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Dull AmbitionSpell 4


EnchantmentCurseMentalMisfortune
Source Pathfinder Advanced Player's Guide
Traditions Arcane, Divine, Occult
Cast Two Actions (somatic, verbal)
Range 120 feet
Target 1 creature
Duration varies
Saving Throw Will

You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save.


Critical Success The target is unaffected.

Success For 1 hour, the target rolls twice and uses the lower result on initiative rolls.

Failure For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity.

Critical Failure As failure, but the duration is unlimited.


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.

Curse

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Mental

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

Misfortune

A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.