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AgitateSpell 1


ConcentrateManipulateMentalNonlethal
Source Pathfinder Lost Omens Divine Mysteries
Traditions Arcane, Occult
Cast Two Actions
Range 30 feet
Target 1 creature
Duration varies
Saving Throw Will

You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage at the end of its turn. The GM might decide to add additional move actions to the list for creatures that possess only a more unusual form of movement. The duration of this effect depends on the target's Will save.


Critical Success The spell has no effect.

Success The duration is 1 round.

Failure The duration is 2 rounds.

Critical Failure The duration is 4 rounds.


Heightened (+1) The damage increases by 2d8.


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Mental

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

Nonlethal

Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.