of temporary negative levels equal to 1/4 their Hit 
  Dice (rounded up).
   
  You conjure up a great archway from the ground, 
  made of an unknown metal and bearing the images of 
  hundreds of leering devils. The arch is 20 feet tall and 10 feet 
  wide, with hardness 30 and 20 hit points per caster level, and 
  it naturally heals itself at a rate of 10 hit points per round. The 
  arch is free-standing, and a successful Strength check (DC 
  32) can topple it on its side. As long as it is standing upright, 
  the space within the arch serves as a gate spell linked to a 
  random location in Hell, through which any creature can 
  pass. This effect can be dispelled normally, but otherwise 
  lasts indefinitely, unless the metal arch is destroyed or 
  toppled. Any attempt to dispel the effect requires the caster 
  succeed on a caster level check (DC 20 + the primary caster’s 
  level), even if it would not ordinarily be required (such as 
  with mage’s disjunction).
   
  It takes 2d4+1 rounds after performing the ritual for 
  the arch to rise from the ground and the gate to form. When 
  the archway rises up from the ground, there is a 50% chance 
  that this causes a great disturbance in the earth, replicating 
  an earthquake spell. Additionally, a number of devils wait 
  on the other side of the gate effect, and emerge through the 
  gate as soon as it rises. The devils have a total number of Hit 
  Dice equal to 1/2 the combined result of all of the successful 
  skill checks made to perform this ritual (rounded down), 
  divided amongst a variety of devils as the GM sees fit. These 
  devils are not under your control. The ritual has additional 
  effects based on which skill checks were succeeded on when 
  performing the ritual.
   
  If at least two of the Bluff, Diplomacy, or Intimidate 
  checks were successful, the devils are friendly towards each 
  caster who participated in performing the ritual, and you 
  may make a single request of them after they come through 
  the gate, which they are likely to grant, if it is within their 
  abilities.
   
  If at least two of the Knowledge (arcana), Knowledge 
  (planes), and Spellcraft checks were successful, you may 
  choose the location the gate links to in Hell, as the gate spell. 
  Additionally, you can influence what devils come through 
  the gateway initially, distributing up to 1/2 the Hit Dice of 
  the devils that come through the gate as you choose amongst 
  different species of devils.
   
  If at least two of the Knowledge (religion), Perform, 
  and Profession checks were successful, you can choose 
  whether or not the spell creates an earthquake effect. 
  Additionally, the DC to dispel the effect increases by +4.
  HELLFIRE VESSEL
  School evocation [evil, fire]; Level 4
  Casting Time 40 minutes
  Components V, S, M (a pinch of brimstone, 5 0z. blood from 
  a good creature); F (a stone goblet engraved with diabolical 
  runes worth at least 500 gp)
  Skill Checks Bluff or Intimidate DC 32, 1 success; Craft 
  
  5
  (alchemy) or Knowledge (planes) DC 32, 1 success; 
  Knowledge (arcana) or Spellcraft DC 32, 2 successes
  Range 0 ft.
  Effect conjured hellfire
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  Backlash Each caster suffers 3d6 points of fire damage.
  Failure Each caster suffers an additional 6d6 points of fire 
  damage.
   
  You fill the goblet with magical hellfire, a special 
  flame that burns more intensely than earthly fire. Any fires lit 
  using the flames in this goblet ignore the hardness of objects, 
  and are not halved before applying hardness. Further, half of 
  the damage inflicted by such flames ignores fire resistance 
  and fire immunity. In all other ways, the fire behaves as 
  normal flames, and it can be extinguished normally. If the 
  flames in the goblet are ever extinguished, all flames that 
  were created from that fire lose these magical properties and 
  become normal fire. At the end of the ritual’s duration, all 
  fires created from this ritual become normal fire.
  IMPBOND PACT
  School conjuration (calling) [evil]; Level 4
  Casting Time 4 hours; the casting must either begin or end 
  at midnight
  Components V, S, M (a handful of sulfur, the blood of a 
  lamb or sheep, 10,000 gp in gold, gems, trinkets, and other 
  wealth), F (a silver chalice, any diabolical tome or treatise)
  Skill Checks Bluff or Intimidate DC 32, 2 successes; 
  Knowledge (arcana) or Knowledge (religion) DC 30, 1 success; 
  Knowledge (planes) DC 30, 1 success
  Range see text
  Effect one summoned imp familiar
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Backlash The caster suffers 1d6 points of Wisdom damage.
  Failure Roll a d%. On a result of 1 – 40, nothing happens. 
  On a result of 41 – 70, an imp is called, but it is not under the 
  caster’s control and is hostile to him (attacking, if it is likely 
  to win a fight, or hiding invisibly and causing mischief, if it 
  is not). On a result of 71 – 100, the caster becomes possessed 
  by the spirit of an imp, as the spell possession (DC 20, caster 
  level 11th).
   
