Reinforce Campsite
Abjuration
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Ritual Level 4
- Casting Time
- 40 minutesRituals 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, M (flint and steel, tent), F (a set of magically attuned stones to encircle the campfire, worth at least 500 gp), SC (up to 5)V (Verbal): Spoken incantations, often chanted by all participants throughout the casting.S (Somatic): Precise ritual gestures performed during the casting.M (Material): Physical substances consumed by the ritual. Costly components are listed with their price.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 ↗
- Effect
- a 30-foot-radius areaHow 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
- 1 hour/character level of the primary casterHow 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 ↗
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 |
|---|---|---|
| Knowledge (nature) Knowledge You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study. View on Archives of Nethys ↗- Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts) - Dungeoneering (aberrations, caverns, oozes, spelunking) - Engineering (buildings, aqueducts, bridges, fortifications) - Geography (lands, terrain, climate, people) - History (wars, colonies, migrations, founding of cities) - Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) - Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin) - Nobility (lineages, heraldry, personalities, royalty) - Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic) - Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) | 24 | 2 |
| Survival Survival You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others. View on Archives of Nethys ↗ | 24 | 2 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The primary caster is exhausted.
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 campfire extends 200 feet into the air for 1 round, followed by a near-deafening booming noise. In addition to alerting any nearby creatures, this results in an 80% chance of attracting a random encounter if the ritual was performed in an outdoor environment.
Description
This ritual is cast as part of constructing a campsite. The primary caster and any secondary casters work to secure a 30-foot perimeter around a central campfire. The fire is ringed with ritualistic warding stones, which are required as foci to complete the ritual. These warding stones can be used only once every 7 days, though the primary caster can purchase additional sets of stones if she wishes to create multiple campsites during that time. If the ritual is successful, several effects occur for the duration of the ritual or until the primary caster decides to dispel the ritual (a full-round action).Alarm: If a living creature that was not within the area at the time of the ritual’s completion crosses into the affected area, an audible alarm sounds. The alarm lasts for 2 rounds and is sufficient to wake any creature resting in the campsite.
Defensive Ring: The outermost 5 feet of the area take on a roughened texture, counting as caltrops for any creature not within the area of the ritual when the ritual was cast.
Shelter: Creatures within the area of the ritual gain the benefits of endure elements (CL = character level of the primary caster). They also gain a +4 circumstance bonus on saving throws against weather effects.