SeparationRitual 9
Source Pathfinder Impossible Magic
Cast 1 week
Cost protective emblems worth a total value of 5,000 gp
Secondary Casters 3
Primary Check Religion (master) or Occultism (master)
Secondary Checks Society
Target 2 creatures who you know
Duration varies
You permanently separate two creatures from each other, splitting them as a lightning bolt severs a tree's trunk. Their paths bend around your meddling so that the powers of the universe and fate keep them apart. The two targets feel this as a constant subtle, magnetic push, though it's only once they approach the other closely that the feeling can't be overcome.
When you cast this ritual, select two creatures who you know. Each target can attempt a Will save against the higher of your class DC or spell DC if they are not willing. If either target succeeds at their save, the ritual fails. For the duration of this ritual, the targets cannot approach within 100 feet of each other. If an effect would attempt to force them together, the ritual attempts to counteract that effect. If it fails to counteract it, the ritual ends.
Creatures separated from each other must attempt a DC 5 flat when they target the other creature with an attack or spell, even if it is a ranged attack. On a failure, their action is lost.
Critical Success As success, but the ritual lasts for 1 year.
Success You ward the affected creatures from each other. This ritual lasts for 1 month.
Failure You fail to bend the fates of the targets away from each other.
Critical Failure You accidentally intertwine your fate with those of the targets. For the next year, whenever you start your turn within 100 feet of one of the targets, you must spend at least one action per turn moving closer to them. If you are adjacent to one of the targets at the start of your turn, you must spend an action that turn doing nothing but looking at them. If you start your turn within 100 feet of both targets, these effects are cumulative, so you must spend one action moving toward one target and then another action moving toward the other.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
IncapacitationAn ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.