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ParchFocus 1


EvocationAirCleric
Source Pathfinder Lost Omens: Gods & Magic
Cast Two Actions (somatic, verbal)
Range 60 feet
Target 1 creature
Saving Throw basic Fortitude

Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the water trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch.

If a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the water trait or are made primarily of liquid, as well as affected creatures that can't drink, can end the effect as a two-action activity, which has the concentrate trait.


Critical Success The target is unaffected.

Success The target takes a -1 status penalty to its checks and DCs for 1 round.

Failure The target takes a -1 status penalty to its checks and DCs for 1 minute.

Critical Failure The target takes a -2 status penalty to its checks and DCs for 1 minute and is Dazzled as long as it has this penalty.


Heightened (4th) You can target up to 4 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.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.

Cleric

This indicates abilities from the cleric class.