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ParalyzeSpell 3


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

You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.


Critical Success The target is unaffected.

Success The target is Stunned 1.

Failure The target is Paralyzed for 1 round.

Critical Failure The target is Paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.


Heightened (7th) You can target up to 10 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.

Incapacitation

An 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.

Mental

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