The Viridian Transcendence
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Ritual Level 8
- Casting Time
- 80 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 (a gemstone lens worth at least 10,000 gp), 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.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
- touchHow far the ritual's effect reaches from the primary caster, measured like a spell's range.Spell rule: Range ↗Casting Occult Rituals ↗
- Target
- primary and secondary castersHow 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
- instantaneousHow 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
- noneIf 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 |
|---|---|---|
| Knowledge (arcana) 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) | 30 | 2 |
| Knowledge (planes) 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) | — | 1 |
| Knowledge (religion) 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) | 30 | 1 |
| Perform Perform You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks. View on Archives of Nethys ↗Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small sample of which is provided for each category below. - Act (comedy, drama, pantomime) - Comedy (buffoonery, limericks, joke-telling) - Dance (ballet, waltz, jig) - Keyboard instruments (harpsichord, piano, pipe organ) - Oratory (epic, ode, storytelling) - Percussion instruments (bells, chimes, drums, gong) - String instruments (fiddle, harp, lute, mandolin) - Wind instruments (flute, pan pipes, recorder, trumpet) - Sing (ballad, chant, melody) | 30 | 4 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The primary caster takes 4d6 points of damage and is exhausted. Each secondary caster takes 2d6 points of damage.
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 casters are instantly teleported to area C3 of the Glorious Approach to the Temple of the Peacock Spirit and are inflicted with 1 temporary negative level. (At your discretion, if not all the PCs are involved in casting the ritual, you can instead replace this failure effect with every caster being inflicted with 2 temporary negative levels, so that you don’t have to split the party between area C3 and wherever else on Golarion they may have been when they performed the ritual.)
Description
The primary caster draws the symbol of the Peacock Spirit—a peacock feather with an open eye in the middle—on the floor as the secondary casters stand in a circle around him. The secondary casters join hands around the primary caster, who must perform the praises of the Peacock Spirit (traditionally, hymns and dances that focus on tripartite union of mind, body, and soul). The secondary casters can lend their voices, but they must be in perfect harmony.As the chants reach their peak, and assuming the casters successfully perform the ritual, a burst of blue-green energy issues forth from the primary caster, engulfing the secondary casters. At this moment, the primary caster must decide whether to use the successful ritual to travel to the Temple of the Peacock Spirit or to infuse the energies into one of the secondary casters to grant them the viridian escape.
Temple Travel: If the primary caster chooses this option, he and all of the secondary casters are teleported, as if via word of recall, to area B1 of the Cloister of Cerulean Languor (see page 13). Characters unable to fit in that area are left behind, as chosen by the primary caster. A creature can benefit from this effect as many times as it participates in a successful ritual.
Viridian Escape: The imbued secondary caster can use word of recall once as a swift action. When she activates this ability, she vanishes in a puff of bright blue-green smoke and reappears at the location at which she was imbued with this effect. A creature can be granted the viridian escape only once in its lifetime.