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Weaponize SecretFocus 4


RareDivinationClericMental
Source Pathfinder Dark Archive
Traditions Divine
Cast Two Actions (somatic, verbal)
Range 60 feet
Target up to 3 creatures
Duration 1 minute or until discharged
Saving Throw Will

You understand that holding a secret is in itself a kind of power. Each target must attempt a Will save.


Success The target is unaffected.

Failure A rune symbolizing a secret the target is keeping (at the GM's discretion) appears floating in front of you. If that creature attempts a Strike or spell attack against you while you hold their secret, you can discharge the rune as a reaction to deal 7d6 mental damage to the creature.

Critical Failure As failure, but the target becomes convinced you know their secret and takes 1d6 Persistent mental Damage from worry. If the rune with the secret is discharged while the creature is still taking the persistent mental damage, the persistent mental damage immediately ends.


Heightened (+1) The mental damage increases by 2d6, and the persistent mental damage on a critical failure increases by 1.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Cleric

This indicates abilities from the cleric class.

Mental

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