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Roar of the WyrmFocus 4


EnchantmentAuditoryClericEmotionMental
Source Pathfinder Lost Omens: Gods & Magic
Cast Two Actions (somatic, verbal)
Area 30-foot emanation
Duration varies
Saving Throw Will

You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures.

The impressive roar grants you a +2 circumstance bonus to Diplomacy checks for 10 minutes against dragons that were in the area at the time of casting. All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a fear effect.

Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the dragon trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 3 and Fleeing for 1 round.


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.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Cleric

This indicates abilities from the cleric class.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Mental

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