Sever Spirit
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 6
- Casting Time
- 60 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 (salt mixed with the cremated remains of a family member or former friend), F (a set of 43 holy symbols belonging to at least 10 different deities), SC (up to 8)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 ↗
- Target
- one animal companion, eidolon, kami ward, or phantom (see text)How 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
- permanentHow 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 negates, see textIf 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
- noWhether 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 |
|---|---|---|
| Intimidate Intimidate You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess. View on Archives of Nethys ↗ | 34 | 2 |
| Knowledge (local) 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) | 34 | 3 |
| Sense Motive Sense Motive You are skilled at detecting falsehoods and true intentions. View on Archives of Nethys ↗ | 34 | 1 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
All casters take 3d6 points of damage and are sickened for 1 hour.
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 requires twice as much food and water as a normal creature of its species for 1 year (this is a curse effect, and it can be removed with remove curse and similar effects).
Description
By reciting false litanies associated with the various deities represented among the holy symbol foci, the primary caster shakes the unseen spiritual pillars of the mortal world. This ritual has no visible effect to mortal eyes, but it creates a powerful rending cut in the world of spirits. By successfully completing this ritual, the caster can achieve one of two goals: severing a kami from its ward, or untethering a bound companion.Sever Kami Ward: Successfully completing the ritual forces the ward’s kami to attempt a Will save (use the kami’s Will save in the case of targeting its ward). On a failed save, the kami loses its connection with its ward. This functions as if the kami’s ward were destroyed: the kami cannot merge with its ward, it loses its fast healing, and it is permanently sickened. Many kami suffering from this cruel fate transform into malicious oni.
Untether Companion: Successfully completing the ritual forces the creature whose animal or spiritual companion, such as an eidolon or phantom, was targeted to attempt a Will save. Failing this save causes the creature to lose its bond with the targeted animal companion or spirit. An animal companion severed in this manner retains its abilities and statistics, but it gains an intense loathing for its former master. In the case of eidolons or phantoms, the severed companion gains the unfettered eidolon template or becomes an unfettered phantom with the appropriate Hit Dice. For creatures with animal companions, this functions as if the creature’s companion had been slain, allowing the target to gain a new companion. For creatures with bonded spirits (such as spiritualists), the means of gaining a new companion are left to the GM’s discretion.