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, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  LLC does not guarantee compatibility, and does not endorse this product.
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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
  Rituals of the Faeries
   
  The world of the faeries is all around us, if we 
  only take a moment to look for it. They live with us, 
  beside us, but hidden and obscured. The most powerful 
  of the faeries hold court in their own realms, places 
  filled with impossible beauty unlike anything that we 
  know here on the Material world. Faeries are creatures 
  of beauty and magic and wonder, and it is no surprise 
  that they have gifted us with many rituals that can 
  allow us to make use of their magicks.
   
  What is strange is that more practitioners 
  don’t turn to faerie magick to aid them, and instead 
  turn to other sources for their aid. Why would one 
  summon a demon or make a deal with a devil, when 
  she could instead be frolicking with the faeries, bathing 
  in moonlight and surrounded by beauty? Not only are 
  faeries kinder and gentler than the creatures of the 
  various pits of the lower planes, they are much closer 
  at hand.
   
  Do not believe the stories you may have heard 
  about faeries as untrustworthy creatures. These 
  tales of cold and malicious faeries, of dark faeries, are 
  nothing more than lies and propaganda spread by 
  those very same dark forces that many turn to instead 
  of simply trusting in the natural and wonderful magic 
  of the faeries. No faerie would ever steal away a child, 
  like those ridiculous stories say, and while they might 
  play lovable and harmless pranks now and then, they 
  are completely and totally trustworthy.
   
  Did you know that most faeries are so innocent 
  that they can’t lie, even if they want to? Or that 
  some are so beautiful that they can melt even the most 
  evil of hearts, and tame the vilest of savage beasts? 
  Did you know that faeries are sustained entirely on 
  dewdrops and the sounds of laughter? Faeries are 
  wonderful creatures, as those of us who are lucky 
  enough to have met them know well.
   
  This book collects some of my favorite rituals 
  to call upon our faerie friends for guidance, or aid, or 
  just to meet and chat with them. They ever so love to 
  chat and meet new people.
  
  3
  Sidebar: Rituals of the Fey 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 Faeries 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 
  Faeries 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 Faeries is 8,500 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.
  BESEECH THE FAIRY QUEEN
  School conjuration (teleportation); Level 5
  Casting Time 50 minutes
  Components V, S, M (a lock of unicorn or nymph hair, 
  a dozen different types of wild flowers, 5 oz. of honey, a 
  handful of cobwebs), SC (up to 4)
  Skill Checks Diplomacy DC 32, 1 success; Knowledge 
  (arcana) or Knowledge (planes) DC 34, 1 success; Knowledge 
  (nature) DC 30, 2 successes; Knowledge (nobility) DC 30, 1 
  success
  Range close (25 ft. + 5 ft./2 levels)
  Effect one portal to the court of a fairy noble
  Duration 1 minute
  Saving Throw none; Spell Resistance no
  Backlash Each caster must offer up some of his or her magic 
  or life to the fey noble being contacted, either sacrificing an 
  unused spell slot of 5th level or higher, or suffering 1 negative 
  level and aging 1d4 years.
  Failure None
  You call out to a noble fey and beg an invitation to her 
  court, which, when granted, takes the form of a mystic 
