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Steal VoiceSpell 4


UncommonNecromancyCurseIncapacitation
Source
Traditions Arcane, Divine, Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Saving Throw Fortitude

You steal a creature's voice, rendering them mute. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. A creature that has no voice or can't speak is immune to this spell.


Critical Success The target is unaffected.

Success The target becomes voiceless until the end of its next turn. A voiceless creature can't speak, create vocal sounds, or take auditory actions (including supplying verbal or command components). As long as the target is voiceless, whenever you speak, you can choose to have your voice sound like either your voice or the target's voice.

Failure As success, but the duration is 1 minute.

Critical Failure As success, but the duration is permanent.


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.

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.

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.