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SpellwrackSpell 6


AbjurationCurseForce
Source Pathfinder Core Rulebook
Traditions Arcane, Divine, Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Saving Throw Will

You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save.


Critical Success The target is unaffected.

Success Whenever the target becomes affected by a spell with a duration, the target takes 2d12 Persistent Force Damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the Persistent Damage; the curse and the Persistent Damage end after 1 minute.

Failure As success, but the curse and Persistent Damage do not end on their own.

Critical Failure As failure, but the persistent force damage is 4d12 Persistent Force Damage.


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.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Curse

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Force

Effects with this trait deal force damage or create objects made of pure magical force.