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Quivering PalmFocus 8


UncommonNecromancyIncapacitationMonk
Source Pathfinder Core Rulebook
Cast Two Actions (somatic, verbal)
Duration 1 month
Saving Throw Fortitude

Make a melee unarmed Strike. If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the auditory and concentrate traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save.

If you cast quivering palm again, the effects of any quivering palm you had previously cast end.


Critical Success The target survives, the spell ends, and the target is then temporarily immune for 24 hours.

Success The target is Stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours.

Failure The target is Stunned 3 and takes 80 damage. The spell's duration continues, but the target is then temporarily immune for 24 hours against being killed by quivering palm.

Critical Failure The target dies.


Heightened (+1) The damage increases by 10 on a failure, or 5 on a success.


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.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

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.

Monk

Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.