  You attempt to form a pact with an imp dragged 
  up from the depths of Hell, exchanging its service as your 
  familiar for freedom from Hell, however brief it may be in 
  the eyes of such an immortal creature. In order to perform 
  the ritual, you must fill the cup with both the blood and the 
  sulfur, mixing them well, and then consume the concoction 
  before reading from the diabolic book. If the spell is 
  successful, you are put in telepathic contact with an imp in 
  Hell, and can bargain with it for its service as a familiar. Most 
  imps are eager to take these sorts of bargains, and will quickly 
  agree to the trade, but some may have particular bargaining 
  points that they insist on (such as having four hours each day 
  during which they do not need to work, or being able to eat 
  their favorite meal every night, etc.). You must also offer the 
  powers of Hell the 10,000 gp in valuables that serve as one of 
  the ritual’s material components, as a bribe for allowing the 
  imp to leave Hell. If an accord can be reached, a magical pact 
  is struck, and the imp becomes your familiar, and is instantly 
  transported to you, while the valuables vanish into the vaults 
  of hell.
   
  You do not need to be capable of gaining a familiar 
  or even casting spells in order to gain the imp as a familiar 
  in this way. If you already have a familiar, gaining an imp 
  familiar in this way severs your bond with your previous 
  familiar. If your alignment is good, gaining an imp familiar 
  in this way causes your alignment to become neutral, 
  instead (lawful good becomes lawful neutral, chaotic good 
  becomes chaotic neutral, etc.). If your alignment is chaotic, 
  you must convince the imp to serve as your familiar with a 
  successful DC25 Bluff, Diplomacy, or Intimidate check, but 
  your alignment does not change as a result of making this 
  pact. The imp functions in all ways as though gained with 
  Improved Familiar, with your total character level counting as 
  your wizard level. If you agreed to any special conditions with 
  the imp, and break them, it ceases being your familiar and is 
  free to act as it pleases.
  INFERNAL INFORMANT
  School divination; Level 4
  Casting Time 40 minutes
  Components V, S, M (an image or belonging of each 
  creature you will inquire about)
  Skill Checks Bluff DC 32, 1 success; Intimidate DC 32, 1 
  success; Knowledge (religion) DC 32, 1 success; Sense Motive 
  DC 32, 1 success.
  Range personal
  Target you
  Duration instantaneous
  Backlash 2d6 nonlethal damage
  Failure No effect.
   
  You establish a mental link with the records of 
  Hell, allowing you to learn about the sins of one or more 
  specified individuals. If you succeeded on all four skill checks 
  to perform this ritual, you may inquire about up to three 
  individuals. Otherwise, you may inquire about only one. For 
  each creature you inquire about, you learn whether or not 
  that creature is evil, you learn which of the seven deadly sins 
  it is most closely associated with (envy, gluttony, greed, lust, 
  pride, sloth, or wrath), and the three most sinful acts the 
  creature has committed in its life.
  LEMURE TRANSFORMATION
  School transmutation (polymorph); Level 4
  Casting Time 4 hours
  Components V, S, M (10 lbs. of whale blubber per target, a 
  wolf’s intestines, any source of flame), SC (up to 2)
  Skill Checks Craft (pottery) or Profession (butcher) DC 26, 2 
  successes; Knowledge (arcana) or Spellcraft DC 32, 1 success; 
  Knowledge (planes) DC 30, 1 success.
  Range touch
  Targets up to 1 touched creature/level
  Duration permanent
  Saving Throw Fortitude negates, Will partial, see text; Spell 
  Resistance yes
  Backlash none
  Failure Roll a d% for each target. On a result of 01 – 69, 
  nothing happens. One a result of 70 – 99, the target dies. 
  On a result of 100, the target transforms into a carnivorous 
  
  6
  blob (Pathfinder Bestiary 2), and attacks all creatures nearby, 
  focusing on the casters.
   
