TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  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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  privileges to any art presented herein.
  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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  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  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
   
  Of all the yawning infinities that confront us, from the endless mists of time, to the 
  boundless realms of the planes, wherein dwell the more reputable and approachable of the beings 
  that we mortals recognize as gods, it is the nearest and most accessible realm to which we turn 
  a blind eye: the yawning void of space, at once so empty and hollow, and yet brimming with 
  ancient and terrible wonders. Each day, stars are born and die, entire civilizations unknown 
  to us rise and fall, and planets, moons, stars, and more dance about in an endless and eldritch 
  pattern (and make no mistake, their movements are a pattern, and they have meaning, though it 
  is folly to try to decipher it), while strange and unknowable things lurk in the dark vastness of 
  the void, plotting and waiting.
   
  It is in this black emptiness that we must look. In my studies, I have seen a great many 
  things, I have studied the ordering of the cosmos, and I have spied upon the strange creatures 
  that live on planets circling distant stars. There are beings out there: entities which defy 
  explanation, or even understanding, but this much is clear to me: these cosmic forces of which 
  I speak are cut from the same cloth as the gods that men of simple minds still worship in their 
  tiny chapels, but unlike the gods and their minions, these things care nothing for us, and it is 
  only because we escape their notice that we are able to survive. For these entities are filled with 
  a cold and cosmic malevolence the likes of which is not found in our world, or even in the darkest 
  depths of the lower planes. They are not like devils, who seek to rule, nor are they similar to 
  the mindless destruction of demons, or even the purposeful extermination that consumes the 
  daemon race. The horrors I have witnessed through my studies are unimaginable, and my very 
  soul shakes at the retelling. I have seen them consume whole worlds, greater civilizations than 
  those of mere men, devouring, twisting, and distorting body and soul alike, until death, or even 
  torturous undeath, seem merficul by comparison.
   
  I had thought that I could observe these events safely, given the great distance between 
  myself and the nebulae in which I observed them, but I was so terribly, terribly wrong. I see 
  now that from that first horrible scene that I witnessed, a seed was planted in my mind, which 
  kept bringing me back again and again to that infinite well of inky blackness, to drink deeper 
  and deeper of their alien depravities. Too late, I realize that these beings are as much creatures 
  of thought, of psychic and astral energy, as they are of flesh and blood. This seed I speak of is 
  no mere metaphor. I am infected, and there is only one tiny, pitiful act of defiance that is left 
  to me. Before the ink upon this tome is dried, I shall be gone, but be warned: the horrors that 
  I have witnessed have felt my eyes watching them, and they shall turn their attention upon us. 
  You who read these words, the responsibility falls to you to learn more of the black void, and 
  prepare for those dark things that wait within it.
  
  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 
  Rituals of the Void 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 
  Void 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 
  Rituals of the Void is 13,000 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 AVATAR OF FAGHTWMP 
  School conjuration (teleportation); Level 7
  Casting Time 7 hours
  Components V, S, M (1 roc skeleton, 13 horse skulls, 1 live 
  imp or quasit), F (silver dagger) 
  Skill Checks Knowledge (arcana) DC 27, 7 successes
  Effect one avatar of Faghtwmp
  Duration see text
  Saving Throw none; Spell Resistance no
  Backlash None.
  Failure No effect.
   
