🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Celestial AccordSpell 1


UncommonEnchantmentEmotionGoodMental
Source Pathfinder #183: Field of Maidens
Traditions Divine, Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 2 creatures that each have an unfriendly or worse attitude toward the other
Duration 1 minute
Saving Throw Will

You intervene in a heated disagreement between two creatures, encouraging them to put aside their differences and find some common ground. The emotional heat of the prior moment becomes only a memory. Each target must make a Will save. A creature currently engaged in combat can't get a result worse than success, and a target that is subject to hostility from any other creature ceases to be affected by celestial accord.


Critical Success The creature is unaffected.

Success The creature is filled with doubt about its own intentions and feels an urge to cooperate with the other. It has a -2 status penalty to attack rolls against the other target for 1 round.

Failure The creature can't make hostile actions against the other target and its attitude toward the other target improves to indifferent for the spell's duration.

Critical Failure As failure, but the creature's attitude toward the other target improves to friendly for the duration and is indifferent thereafter (until something happens to change that attitude normally).


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.

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.

Good

Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.

Mental

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