Fugue of Oblivion
Enchantment
Ritual Level 6
- Casting Time
- 6 hoursRituals take far longer than spells to perform — typically 10 minutes per ritual level, and sometimes hours or days. The ritual fails if its casting is interrupted.Spell rule: Casting Time ↗Casting Occult Rituals ↗
- Components
- V, S, F (a receptacle urn worth at least 1,000 gp per level to be stolen; see below), SC (up to 4)V (Verbal): Spoken incantations, often chanted by all participants throughout the casting.S (Somatic): Precise ritual gestures performed during the casting.F (Focus): A prop used but not consumed by the ritual — it can be reused.SC (Secondary Casters): Additional casters who aid the primary caster; the required count appears in the components line as "SC (…)".Spell rule: Components ↗Casting Occult Rituals ↗
- Range
- closeHow far the ritual's effect reaches from the primary caster, measured like a spell's range.Spell rule: Range ↗Casting Occult Rituals ↗
- Target
- one living creatureHow the ritual is aimed: a Target (specific creatures or objects), an Effect it creates, or an Area it covers. "Target or Area" means the ritual uses either, at the casters' choice.Spell rule: Aiming a Spell ↗Casting Occult Rituals ↗
- Duration
- instantaneous; see textHow long the ritual's effect lasts once completed — from instantaneous to permanent. A trailing "(D)" means the primary caster can dismiss it.Spell rule: Duration ↗Casting Occult Rituals ↗
- Saving Throw
- Will negatesIf the ritual allows a save, this lists which save and its effect. A ritual's save DC is usually fixed by the ritual rather than derived from a caster's ability.Spell rule: Saving Throw ↗Casting Occult Rituals ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the ritual's effect (Yes/No).Spell rule: Spell Resistance ↗Casting Occult Rituals ↗
Skill ChecksThe heart of a ritual: during the casting the primary caster (and sometimes assistants) must succeed at the listed skill checks. Each entry gives the skill, its DC, and how many successes are required. Failing a check can trigger the ritual's Failure entry.Casting Occult Rituals ↗
| Skill | DC | Successes |
|---|---|---|
| Bluff Bluff You know how to tell a lie. View on Archives of Nethys ↗ | 35 | 3 |
| Heal Heal You are skilled at tending to wounds and ailments. View on Archives of Nethys ↗ | 35 | 3 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The primary caster can’t form short-term memories for the next 24 hours.
FailureWhat goes wrong if the ritual's skill checks fail — often dangerous, ranging from wasted effort to summoning a hostile creature or worse.Casting Occult Rituals ↗
The primary caster must succeed at a Will save or suffer the effects of the amnesia greater madness (see page 182). The amnesia lasts until removed, but can’t be removed, even by magic, until 2d6 days have passed.
Description
The casters weave the target’s name into a chant of nonsense rhyming stories for 6 hours, as they slowly extract the target’s memories into the urn as a purple mist. The target loses all but the first class level she ever gained (if any; this ritual doesn’t affect racial hit dice), immediately reducing or removing all level-dependent abilities as if the target were a 1st-level character. In addition to the loss of her class levels, the target suffers from total amnesia of the time in which she accrued those levels. The target can gain experience and accrue new levels, though she must adhere to all the same decisions she made previously with her missing levels (class, archetype, skills, feats, and so on), even if she can’t explain why she now makes such decisions. In some cases, she might do so without meeting the requirements, such as if her amnesia blocked an alignment change and she gained levels in a class with an alignment restriction she no longer met; in this case, she would gain the abilities but retain only those she would have as an ex-member of the class. The rule that she must adhere to all previous decisions has one exception: if the target is a psychic, she can gain the amnesiac archetype as long as she could otherwise take it.Destroying the receptacle instantly returns the lost levels to the target and reverses any amnesia. If the target became an amnesiac psychic, she loses the archetype as normal.