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FearSpell 1


EnchantmentEmotionFearMental
Source Pathfinder Core Rulebook
Traditions Arcane, Divine, Occult, Primal
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Duration varies
Saving Throw Will

You plant fear in the target; it must attempt a Will save.


Critical Success The target is unaffected.

Success The target is Frightened 1.

Failure The target is Frightened 2.

Critical Failure The target is Frightened 3 and Fleeing for 1 round.


Heightened (3rd) You can target up to five creatures.


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.

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.