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Blind AmbitionFocus 1


UncommonEnchantmentClericEmotionMental
Source Pathfinder Core Rulebook
Cast Two Actions (somatic, verbal)
Range 60 feet
Target 1 creature
Duration 10 minutes
Saving Throw Will

You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.


Critical Success The target is unaffected.

Success The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a Suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.

Failure As success, but the penalty is -2.

Critical Failure The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.


Traits

Uncommon

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.

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.

Cleric

This indicates abilities from the cleric class.

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.

Mental

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