🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

ParanoiaSpell 2


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

You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.


Critical Success The target is unaffected.

Success The target believes everyone it sees is a potential threat. It becomes Unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.

Failure As success, but the effect lasts 1 minute.

Critical Failure As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.


Heightened (6th) You can target up to 5 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.

Illusion

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.

Mental

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