Veil Structure
IllusionIllusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. ( GlamerA glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.)
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 half-gallon of water from a fresh spring and a potion of invisibility), F (a pair of mithral pitchers and two golden aspergillums, worth 25,000 gp total), SC (at least 4 and up to 12)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 ↗
- Area
- one 20-ft. cube/character level of the primary casterHow 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
- permanent (D)How 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 disbelief (if interacted with)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 | ||
|---|---|---|---|---|
Choose one:
|
32 | 4 | ||
| Spellcraft Spellcraft You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast. View on Archives of Nethys ↗ | 32 | 2 | ||
| Sleight of Hand Sleight of Hand Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. View on Archives of Nethys ↗ | 32 | 2 |
BacklashHarm or strain the casters suffer simply from performing the ritual, regardless of whether it ultimately succeeds.Casting Occult Rituals ↗
The primary caster takes 1 permanent negative level.
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 cannot be targeted by any beneficial glamer effects (such as invisibility) for 1 year (this is a curse effect, and can be removed with remove curse and similar effects).
Description
The primary caster starts this ritual by placing the fresh spring water in one of the mithral pitchers and the potion of invisibility within the other. The caster then mixes the components of the two pitchers by pouring the water into the pitcher that holds the potion and then transferring the mixed contents back into the pitcher that initially held the water. She then repeats this transference between pitchers six more times, before handing one of the pitchers to one of the secondary casters. In complete silence, the primary caster and the chosen secondary caster use the aspergillums to splash the mixture on a building or structure they wish to veil, which must be no larger than the ritual’s area. If the building or structure is in a natural environment, the casters must attempt Knowledge (nature) checks for the ritual. If the building or structure is in an urban environment, they must attempt Knowledge (local) checks.Upon the successful completion of the ritual, the building is veiled, and it appears as if the area were devoid of anything but its natural or urban setting. All of the ritual casters are still able to see the faintest outline of the building and interact with it normally. The primary caster also gains the ability to grant up to 10 creatures per day that she touches the ability to see the faintest outline of the building for a 24-hour period.