Astral LabyrinthSpell 9
Source Pathfinder #156: The Apocalypse Prophet
Traditions Arcane, Divine, Occult
Cast (somatic, verbal)
Area 80-foot burst
Range 120 feet
Duration 1 day
Saving Throw Will
You connect the entire area with an invisible maze of astral energy that interferes with dimensional and mental magic. Choose a point in the area that you can see when you cast this spell. Objects other than force effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical mental effects targeting or including anyone other than the caster in the area, though it has no effect on mental effects that began outside the area or before the spell was cast.
In addition, any creature that tries to depart or arrive in a location in the area by teleportation or extradimensional travel (including extradimensional spaces) must attempt a Will saving throw. Summoned creatures must attempt the save when they are summoned, but not when the summoning ends.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Stunned 1, you are mentally alerted that something has failed its save against this spell, and the creature arrives in the empty space closest to the point you chose instead of its intended destination.
Critical Failure The creature is Stunned 3, you get a mental glimpse of its appearance, and the creature arrives in the empty space closest to the point you chose instead of its intended destination.
Heightened (10th) You and creatures transported by your spells can't get a result worse than success on the saving throw to teleport into or out of the area.
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.
AbjurationEffects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.
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 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.