Unseen Heralds

Ritual 3RitualUncommon1 dayLegacy
Costrare oils, salts, and herbs worth a total value of 15 gp
Area100-foot square
Duration1 year
Primary CheckArcana or Occultism (expert)
Secondary Casters2
Secondary ChecksArcana or Occultism (whichever isn't used for the primary check), Diplomacy

Although this spell has spread throughout the Inner Sea, it likely came first from Nex, where it is used to raise alarms or notify the populace of new policies. In any case, the ritual works by placing several simple illusions throughout the area, allowing the caster to transmit their voice throughout the area.


Critical Success The ritual creates six 'mouths', like Embed Message, at places you select within the area. By spending a single action with the concentrate trait, you can command the mouths to speak—they can say anything you like, and you can set them to repeat messages or announcements at any interval you choose. You can also choose to have only certain mouths speak. Any secondary casters you include in the ritual, even beyond the two required, can speak through the mouths in the same way you can.

Success As critical success, but the ritual creates three mouths.

Failure The ritual has no effect.

Critical Failure The mouths form, and promptly start screaming, gibbering, and/or swearing at passers-by—it is impossible to get any rest or relaxation within hearing range of the mouths until their magic wears out in about a day.


Heightened (6th) The area of the ritual is now 1 mile × 1 mile and it produces 30 mouths (60 on a critical success). The cost of the ritual increases to 300 gp.

Heightened (9th) The area of the ritual is now 100 miles × 100 miles and it produces 500 mouths (1000 on a critical success). You can place mouths based on criteria. The cost of the ritual increases to 5,000 gp.

Traits

Attack

An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.