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Dread AmbienceRitual 5


UncommonEnchantmentConsecrationEmotionFearMental
Source Pathfinder Secrets of Magic
Cast 2 days
Cost candles, specialty salts, and rare herbs worth 80 gp total;
Secondary Casters 1
Primary Check Arcana or Occultism (expert)
Secondary Checks Deception
Target 1 square mile
Duration 1 year

In some places, it always feels like something is observing you, as if the very land doesn't want you there. Hostile creatures skitter about in the underbrush. Tendrils of mist try to lead you stray. Even the scent of the place is unwelcoming. Sometimes, this eerie atmosphere is a natural occurrence. Other times, it's the result of the dread ambience ritual.

To create this unwelcoming, intimidating aura, you must prepare the area with salts and herbs, traveling the entire edge of the area throughout the casting.

After you complete your ritual, anyone who enters the area receives a status penalty to saving throws against fear effects within the dread ambience.


Critical Success The sense of dread is particularly powerful. Every creature in an area takes a -2 status penalty to saving throws against fear effects. Spell Effect: Dread Ambience (Critical Success)

Success The dread ambience succeeds. Every creature in the area takes a -1 status penalty to saving throws against fear effects. Spell Effect: Dread Ambience (Success)

Failure The dread ambience fails.

Critical Failure The dread ambience fails, and the casters take a -1 status penalty to all Will saves for the next week. Spell Effect: Dread Ambience (Critical Failure)


Heightened (7th) The dread ambience costs 750 gp and remains in place for 10 years.

Heightened (9th) The dread ambience costs 5,000 gp and remains in place for an unlimited duration.


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.

Consecration

A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.ation

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.