  In order to perform this ritual, each target must be 
  helpless or willing. The targets must be stripped and coated 
  with thick globs of the whale blubber, until all but their face 
  is obscured. Then, the wolf intestine must be inserted into 
  their mouth and used as a funnel to pour the remaining 
  whale blubber down their throats. Finally, their faces must 
  be covered, until they disappear entirely beneath the fat, 
  which must then be burned away. If the ritual is performed 
  correctly, and the target fails his Fortitude save, once the fat is 
  burned off, a lemure will be revealed in the target’s place.
   
  This ritual physically transforms each target into a 
  lemure. This functions as baleful polymorph, except instead 
  of affecting the targets as though with beast shape III, 
  affected creatures have their size change to Medium, and they 
  get +2 Constitution and –2 Dexterity, their natural armor 
  bonus to AC increases by +2, they gain DR 5/good or silver, 
  immunity to fire and poison, and resist acid 10 and cold 10. 
  Affected creatures gain 2 primary claw attacks that deal 1d4 
  points of damage on a successful hit, and their movement 
  speed is reduced to 20 feet. If the target fails his Will save, 
  he is affected as normal for failing a Will save for baleful 
  polymorph, and he also becomes mindless, gaining immunity 
  to mind-affecting effects. Unlike baleful polymorph, creatures 
  with the shapechanger subtype must make a successful 
  Fortitude save to revert to their normal form, and can attempt 
  to do so no more than once per day.
   
  Targets that fail their Will saves obey your 
  commands, although you can only control a total number of 
  Hit Dice worth of such creatures equal to 4 times your Hit 
  Dice, and Hit Dice worth of lemures controlled in this way 
  count against the number of Hit Dice of undead you can 
  control with animate dead and similar effects.
  RITE OF INFERNAL DAMNATION
  School conjuration (teleportation); Level 9
  Casting Time 9 hours
  Components V, S, M (three drops of a murderer’s blood, a 
  page from a blasphemer’s holy book, and six hairs from an 
  unwanted child), SC (up to 8)
  Skill Checks Bluff or Intimidate DC 37, 3 successes; 
  Knowledge (arcana) or Spellcraft DC 37, 3 successes; 
  Knowledge (planes) or Knowledge (religion) DC 35, 3 
  successes
  Range touch
  Target creature or corpse touched
  Duration instantaneous and 366 days; see text
  Saving Throw Will negates; Spell Resistance yes
  Backlash Each caster that makes a skill check to perform this 
  ritual suffers 2 temporary negative levels per skill check he 
  makes.
  Failure The primary caster is affected as though he were 
  the spell’s target (he is still entitled to a Will save, and spell 
  resistance still applies).
   
  You offer the target as an offering to Hell, sending 
  him to that place of fiery damnation. If the target is a living 
  creature, he is transported to Hell as though with the spell 
  plane shift, except that the target is also affected by a limited 
  version of dimensional anchor after arriving, which causes 
  him to suffer 95% arcane spell failure chance whenever 
  he attempts to cast any spell that would be barred by 
  dimensional anchor. The target can still be affected by those 
  spells if they are cast by another creature, or come from some 
  other source (such as a naturally occurring gate effect). This 
  effect lasts for a year and a day.
   