  portal that allows direct access to her realm. If you know a 
  specific fey of power and nobility sufficient to have his or 
  her own fey court, you may direct this spell to that particular 
  individual. Otherwise, the request is delivered to the nearest 
  or otherwise most appropriate fey that holds its own court. 
  The fey noble in question can choose to allow or disallow the 
  ritual to succeed, but as a general rule, unless the fey noble is 
  familiar with the characters in question and/or has a history 
  of antagonism with them, it will generally agree to grant the 
  request if the ritual is cast successfully.
  The portal functions in all ways as the spell gate when used 
  for planar travel, except that travel can occur only one way 
  (from the place of the ritual to the court of the fey noble). 
  Creatures other than the casters can pass through the gate, 
  but the casters are considered responsible for their actions by 
  the fey on the other side, and it is considered highly offensive 
  to bring uninvited guests in this way.
  The fey noble is under no compulsion to act in any particular 
  way regarding the casters once they arrive in its court, and 
  may take hostile action towards them, if it so pleases. Most 
  fey nobles are happy to at least entertain and speak with 
  those who cast this ritual, and are hesitant to attack them 
  without provocation, as rules of hospitality are important 
  to many fey, but not all fey are beholden to such concerns, 
  and others may take a shining to the visitors and choose to 
  seduce, charm, or otherwise claim them as prizes.
  This ritual provides no means of leaving the fey noble’s court, 
  although most fey nobles possess the ability to return the 
  ritual’s casters (and any tagalongs) back to where they came 
  from, provided it can be convinced to do so.
  BOTTLE DREAMS
  School enchantment [mind-affecting]; Level 3
  Casting Time 30 minutes
  Components V, S, M (3 oz. of honey, a mixture of sand and 
  sugar), F (a crystal vial, a silver needle)
  Skill Checks Bluff DC 32, 1 success; Knowledge (nature) DC 
  30, 1 success; Spellcraft DC 32, 1 success
  Range touch
  Target sleeping creature touched
  Duration instantaneous; see text
  Saving Throw Will negates; Spell Resistance yes
  Backlash The caster suffers 2d6 points of nonlethal damage.
  Failure The target immediately awakens and all further 
  attempts by you to cast this ritual on that target for the next 
  week automatically fail.
  You dip the needle used as a focus for the ritual in the honey, 
  and then slowly and delicately insert it into the target’s ear, 
  slowly stirring and then removing the target’s dreams, which 
  cling to the needle as a sparkling multi-hued substance, 
  which you can then place in the crystal vial for later use. A 
  creature whose dreams are stolen in this way does not suffer 
  any positive or negative effects associated with dreams during 
  that period of rest (including dream, nightmare, and others), 
  and awakens fatigued.
  The dreams themselves are bottled in the vial, and can be 
  consumed like a potion. If they are, then the next time the 
  imbiber sleeps, he experiences all of the dreams that the 
  target of this spell would have experienced. In addition to 
  the effects of any specific magic that might have affected the 
  target’s dreams (such as dream or nightmare), the imbiber 
  also gains a deep insight into the mind of the target, gaining a 
  +4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive 
  checks made against that creature for 1 week. Further, the 
  
