Labyrinthine Prison

Ritual 3RitualRare1 dayRemaster
Costfine paper and ink worth a total value of the target's level × 25 gp
Range60 feet
Target1 creature of up to 8th level
Durationvaries
Primary CheckDeception (expert), Maze Lore (trained), or Religion (expert)
Secondary Casters2
Secondary ChecksArt Lore (trained), Crafting (trained), or Thievery (trained)

This ritual was developed by a long-dead minotaur hero-god whose cult trained to hunt and trap evil beings. It creates a maze of ever-shifting warped space woven from intertwined demiplanes that twist in ways few can solve.

You and the secondary casters draw a maze of twisted space into being with the target at its center. An unwilling target must be Immobilized, Unconscious, or otherwise prevented from leaving the area for the entire casting time, or the ritual fails. An unwilling target can attempt a Will save to resist the ritual; on a critical success, treat the result as critically failing to cast the ritual. While the target is trapped within the labyrinthine prison, they cannot escape it, as even abilities that give access to other planes are subject to being twisted into the maze. Instead the only way to escape is by succeeding at a Maze Lore, Perception, or Survival check against the labyrinthine prison's DC. This check can be attempted once per week, and the first check can only be attempted after a week has passed. If all casters spend one Mythic Point each, this interval changes to one year, and the DC uses the primary caster's mythic proficiency.


Critical Success As success, and the twisted space renders the target Stupefied 2 while within.

Success The target is trapped within the labyrinthine prison for the duration of ritual.

Failure The ritual fails to trap the target.

Critical Failure As failure, and the casters are all Stupefied 4 for 1 week.


Heightened (4th) The maximum level of the target is 10. The cost is the target's level (minimum 1) × 40 gp. The interval becomes 1 month, and spending Mythic Points increases it to 5 years.

Heightened (5th) The maximum level of the target is 12. The cost is the target's level (minimum 1) × 75 gp. The interval becomes 2 months, and spending Mythic Points increases it to 10 years.

Heightened (6th) The maximum level of the target is 14. The cost is the target's level (minimum 1) × 125 gp. The interval becomes 6 months, and spending Mythic Points increases it to 30 years.

Heightened (7th) The maximum level of the target is 16. The cost is the target's level (minimum 1) × 200 gp. The interval becomes 1 year, and spending Mythic Points increases it to 50 years.

Heightened (8th) The maximum level of the target is 18. The cost is the target's level (minimum 1) × 300 gp. The interval becomes 2 years, and spending Mythic Points increases it to 100 years.

Heightened (9th) The maximum level of the target is 20. The cost is the target's level (minimum 1) × 600 gp. The interval becomes 5 years, and spending Mythic Points increases it to 200 years.

Traits

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.

Teleportation

Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.