  The roc bones must be placed in a circle comprised 
  of the horse skulls, then you must cut yourself with the silver 
  dagger, suffering 1 point of damage. You must spill your 
  blood upon each horse skull while reciting the dread name of 
  Faghtwmp. After each skull is adorned with blood, you must 
  offer the sacrifice of either an imp or quasit to Faghtwmp 
  by holding the beast by its tail above the skeletal remains 
  of the roc. If all goes well, the bones will become covered 
  with flesh and the aspect of Faghtwmp shall appear as a 
  fiendish roc with an alignment akin to that of the sacrifice. 
  If you succeeded on the skill check, the aspect will serve 
  you for 1 day per point of Intelligence modifier you possess; 
  otherwise, the aspect attacks. In addition to its ordinary 
  abilities, the fiendish roc and any characters mounted upon 
  it are rendered immune to the harsh environment of space 
  and similar vacuums. While in an environment without an 
  atmosphere, the aspect can travel at a rate of 100 light-years 
  per day.
  CALL METEOR STRIKE
  School evocation; Level 9
  Casting Time 9 months
  Components V, S, M (a boulder, a golden hammer)
  Skill Checks Intimidate or Knowledge (geography) DC 
  30, 3 successes; Knowledge (arcana) or Spellcraft DC 30, 
  3 successes; Knowledge (planes) or Linguistics DC 30, 3 
  successes
  Range 0 ft.
  Target one planet
  Duration instantaneous 
  Saving Throw none; Spell Resistance no
  Backlash None.
  Failure The eyes of powerful outsiders are drawn to you, 
  being alerted to what you attempted to accomplish.
   
  For 1 hour each day, you must strike the boulder with 
  the golden hammer and cry out for destruction in the dread 
  language of an alien race, now long extinct. This activity 
  requires your full concentration, and you must do this each 
  day for 9 months. Each day you complete the hour-long 
  ritual, there is a 10% chance that you attract the attention of 
  a deity, a powerful outsider, an alien force, or similar entity. 
  At the end of 9 months, you must succeed on the Knowledge 
  (arcana) and Intimidate check to cast the ritual. If all goes 
  well, when the ritual is completed, a comet is diverted to 
  
  4
  strike the planet in another 9 months. The exact effect of 
  this meteor strike is subject to GM discretion, but typically 
  all creatures within 1,000 miles of the location where the 
  ritual was performed suffer 20d6 points of fire damage and 
  an additional 10d6 point of bludgeoning damage, the entire 
  planet is plunged into darkness for 2d10 years as choking 
  dust fills the sky, and each day that a creature breathes this 
  choking dust, it must succeed on a Fortitude save (DC 15) or 
  suffer 1d2 points of Constitution damage. 
   
  A second ritual, very similar to this one, can cancel 
  the effect; performing this ritual is less complex and allows 
  any number of additional casters, and the DC of all skill 
  checks is reduced by 10.
   
  Unlike most rituals, you must attempt a skill check 
  once each month while performing the ritual.
  CONTACT THING FROM OUTSIDE
  School conjuration; Level 8
  Casting Time 8 hours
  Components V, S, M (100 oz. of ground human bone, a 
  candle rendered from the fat of an intelligent creature), SC 
  (up to the Intelligence modifier of the primary caster)
  Skill Checks Diplomacy DC varies, 4 successes; Knowledge 
  (arcana) or Knowledge (geography) DC varies, 4 successes
  Range unlimited
  Target one aberration or great old one on another planet
  Duration see text
  Saving Throw none; Spell Resistance no
  Backlash 1d6 Intelligence damage
  Failure Your mind contacts the deep void of outer space 
  instead of the target, causing you to become permanently 
  insane.
   
  You light the candle and slowly consume the ground 
  bone meal while reciting the name of the creature to be 
  contacted. If the creature is a specific individual, you must 
  use the individual’s name. If you wish to contact any member 
  of a specific species, such as a mi-goB4, you must speak the 
  name of the creature type to be contacted. The skill DCs of 
  this ritual vary depending on the being to be contacted, and 
  are equal to 20 + the creature’s CR. If the ritual is successful, 
  as the candle burns down, the contacted creature’s image 
  appears in a massive shimmering mist that forms in the 20-
  foot cube in front of you. This image remains for 1 minute per 
  point of Intelligence damage suffered in casting the ritual. 
  During this time, you can attempt to converse with the entity. 
   
