Favorable ReviewSpell 4
Source Pathfinder #152: Legacy of the Lost God
Traditions Arcane, Occult
Cast (somatic, verbal)
Range touch
Target 1 creature
Duration varies
Saving Throw Will
You enchant a creature to ensure they have only good things to say about your show. Identify a single creature, location, or performance, such as "Dame Ellendia," "Savories Meats," or "the Theater of the Mind's latest magic show." The target must attempt Will save. You can Dismiss the spell.
Critical Success The target is unaffected and knows you tried to trick it.
Success The target is unaffected but thinks your spell was something harmless instead of favorable review, unless it identifies the spell (usually using Identify Magic).
Failure The target cannot speak unfavorably about the subject for 1 week. This doesn't change the target's opinion about the subject, but the target's attempts to speak ill of the subject-whether in speech, writing, or other communication-always twist into compliments and praise instead. The target likely becomes aware of this effect quickly and can avoid speaking about the subject entirely if they choose.
Critical Failure As failure, except the duration is permanent and the target genuinely holds a favorable opinion about the subject, with their attitude toward the creature (or creatures associated with the subject, such as the owner of a location or artists in a performance) becoming two degrees better (for example, Helpful instead of Indifferent.
Heightened (8th) The range increases to 60 feet and you can target up to 10 creatures.
Traits
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.
EnchantmentEffects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
IncapacitationAn 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.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.