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Waking NightmareFocus 1


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

You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save. If the target is Unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the Fleeing condition for 1 round in addition to the effects noted above.


Critical Success The target is unaffected.

Success The target is Frightened 1.

Failure The target is Frightened 2.

Critical Failure The target is Frightened 3.


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.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Mental

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