  If you succeeded on the skill checks by 10 or 
  more, you may choose to suffer an additional 2d6 points 
  of Intelligence damage in order to physically summon the 
  creature itself, instead. If you do, the summoned entity is 
  under no obligation to obey you and may attack you. If the 
  creature is called in this way, it remains indefinitely until it is 
  slain or returned from whence it came. 
   
  Most often, a lesser version of this ritual is recorded 
  which can only contact one specific alien entity. Performing 
  the ritual is exactly the same in these cases, except that only 
  the specified entity (usually listed in the recorded name 
  of the ritual) can be contacted. Common versions such as 
  this include contact Azathoth or commune with color out of 
  spaceB4.
  CREATE ASTRAL GATE
  School conjuration (teleportation); Level 9
  Casting Time 27 days
  Components V, S, M (1 intelligent humanoid creature for 
  each day of the month, a 20-ft.-square bone gate), F (a stone 
  waraxe), SC (up to the Intelligence modifier of the primary 
  caster)
  Skill Checks Knowledge (arcana) or Knowledge (geography) 
  DC 35, 9 successes
  Effect one gate
  Duration see text
  Saving Throw none; Spell Resistance no
  Backlash None.
  Failure The primary caster and all secondary casters are 
  dragged into a rift in space-time, suffering 6d6 points of 
  damage and being deposited on a random location on the 
  Astral Plane.
   
  This ritual must be performed in both planets in 
  order to have any effect. To complete the ritual, over the 
  course of the first day, you must build a gate at least 10 feet by 
  10 feet (though most must be larger to be useful). Following 
  this, each night for the next month, you must slay an 
  intelligent living creature at midnight, using the stone waraxe 
  used as a focus for this ritual. The remains of each slain 
  creature must be set about the gate until sunrise. During 
  the first 15 days, failure to perform this part of the ritual 
  causes it to automatically fail, though you do not suffer any 
  further ill effects. After this time, if this part of the ritual is 
  not completed each night, you suffer the effects of the failure 
  entry. If the ritual is success, then the two gates allow for 
  travel between each other in a fashion similar to a gate spell. 
  Each day, a further sacrifice is required to keep the gate open.
   
  Unlike most rituals, you must attempt a skill check 
  once every 3 days while performing the ritual.
  CREATE BLACK HOLE
  School conjuration (creation); Level 8
  Casting Time 8 days
  Components V, S, M (8 meteor fragments, 8 pints of 
  blood from 8 different humanoid races, and acid capable of 
  dissolving the meteorites)
  Skill Checks Knowledge (arcana) or Knowledge 
  (engineering) DC 35, 4 successes; Spellcraft DC 35, 4 
  successes
  Range 10 miles per caster level
  Area 1-mile radius
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance no
  Backlash 5d6 points of damage 
  Failure You are dragged to the nearest black hole in outer 
  space, causing you to be utterly destroyed and your body 
  consumed.
   
  You create a small localized black hole which 
  destroys creatures and objects in the ritual’s area. To summon 
  the black hole, at midnight for 8 consecutive nights, you 
  must dissolve a meteorite and a pint of blood in the acid used 
  as a material component for this ritual. As the last of the 
  meteorites is destroyed on the 8th night, the acid evaporates 
  and the ritual is completed. The ritual requires 1 hour each 
  
  5
  day to perform. Once the ritual is complete, the black hole 
  appears, dealing 10d6 points of damage to each creature and 
  object in that area each round; a successful Fortitude save 
  halves this damage. Any creature or object destroyed by the 
  ritual is utterly consumed.
   
  Unlike most rituals, you must attempt a skill check 
  once each day while performing the ritual.
  CREATE STAR
  School conjuration (creation); Level 9
  Casting Time 27 hours
  Components V, S, M (a hot fire [at least 600° F], an iron 
  meteorite)
  Skill Checks Craft (alchemy) DC 35, 2 successes; Knowledge 
  (geography) DC 35, 2 successes; Knowledge (planes) or 
  Knowledge (religion) DC 40, 3 successes; Spellcraft DC 40, 2 
  successes.
  Range unlimited
  Effect one star 
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Backlash None.
  Failure No effect.
   
