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Veil of Broken RealitySpell 10


Unique​Concentrate​Impossible​Manipulate​Mental​
Source Pathfinder Impossible Magic
Traditions Arcane, Divine, Occult
Cast Three Actions
Cost a mile-long length of dream spider silk infused with the essence of the Maelstrom
Range 5 feet
Duration 24 hours
Saving Throw Will

Area 100-mile burst

You conceal reality, letting time proceed, though none perceive it. Whenever a creature enters the area or starts its turn in the area, the creature must attempt a Will saving throw. A creature of 16th level or lower automatically critically fails. You can designate up to 10 creatures to be immune from this part of the spell. Regardless of the result, the creature becomes temporarily immune for the remainder of the duration.

When this spell ends, all events that took place within the area are wiped from the memories of all creatures everywhere (including yourself and other excluded creatures), all records of the events are erased, and all attempts to receive any information about the events are automatically negated. Only an impossible spell specifically crafted for seeing a particular event can retrieve any knowledge of the events that took place.


Critical Success The creature automatically learns you're the spell's caster, your current location, and the effect of the spell.

Success The creature is Slowed 1 and knows you're the spell's caster.

Failure The creature is slowed 1 and can't use reactions.

Critical Failure The creature is Slowed 3 and can't use reactions. When you Fuel Veil of Broken Reality, you cast freeze time without expending a spell slot.


Lethologic Mark You become unremarkable in presence and sometimes slip outside of reality altogether. Those you meet forget your name and identity 1 hour after they leave your presence. Those who already knew you must succeed at a DC 5 flat each morning; on a failure, they forget you and your identity until the next morning. If they forget you 3 days in a row, the effect lasts until the lethologic mark is removed. To heal this mark, you—or those willing to assist you—must learn and speak five of your true names successively, knowledge that has been scattered to the far corners of the Dimension of Time.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Impossible

All impossible spells have the impossible trait, which labels them as spells that can be cast only once in a creature's existence. After casting a spell with the impossible trait, the same creature can't cast any spell with the impossible trait ever again. An hour after casting the spell, the caster starts experiencing the consequences detailed under the spell's lethologic mark entry. The entry also includes how the effects of the mark can be healed. Spells with this trait are also more difficult to counteract. Any counteract check against the spell gets an outcome one degree of success worse than was rolled, and any effect that would automatically counteract the spell fails. Spellshape effects cannot be applied to impossible spells.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.