  4
  content of the dreams themselves, which the imbiber always 
  remembers with perfect clarity upon waking, may provide 
  certain insights into the target’s mind and activities.
  Vials of dream stuff harvested in this way are sometimes sold 
  on the open market for entertainment purposes. They are 
  often worth about 150 gp per vial, although the dreams of 
  particularly rare and exotic creatures may be worth more.
  CHANGELING DISGUISE
  School illusion; Level 5
  Casting Time 50 minutes
  Components V, S, M (enough soft clay to cover the target’s 
  face)
  Skill Checks Bluff DC 33, 2 successes; Disguise DC 30, 2 
  successes; Knowledge (arcana) DC 33, 1 success
  Range touch
  Targets you and creature touched
  Duration permanent (D)
  Saving Throw Fortitude negates, Will disbelief; see text; 
  Spell Resistance yes; see text
  Backlash The caster suffers 1 negative level.
  Failure The caster loses his appearance, as though he were 
  the creature touched.
  You steal the touched creature’s appearance, leaving them 
  faceless and voiceless, while you take on their guise. You are 
  affected as though by the spell disguise self, except that your 
  appearance changes to match that of the touched creature. 
  The spell also allows you to perfectly mimic the touched 
  creature’s voice, and gives you vague memories of the target’s 
  life, mannerisms, and relationships, which are not specific 
  enough to provide you with concrete details, but does 
  increase the bonus on Disguise checks granted by the spell 
  to +15, and applies a +5 bonus on all Bluff checks relating to 
  impersonating that character, as well. This aspect of the ritual 
  can be disbelieved with a successful Will save.
  The target, on the other hand, loses all facial features, as their 
  appearance is stripped from them, leaving them with only a 
  smooth, featureless surface where their face was. The subject 
  is permanently blinded and deafened and rendered unable 
  to speak. The subject is able to breathe normally, despite 
  having neither a nose nor a mouth, and does not need to eat 
  or drink. Each week spent in this hellish state imposes 1 point 
  of Wisdom drain.
  When the ritual is dismissed or otherwise ends (including if 
  it is dispelled on either you or the target), the effects to both 
  you and the target are ended. 
  CONTACT FAIRY
  School divination; Level 3
  Casting Time 30 minutes
  Components V, S, M (a bowl of milk or honey, or a similar 
  offering worth at least 25 gp), F (a silver bell)
  Skill Checks Bluff or Diplomacy DC 25, 1 success; Knowledge 
  (nature) DC 26, 2 successes
  Range 1 mile/3 levels; see text
  Target see text
  Duration instantaneous; see text
  Saving Throw none; Spell Resistance no
  Backlash None
  Failure The caster suffers 1d2 negative levels. There is also 
  a 25% chance that the ritual functions as normal, except 
  that any and all fey contacted by the ritual are automatically 
  hostile.
  You send out a magical message to any fey creatures within a 
  radius of 1 mile per three caster levels. At the GM’s discretion, 
  if there are other planes of existence that are closely related to 
  fey creatures and whose locations correspond to the Material 
  Plane, fey creatures within this range that are on those planes 
  are also considered to be within the spell’s range, despite 
  being on another plane. When you cast the spell, you may 
  choose to restrict the contact to only fey meeting certain 
  criteria. Only specific criteria can be selected in this way, as 
  outlined below: 
  •	
  Noble/ignoble (Hit Dice): You can choose to direct the 
  message towards only noble fey (those of 15 Hit Dice 
  or more), or ignoble fey (those of 14 Hit Dice or fewer). 
  At the GM’s discretion, certain fey may qualify as one 
  category or another despite their number of Hit Dice, if 
  it is thematically appropriate.
  •	
  Specific type: You can choose to direct the message 
  towards only fey of a specific race, such as grigs or 
  pixies.
  •	
  Court (Alignment): You can choose to direct the 
  message to fey of a particular alignment (such as evil 
  fey, good fey, chaotic fey, or lawful fey). At the GM’s 
  discretion, if fey are aligned into specific courts or 
  similar organizations, the message can be directed in 
  this fashion, instead.
  The ritual does not allow you to send a specific message, and 
  is best characterized as an open invitation to make contact 
  and establish communication. All creatures of the fey type 
  who meet the criteria you chose and are within range at 
  the time the spell is cast receive the message automatically. 
  You don’t know whether the message was received, nor any 
  specific details about what creatures received it or how many. 
  Creatures that receive the message know the direction and 
  distance from where the ritual was cast.
  Each fey that receives the message has one minute after 
  receiving it during which it can choose to accept the 
  invitation, in which case they are transported to a random 
  unoccupied space within 30 feet of you, even if they were 
  on another plane. The fey is under no obligation to do so. 
  Even if a fey does not take advantage of this invitation, it can 
  still choose to track you down and make contact in some 
  other way, or at some other time. For the purposes of spells 
  like scrying, a fey that receives this message has firsthand 
  knowledge of you and a connection similar to if it possessed a 
  likeness to you.
  How creatures respond to the ritual is circumstantial and it 
  is possible the fey will simply ignore the spell. They usually 
  arrive cautiously, aware of the potential for ambush, and 
  most fey expect to receive some sort of gift or offering upon 
  arrival, or else their attitude is worsened to unfriendly or 
  hostile. There are no restrictions on how the creatures react 
  to being contacted, and they might respond with hostility, 
  parley, entertain an alliance, or attempt to subjugate the 
  caster.
  
