Unfathomable SongSpell 9
Source Pathfinder Core Rulebook
Traditions Occult
Cast (somatic, verbal)
Range 120 feet
Target up to 5 creatures
Duration sustained up to 1 minute
Saving Throw Will
Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you Sustain this Spell each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell.
Critical Success The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute.
Success The target is unaffected this round, but it can be affected on subsequent rounds.
Failure Roll 1d4 on the table below.
Critical Failure Roll 1d4+1 on the table below.
Result | Effect |
---|---|
1 | The target is Frightened 2 |
2 | The target is Confused for 1 round |
3 | The target is Stupefied 4 for 1 round |
4 | The target is Blinded for 1 round |
5 | The target is Stunned for 1 round and Stupefied 1 for an unlimited duration |
Traits
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.
EnchantmentEffects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
AuditoryAuditory 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.
EmotionThis 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.
FearFear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
IncapacitationAn 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.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.