🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Mind GamesSpell 2


UncommonEnchantmentMental
Source Pathfinder #169: Kindled Magic
Traditions Arcane, Occult
Cast Two Actions (somatic, verbal)
Cost 3 gp game piece focus
Range 30 feet
Target 1 creature
Duration sustained up to 1 minute
Saving Throw Will

You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts another Will save.


Critical Success You are Stunned 1 and the spell ends.

Success The target is unaffected.

Failure The target is stunned 1.

Critical Failure The target is Stunned 2.


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.

Mental

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