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Eject SoulFocus 1


NecromancyClericIncapacitation
Source Pathfinder Lost Omens: Gods & Magic
Cast Two Actions (somatic, verbal)
Range touch
Target 1 living creature that has a soul
Saving Throw Fortitude

Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw.


Success The target is unaffected.

Failure The target is Stunned 1 as its soul briefly loses its connection to its body.

Critical Failure The target's soul exits its body for 1 round. The target's body becomes Stunned. While its body is stunned in this way, the target remains fully aware in soul form; it simply can't consciously move its body (though the body makes basic instinctual defensive movements). The target's soul has the incorporeal trait, is Invisible, and has a fly Speed of 60 feet. It can't attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target's body ceases being stunned, the target's soul instantly returns to its body as the target wakes.


Heightened (+3) If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round.


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.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Cleric

This indicates abilities from the cleric class.

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.