  While relatively powerful, this simple ritual is 
  considered useless by many devoted occultists and is usually 
  only performed at the behest of beings with immortal 
  lifespans. Over the course of a single day, you melt the 
  iron meteorite in the fire while chanting the dread name 
  of Azathoth and focusing your gaze to the stars. The ritual 
  must begin precisely at midnight and is completed on the 
  following midnight. As the ritual progresses and the iron 
  becomes liquid, you much reach your hands into the fire and 
  shape the metal into the shape of a star, while envisioning 
  where to place it in the night sky. At the ritual’s conclusion, 
  the star flares into existence, so long as the selected place is at 
  least 10 light-years from the next nearest star. 
   
  Normally the star created has no planets, but for 
  every additional skill check beyond 5 that you succeed on as 
  part of casting the ritual, you may add one planet to the star’s 
  solar system. Planets created in this way spring into being 
  fully formed, with flora and fauna and normal geological 
  stability. You can shape these planets in a manner similar 
  to the create demiplane spell, except that the planet to be 
  created is much larger, having a surface area of 1,000 miles 
  (or more, at the GM’s discretion). This ritual provides no 
  means for you to travel to the star or planets, though you are 
  considered to be intimately familiar with the planets and star 
  for the purpose of teleport and other magic that references 
  familiarity.
   
  Unlike most rituals, you must attempt a skill check 
  once every 3 hours while performing the ritual.
  INTERPLANETARY SENDING
  School conjuration (teleportation); Level 4
  Casting Time 40 minutes
  Components V, S, M (10 oz. of ground silver, 10 oz. of 
  dirt from the primary caster’s home planet, the item to 
  be transported), F a human’s finger bone, SC (up to the 
  Intelligence modifier of the primary caster)
  Skill Checks Appraise DC 24, 2 successes; Knowledge 
  (geography) DC 24, 2 successes
  Range unlimited
  Target object touched
  Duration Instantaneous
  Saving Throw none; Spell Resistance no
  Backlash object suffers 2d6 points of damage
  Failure Object explodes, sending out a wave of destructive 
  energy, damaging characters within a 20-ft.-radius spread of 
  the target and the place the target is meant to arrive for 5d6 
  points of fire damage, as the object is destroyed.
   
  The dirt and silver dust is mixed in a bag, along with 
  the item to be transported across the endless void of space 
  and a single finger bone from a human. You (and any other 
  secondary casters) then describe item in detail in Aklo, while 
  you wave the bag overhead. The destination of the item 
  must then be described in detail, again in Aklo. This process 
  must be repeated 3 times, each time using at least 1 new 
  detail in the descriptions of the item and the destination. If 
  all goes well, the bag will suddenly be emptied of the dirt, 
  ground silver, and the object, leaving only the finger bone 
  behind. The object immediately appears at the specified 
  destination, along with the dirt and silver dust. A recipient at 
  the destination can perform this same ritual within 24 hours, 
  substituting the dirt used in the sending for the dirt from 
  their home world to send back an object. In such cases, the 
  skill check DCs to use this ritual are reduced by 5. 
  LEARN ORIGINS
  School divination; Level 4
  Casting Time 40 minutes
  Components V, S, M (a human’s eyeball, a shard of glass)
  Skill Checks Knowledge (varies) DC varies, see text, 2 
  successes; Sense Motive DC 25, 2 successes 
  Range touch
  Target corpse of a creature from another planet
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Backlash 1d4 points of Intelligence damage
  Failure You glimpse a horror of the dead alien’s mind, 
  causing you to suffer 1d4 points of Intelligence drain. 
   
