Unwavering Vigilance
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.
Many divination spells have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
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 (one golden thread worth 1,000 gp for each caster), F (a miniature doll made from golden thread and gemstones worth at least 25,000 gp), SC (at least 4 and 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
- all 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
- 1 day/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 ↗
- Saving Throw
- none (harmless)If 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 (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) | 33 | 3 |
| Perception Perception Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. View on Archives of Nethys ↗ | 33 | 3 |
| Sense Motive Sense Motive You are skilled at detecting falsehoods and true intentions. View on Archives of Nethys ↗ | 33 | 2 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
All casters take 6d6 points of damage. Additionally, they gain 1 temporary negative level and become 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 ↗
All casters gain 1 permanent negative level.
Description
As the ritual begins, the secondary casters each hold one end of their golden threads while the other is tied to the doll. The secondary casters stretch both arms out toward each other and rhythmically chant their common values (this often involves cult or guild members repeating membership vows). The primary caster ties the doll to her wrist with her golden thread. She then approaches each of the secondary casters in turn and touches them on the forehead with the focus doll. Unlike with normal occult rituals, adding more than four secondary casters does not increase the bonus those casters provide to the ritual’s required skill checks.Upon successful completion of the ritual, each caster’s golden thread snaps. One half of each snapped thread melds into the caster and the other half melds into the focus doll (which can’t be used as a focus for this ritual again until the duration expires). Each caster gains the effects of a status spell in regard to each other caster. Additionally, whenever any caster is wounded, unconscious (except for normal sleeping), dying, or poisoned, any of the casters can, as a free action, use greater teleport to travel to that individual as long as they are on the same plane. If the destination caster is in combat, any teleporting casters roll and enter initiative on the next round, unless they have some other reason to be ready to enter the fray sooner (for example, if they were scrying on the destination caster). A caster can greater teleport via this ritual up to once per day.