  5
  CREATE FAIRY DUST
  School transmutation; Level 1
  Casting Time 1 hour
  Components V, S, M (a pinch of pollen, an empty chrysalis, 
  dandelion seeds)
  Skill Checks Knowledge (arcana) or Knowledge (nature) DC 
  30, 1 success
  Range 0 ft.
  Effect 1d4 doses of fairy dust
  Duration instantaneous; see text
  Saving Throw none; Spell Resistance no
  Backlash The caster suffers 1d2 points of Strength damage, 
  which last for 24 hours.
  Failure The caster suffers 1d4 points of Charisma damage, 
  which last for 24 hours.
  You create a special dust charged with fairy magic, which 
  allows those it is sprinkled on to fly. The dust can be applied 
  as a standard action, and grants the user a fly speed of 30 feet 
  with good maneuverability. Once applied, the dust’s effects 
  last for one minute. However, the dust is powered by the 
  belief of the creature it is used on, and if the creature’s belief 
  falters, so does the dust. At the end of the user’s turn each 
  round, if he is currently flying, he must succeed on a DC 10 
  Charisma check or the dust’s effects immediately end, and he 
  begins to fall.
  Fairy dust loses its magical potency quickly, and once created, 
  is usable for only 24 hours.
  CREATE FAIRY OINTMENT
  School divination; Level 4
  Casting Time 40 minutes
  Components V, S, M (eagle down, wolf saliva, carrots, and 
  powdered cold iron worth at least 50 gp), F (a cauldron made 
  from an overturned and hollowed out mushroom)
  Skill Checks Knowledge (nature) DC 28, 1 success; 
  Perception DC 32, 1 success; Sense Motive DC 32, 1 success; 
  Spellcraft DC 32, 1 success
  Range 0 ft.
  Effect 2d4 doses of fairy ointment
  Duration instantaneous; see text
  Saving Throw none; Spell Resistance no
  Backlash The caster is fatigued for 2 hours.
  Failure The created ointment does not have the intended 
  effect, and instead burns the skin and eyes, inflicting 1d4 
  points of acid damage per round until removed, and blinding 
  the user for 1d4 x 10 minutes.
  You brew a special substance known as fairy ointment, a 
  faintly pink-colored cream which has special powers when 
  applied to the eyes. Each time the ritual is used, it produces 
  2d4 doses of the cream. Fairy ointment breaks down quickly, 
  and is useable for only 3 days, after which it becomes inert 
  and worthless. It takes a full-round action to apply fairy 
  ointment to one’s eyes, and the fairy ointment remains potent 
  for one hour once applied.
  Once applied, the fairy ointment grants a +4 bonus on saving 
  throws made to resist charm and illusion effects, as well as 
  on Perception or Sense Motive checks made to resist charms 
  and illusions, or to oppose Charisma-based skill checks that 
  have been augmented by magic in some way. If the source 
  of the charm, illusion, or other supernatural effect is a fey 
  creature, or is otherwise closely associated with fey, this 
  bonus increases to +8. Additionally, fairy ointment grants 
  the user the ability to see invisible creatures, as the spell see 
  invisibility, but only if the invisibility effect comes from a fey 
  creature or another source closely associated with fey.
  FEY BEAUTY
  School illusion (glamer); Level 3
  Casting Time 3 hours
  Components V, S, M (mustard seed and pea blossoms)
  Skill Checks Disguise DC 29, 2 successes; Knowledge 
  (arcana) or Spellcraft DC 31, 1 success
  Range personal
  Target you
  Duration 1d4 days
  Backlash You suffer 1d6 points of Wisdom damage.
  Failure None
  You enhance your natural physical features, giving you an 
  otherworldly beauty while still being recognizable as yourself. 
  You gain a +2 competence bonus on Charisma-based checks. 
  This bonus is doubled against creatures that are normally 
  attracted to members of your species and gender. This bonus 
  does not apply against creatures that are able to see your true 
  appearance (such as with a true seeing spell). Additionally, 
  a total of three times over the course of the ritual’s duration, 
  you can cast charm person as a spell-like ability, with the 
  saving throw DC equal to that of fey beauty. If desired, when 
  you perform this ritual, you can also cause it to make you 
  appear as though you were one age category younger than you 
  actually are (you are still recognizable as yourself).
  MARCH OF THE SEASONS
  School transmutation; Level 6
  Casting Time 6 hours
  Components V, S, M (a half-bloomed flower [spring], 
  a handful of sand [summer], a fallen leaf [autumn], ice 
  [winter]), F (a stone sundial), SC (up to three)
  Skill Checks Bluff DC 30, 1 success; Diplomacy DC 30, 1 
  success; Knowledge (nature) DC 28, 3 successes; Survival DC 
  28, 1 success
  Range 5 miles
  Area 5-mile-radius circle, centered on you
  Duration 3d4 days
  Saving Throw none; Spell Resistance no
  Backlash Each caster suffers 4d6 points of nonlethal damage 
  and 1d2 points of Constitution damage.
  Failure There is a 50% chance that the weather changes to 
  match the opposite season from the one the casters intended, 
  and a 50% chance that the weather automatically changes to 
  a powerful storm.
  You can subtly and indirectly change the weather in the 
  affected area. It takes 1 hour for the change to come into 
  effect. Once it does, the weather in the affected area changes 
  to a random weather type appropriate for a particular season 
  of your choice (spring, summer, autumn, or winter). You do 
  not choose the exact type of weather that occurs. This change 
  in effective season changes what weather options can be 
  selected with control weather and similar effects. For more 
  information on types of weather and randomly determining 
  weather, see the Pathfinder Roleplaying Game Core Rulebook.
  