  You dig out the corpse’s eye (or nearest facsimile) 
  and replace it with the human eye, then stare into that eye 
  for 40 minutes. At the completion of the ritual, your mind 
  is filled with information about the creature. In order to 
  perform the ritual, you must succeed on a Knowledge check 
  of the appropriate type and DC to identify the creature. You 
  gain a complete idea of the creature and all of its special 
  abilities, as well as learning facts about its place of origin, 
  including the exact location of the place the creature came 
  from (granting a +20 bonus on future Knowledge [geography] 
  checks involving that location) and a single memory it had of 
  that place. The memory is selected at random, but is usually 
  one significant to the creature in some way.
  
  6
  PROJECT ACROSS THE VOID
  School divination; Level 4
  Casting Time 40 minutes
  Components V, S, M (a liter of elven blood, the feathers of a 
  raven, 6 candles), F (a magnetized metal wand)
  Skill Checks Knowledge (arcana) DC 25, 1 success; 
  Knowledge (geography) DC 20, 3 successes
  Duration concentration of primary caster
  Saving Throw none; Spell Resistance no
  Backlash 2d4 points of Intelligence damage 
  Failure 2d6 points of Intelligence damage and the caster’s 
  intellect is trapped in the void of space, leaving his body 
  comatose. A break enchantment spell ends the effect.
   
  You burn the raven feathers over the candles, 
  inhaling the smoke while speaking the name of the planet 
  you wish to mentally visit. You must then consume the 
  blood of the elf over the course of no less than 20 minutes 
  while envisioning the place you wish to visit. Finally, in the 
  last minute of the ritual, you must point the wand toward 
  the planet you wish to visit. If all goes well, you send your 
  intellect across the void of space to a distant planet, which 
  you must name and clearly envision in the process of casting 
  the ritual. The selected place must be on the same plane of 
  existence as you, or the ritual fails and you suffer as though 
  you had failed to succeed the skill checks. If you succeed 
  in transferring your intellect this way, your body falls into a 
  helpless, trance-like state, and a fine scrying sensor appears at 
  the location you chose. This sensor can move at a rate of 100 
  feet per round in any direction. You can speak through the 
  sensor, possibly allowing you to communicate with denizens 
  of the planet to which you traveled, though you cannot 
  cast spells. Though you cannot be harmed through normal 
  means, you are still vulnerable to mental attacks, and can 
  be affected by mind-affecting spells and effects while in this 
  state. A dispel magic spell cast upon the sensor immediately 
  sends your intellect back to your body, ending the effect.
  TRANSPORT TO OUTER SPACE
  School conjuration (teleportation); Level 6
  Casting Time 12 rounds
  Components V, S, M (an obsidian knife and a chunk of 
  extraterrestrial material)
  Skill Checks Acrobatics or Sleight of Hand DC 32, 2 
  successes; Knowledge (arcana) or Spellcraft DC 32, 2 
  successes; Knowledge (geography) DC 32, 2 successes
  Range 100 ft.
  Target one creature or object within 100 ft.
  Duration 1d4 rounds
  Saving Throw Will negates; Spell Resistance no
  Backlash 106 points of damage
  Failure You are transported into space, instead, causing 
  you to suffer 20d6 points of damage per round before being 
  returned from whence you came. If you can survive in space, 
  you are immune to this effect. 
   
  An extremely quick ritual, you slash the air with the 
  obsidian knife while crushing the space matter in your hand. 
  After 1 minute, you point the knife at the target, sending him 
  deep into the void of space. While in space, the target suffers 
  20d6 points of damage per round, before being returned to 
  the spot he was in when subjected to this ritual. A creature 
  which can survive in the vacuum of space is immune to this 
  effect.
   
  Unlike most rituals, you must attempt a skill check 
  once every other round while performing the ritual.
  
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
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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: Rituals of the Void © 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback. 
   
  END OF LICENSE 
  
  Strange Magic From Beyond the Stars!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rituals of the Void.pdf