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Wilding WordCantrip 1


UncommonEnchantmentCantripHexWitch
Source Pathfinder Advanced Player's Guide
Cast One Action (verbal)
Range 30 feet
Target 1 animal, fungus, or plant
Duration Sustained up to 1 minute
Saving Throw Will

With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.


Critical Success The target is unaffected.

Success When the target attempts an attack roll or skill check that would harm you, it takes a -2 status penalty to its roll.

Failure As success, but the target also becomes Sickened 1 each time it damages you.

Critical Failure As success, but the target also becomes Sickened 2 each time it damages you.


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.

Cantrip

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

Hex

A hex is a type of focus spell a witch can cast.

Witch

This indicates abilities from the witch class.