🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ephemeral HazardsFocus 4


IllusionMentalVisual
Source Pathfinder Lost Omens: Gods & Magic
Cast Three Actions (material, somatic, verbal)
Range 60 feet
Duration 1 minute
Saving Throw Will

You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by-10-foot spaces within range. The hazards are merely a mental projection, and a creature receives a Will save each time it touches a hazard or is occupying one's space at the start of its turn. Depending on the result, the creature takes 4d6 mental damage and might have difficulty moving through the area. A creature can take this damage only once per turn, even if it moves through several hazards. Choose bludgeoning, slashing, piercing, acid, cold, electricity, fire, or sonic damage when you cast ephemeral hazards; resistances and weaknesses to those damage types apply if the target thinks they do, as judged by the GM. You can freely choose the appearance and damage type of each hazard as long as its appearance reflects the type of damage it deals (for instance, a hazard that deals piercing damage might take the form of sharpened spikes).


Critical Success The creature is unaffected by the hazards and no longer needs to attempt Will saves against them.

Success The creature realizes the hazards aren't real but still takes half damage from them; on future Will saves against the hazards, the creature continues to use this result unless it rolls a critical success.

Failure The target takes full damage and treats the square as difficult terrain.

Critical Failure The target takes double damage and cannot pass through a square containing a hazard.


Heightened (+1) The damage increases by 1d6.


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.

Illusion

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.

Mental

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

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.