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AgitateSpell 1


EnchantmentMentalNonlethal
Source Pathfinder Lost Omens: Gods & Magic
Traditions Arcane, Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Duration varies
Saving Throw basic Will

You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn. The duration of this effect depends on the target's Will save. The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement.


Critical Success The spell has no effect.

Success The duration is 1 round.

Failure The duration is 2 rounds.

Critical Failure The duration is 4 rounds.


Heightened (+1) The damage increases by 2d8.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Enchantment

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

Mental

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

Nonlethal

Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.