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Horrifying Blood LossSpell 2


UncommonEnchantmentCurseEmotionFearMental
Source Pathfinder #181: Zombie Feast
Traditions Arcane, Divine, Occult
Cast One Action (verbal)
Range 30 feet
Target 1 creature taking bleed damage
Duration varies
Saving Throw Will

You curse the target, filling it with terror at the loss of its blood. The target must attempt a Will save.


Critical Success The target is unaffected.

Success The target is Frightened 1.

Failure The target is Frightened 2. Until it stops bleeding, its frightened value can't decrease below frightened 1.

Critical Failure As failure, but the target is Frightened 3.


Heightened (4th) You even terrify witnesses with the copious quantities of blood. You can target up to four creatures as secondary targets. These secondary targets don't need to be bleeding but must be able to see the primary target. Secondary targets must also attempt Will saves, with the same results, except their restriction on decreasing their frightened value depends on whether the primary target is still bleeding.


Traits

Uncommon

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.

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.

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.