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Compel True NameSpell 4


RareEnchantmentAuditoryIncapacitationLinguisticMentalTrueName
Source Pathfinder Secrets of Magic
Traditions Arcane, Divine, Occult, Primal
Cast Two Actions (verbal)
Range 30 feet
Target 1 creature whose true name you know
Duration varies
Saving Throw Will

You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the linguistic trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. The target must attempt a Will saving throw.


Critical Success The target is unaffected, is temporarily immune to further castings of this spell by you for 1 week, and learns your true name.

Success The target is unaffected, is temporarily immune to further castings of this spell by you for 1 day, and learns a fragment of your true name.

Failure The target does as you command. The spell has a duration of 10 minutes, or until the target has completed a finite instruction or the instructions become selfdestructive. The creature is temporarily immune to further castings of this spell by you for 1 hour.

Critical Failure As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.

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.

Linguistic

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Mental

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

TrueName

Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them.