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MirecloakSpell 5


UncommonDivinationMental
Source Pathfinder #171: Hurricane's Howl
Traditions Divine, Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target up to 4 creatures
Duration up to 1 minute
Saving Throw Will

You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to Stealth checks, both only while the target is in dim light or darkness.

If a creature deals damage in melee to or touches a cloaked creature, the cloak wraps around the attacker, temporarily connecting the psyches of the cloaked creature and the attacker and violently prying a random piece of interesting information from the attacker's mind. The attacker takes 2d8 mental damage and must attempt a Will save.

Afterward, the spell ends for the cloaked creature, and the attacker is temporarily immune to mirecloak for 24 hours.


Critical Success The attacker is unaffected.

Success The attacker takes half damage.

Failure The attacker takes full damage and is Sickened 1. In addition, the cloaked creature gleans a piece of information from the attacker's mind. The details and extent of this information are at the GM's discretion.

Critical Failure As failure, but the attacker takes double damage and is Sickened 2.

Spell Effect: Mirecloak


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.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Mental

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