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TameCantrip 1


EnchantmentAuditoryCantripMental
Source Pathfinder Secrets of Magic
Traditions Occult, Primal
Cast Two Actions (somatic, verbal)
Range 10 feet
Target 1 non-hostile domesticated animal
Duration 1 minute
Saving Throw Will

As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target's attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day.

This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM.


Heightened (3rd) The duration becomes 10 minutes.

Heightened (6th) The duration becomes 1 hour.


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.

Cantrip

A spell you can cast at will that is automatically heightened to half your level rounded up.

Mental

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