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Crisis of FaithSpell 3


EnchantmentMental
Source Pathfinder Core Rulebook
Traditions Divine
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Saving Throw Will

You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.

To many deities, casting this spell on a follower of your own deity without significant cause is anathema.


Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage; if the target can cast divine spells, it's Stupefied 1 for 1 round.

Critical Failure The target takes double damage, is Stupefied 1 for 1 round, and can't cast divine spells for 1 round.


Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).


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.

Mental

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