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Aromatic LureSpell 4


RareEnchantmentEmotionIncapacitationMental
Source Pathfinder Lost Omens: Legends
Traditions Arcane, Occult
Cast Two Actions (somatic, verbal)
Range 60 feet
Target 1 creature
Duration Varies
Saving Throw Will

You override a target's olfactory senses, luring them to a specific location through tantalizing false scents. Select a single square within range that is not hazardous or occupied by a creature. The target is drawn to the selected location, becoming euphoric upon arrival. The target must attempt a Will save.


Critical Success The target is unaffected.

Success The target is distracted by the tantalizing scents, becoming Stupefied 1 for 1 round.

Failure The target is Stupefied 2 and moves toward the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way.

Critical Failure The target is Stupefied 4 and moves to the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. If the creature reaches the destination, it must remain in that location for 1d4 rounds but can otherwise act normally.


Heightened (+2) You target 1 additional creature, selecting a different square within range as their destination.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.

Emotion

This 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.

Incapacitation

An 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 level 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.

Mental

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