  6
  WALK THE FEY PATHS
  School conjuration (teleportation); Level 7
  Casting Time 70 minutes
  Components V, S, F (three storm-tossed stones, seven 
  mushrooms picked from seven different mushroom circles), 
  SC (up to 6)
  Skill Checks Acrobatics DC 32, 1 success; Knowledge 
  (arcana) or Spellcraft DC 35, 2 successes; Knowledge (nature) 
  or Survival DC 30, 2 successes; Knowledge (planes) DC 32, 1 
  success; Stealth DC 35, 1 success
  Range touch
  Targets up to one touched creature/level
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  Backlash Each caster suffers 5d6 points of nonlethal 
  damage, and suffers a –2 penalty on attack and damage rolls 
  for 24 hours.
  Failure Each caster is affected as though by the spell slow for 
  1 hour.
  You gain entry to the mysterious and invisible paths of the 
  fey, a secret demiplane that mirrors the Material Plane, 
  and is similar to the Ethereal Plane or Plane of Shadow, 
  but exists only along the Material Plane’s ley lines. In order 
  to perform this ritual, you must be on a ley line. If you are 
  at a point where two or more ley lines converge when you 
  perform the ritual, you gain a cumulative +2 bonus on all 
  skill checks made to perform the ritual for each ley line at the 
  intersection beyond the first (to a maximum bonus of +10 for 
  a total of 6 ley lines).
  The effects of this ritual are similar to the spell shadow walk, 
  except that instead of the Plane of Shadow, it takes you along 
  fairy paths. These paths are brightly colored and beautiful 
  to traverse, and mimic the real world, but everything seen 
  is vague and wispy, and details are indistinct and difficult to 
  make out. You can only travel along ley lines, and cannot pass 
  more than a mile away from a ley line. Attempting to do so 
  causes the ritual to end, depositing you back in the Material 
  Plane. 
  Each hour, there is a 10% chance of encountering a procession 
  of powerful fey (typically an encounter whose total CR is 
  between 15 and 22) headed in the opposite direction. Such 
  processions are often hostile towards mortal creatures 
  making use of fey paths.
  WARD OF IRON
  School abjuration; Level 2
  Casting Time 20 minutes
  Components V, S, M (a candle rendered from animal fat and 
  a handful of wild-picked flowers), F (a dagger whose blade is 
  made of pure, unadulterated iron)
  Skill Checks Knowledge (nature) or Survival DC 26, 1 
  success; Knowledge (religion) DC 28, 1 success
  Range touch
  Target creature touched
  Duration 8 hours; see text
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  Backlash The caster suffers 1d6 points of nonlethal damage.
  Failure The target exudes an aura that is off-putting to fey 
  creatures, reducing their starting attitude towards him by one 
  step (helpful becomes friendly, friendly becomes indifferent, 
  and so on).
  You ward the target against the machinations of the fey, 
  granting a +2 deflection bonus to AC against attacks made by 
  fey and a +2 circumstance bonus on saving throws made to 
  resist the spells, spell-like abilities, and supernatural abilities 
  of fey creatures. Further, the target is warded by a sanctuary-
  like effect that forces any fey attempting to make a hostile 
  action against the character (including mischievous pranks) 
  to succeed on a Will save or be unable to do so. This applies 
  even to actions not taken against the character directly, as 
  long as the warded creature is ultimately the intended target 
  (for example, it would apply to an attempt to trip up the 
  warded creature’s mount, even though the warded creature 
  himself was not targeted directly).
  This protection gains its power in part from the subject’s own 
  willingness to refrain from harming the fey, and taking any 
  hostile actions against a fey creature, or even taking actions 
  that are rude or insulting to a fey creature, causes the ritual’s 
  effects to end immediately. 
  
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  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: Rituals of the Faeries © 2017, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback. 
   
  END OF LICENSE 
  
  Enchanted Magic of the Fair Folk
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rituals of the Faeries.pdf