  If the target is a corpse, this spell relocates its spirit 
  from whatever final resting place it may be in, dragging them 
  to become a petitioner in Hell. The target is still entitled to a 
  Will save to negate the effect, using the saving throw bonus it 
  had when it was last alive. Any attempt to resurrect the target 
  for the next year and a day fails unless the caster succeeds on 
  a caster level check (DC 16 + the primary caster’s caster level).
  WITCHFIRE COMPACT
  School divination; Level 6
  Casting Time 6 days; the ritual must be performed for 8 
  hours each day, under cover of darkness
  Components V, S
  Skill Checks Bluff or Diplomacy DC 34, 2 successes; 
  Knowledge (arcana) or Knowledge (religion) DC 32, 2 
  successes; Knowledge (planes) DC 32, 1 success; Spellcraft DC 
  34, 1 success.
  Range personal
  Target you
  Duration instantaneous
  Backlash 1d4 temporary negative levels. Negative levels 
  gained in this way never become permanent, and if these 
  negative levels equal or exceed the caster’s Hit Dice, she falls 
  unconscious until she recovers from enough of them that this 
  is not the case, rather than dying.
  Failure The caster is engulfed in eldritch flames that deal 
  3d6 points of fire damage per round for 2d6 x 5 rounds. The 
  flames can be extinguished, but it is more difficult to do so 
  than normal flames: the DC of any Reflex save to put out the 
  flames is 25, and any attempts to magically extinguish them 
  (such as with create water) fail unless the caster succeeds on a 
  caster level check (DC 30).
   
  You make a pact with a powerful infernal patron, 
  who grants you magical might in exchange for a portion 
  of your essence. You may immediately retrain any number 
  of class levels, exchanging them for the same number of 
  levels in the witch class. For each class level you retrain in 
  this way, you can retrain up to one feat or one ability score 
  increase from among those gained at 4th, 8th, 12th, 16th, 
  and 20th levels. When determining your witch patron, you 
  must choose from among the following: death, deception, 
  dimensions, occult, shadow, or trickery.
   
  For every 3 class levels (or portion thereof) that 
  you retrain in this way, your infernal patron can demand 
  one boon from you, which you are magically compelled to 
  grant. These boons are typically asked for at a later time, and 
  can generally be whatever the patron desires, although they 
  must be tasks you are reasonably capable of accomplishing. 
  When such a task is required of you, you become aware of it 
  in a vision. You are free to ignore the task, but if you do, you 
  suffer penalties for not completing it or working toward it as 
  though you were affected by geas/quest, and, if you ignore it 
  long enough, your infernal patron may send agents to inflict 
  greater punishments for failing to live up to your end of the 
  bargain.
  
  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 
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  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 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
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  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
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  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 Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  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. 
  Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, LLC; Authors: 
  Gareth Hanrahan, Steve Kenson, Patrick Renie, Tork Shaw, and Jerome Virnich. 
  Weekly Wonders: Infernal Rituals © 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback. 
   
  END OF LICENSE 
  
  Make a Deal With a Devil!
   
  Occult rituals, from Pathfinder Roleplaying Game: Occult Adventures, bring magic to the 
  masses, with lengthy and difficult to perform magical rites which can be performed even by 
  non-spellcasters, but which come with a cost, as well as the risk for terrible backlash to occur 
  for those who meddle in things they do not understand. Unlike traditional spells, only a handful 
  of occult rituals made it into that book however, which begs the question of what other strange 
  and unknowable rituals might be lurking about in obscure tomes lost to history and memory. 
  Tomes like this one.
   
  This book presents a collection of 10 brand new occult rituals for use in your game, all of 
  which are thematically linked to devils, the fires of Hell, and all things infernal. Presented in the 
  guise of a fictitious tome that player characters might stumble across, the book also includes a 
  flavorful introductory section that can be read aloud or handed out to players, and suggestions 
  for how to incorporate the book into your game. The rituals in this book allow players (or ne-
  farious NPCs) to:
   
  • Cause a massive archway leading to Hell to rise up from the ground, creating 
  earthquakes and issuing forth infernal hosts.
   
  • Conjure bearded devils to serve as bodyguards, or an imp to serve as a familiar.
   
  • Transform your enemies into hideous and pathetic lemures.
   
   
  • Make a pact that barters your soul for arcane might.
   
   
  • And much, much more!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Infernal Rituals.pdf