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Behold the WeaveSpell 3


DivinationIncapacitationPrediction
Source Pathfinder Dark Archive
Traditions Divine, Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Duration 1 round
Saving Throw Will

You behold the many timelines that weave around a creature, and in so doing, you make one more likely to occur. The target must attempt a Will save.


Critical Success You can make neither heads nor tails of the target's timeline, and the target is unaffected.

Success The target must commit to a single action that it will take at some point during its next turn: "Stride toward Valeros," "Cast shield," "Strike at Amiri with my jaws." That action is now locked in, and the creature must attempt it, even if the situation has changed-if the creature stated that it would Strike at Amiri with its jaws, it must try to do so. If the creature is entirely unable to fulfill the action it committed to-for instance, if it had only 1 action left and Amiri was out of the range of its jaws Strike-it loses the last action of its turn as it reels in a temporal paradox. The creature can choose to lock in a 2- or 3-action activity if it prefers to do so, but if it does, it loses all the associated actions if it can't perform the activity on its turn. If the situation changes oddly (perhaps the creature is forcibly teleported away and has no idea which direction is "toward Valeros" any longer), the GM determines what happens.

Failure As success, but the creature must commit at least two of its actions for the next turn-"I will Stride toward Valeros and then Strike with my claws." All of these actions are similarly locked in and can't be changed, but the creature can take them in any order.

Critical Failure As failure, but the creature must commit all of its actions for the next turn.


Heightened (7th) Instead of affecting a single target, the spell affects all enemies within a 30-foot emanation.


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.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

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.

Prediction

Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.