World in Shadow

Ritual 5RitualUncommon8 hoursRemaster
Range8-mile radius circle centered on you
Duration5 days
Primary CheckArcana (mythic), Nature (mythic), or Occultism (mythic), Religion (mythic)
Secondary Casters3
Secondary ChecksArcana, Nature, Occultism, Religion (cannot be the same skill as for the primary check)

This ritual must be cast at night, at which point darkness becomes everlasting. Casters with darkvision gain a +1 circumstance bonus to their check to cast the ritual.


Critical Success As success, except that all light levels within the area are lowered by two steps toward darkness, and light effects that would counteract the darkness take a –2 status penalty to their counteract checks.

Success All light levels within the area are lowered by one step toward darkness. Areas that are already dark become magical darkness. Light effects that would counteract the darkness only do so in the area of the counteracting spell or effect (for example, 40 feet for a Light spell).

Failure The ritual has no effect.

Critical Failure The casters are all plunged into their own personal darknesses. For 1 week, each caster can see no farther than 5 feet regardless of ambient light level. Anything beyond that distance is treated as if it were in magical darkness that can't be counteracted; darkvision and greater darkvision similarly can't penetrate this darkness.

Traits

Darkness

Darkness effects extinguish non-magical light in the area, and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract the light, but some darkness spells automatically attempt to counteract light.

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.