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Shared NightmareFocus 4


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

Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become Confused, but which it'll be depends on the target's Will save.


Critical Success You are Confused for 1 round.

Success At the start of your next turn, you spend your first action with the Confused condition, then act normally.

Failure As success, but the target is affected instead of you, spending its first action each turn Confused. The duration is 1 minute.

Critical Failure The target is Confused for 1 minute.


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.

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.

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.

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.