🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Blistering InvectiveSpell 2


EnchantmentAuditoryEmotionFearMental
Source Pathfinder Advanced Player's Guide
Traditions Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature (Heightened (+2) - two additional creatures)
Saving Throw Will

A heap of insults and invectives spew from your mouth-words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 Persistent Fire Damage, and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save.


Critical Success The target is unaffected.

Success The target takes half the persistent fire damage.

Failure The target becomes Frightened 1 and takes the full persistent fire damage.

Critical Failure The target becomes Frightened 2 and takes double the persistent fire damage.


Heightened (+2) You can target two additional creatures, and the persistent damage increases by 2d6.


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.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

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.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Mental

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