🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Annunciation of the Outer GateSpell 3


RareAuditoryConcentrateMental
Source Pathfinder Lost Omens Rival Academies
Traditions Divine, Occult
Cast Two Actions
Area 30-foot emanation
Duration 10 minutes (see text)
Saving Throw Will

You announce yourself in the name of certain grim pacts that predate mortal life. This is not a compulsion, but rather an invitation of sorts. The invitation is understood by creatures in the area with telepathy and any who understand Aklo, Chthonian, Empyrean, Fey, or Utopian.

Those who accept the invitation cannot take hostile action against others who agreed until 10 minutes pass and can communicate telepathically with them during that time. This effect ends immediately if any hostile action is taken against a creature that agreed.

Those creatures who decline the choice or do not understand it must attempt a Will save.


Critical Success Nothing happens.

Success The creature is Frightened 1. If it understood the invitation, its frightened status doesn't decrease at the end of any turn in which it damaged a creature that agreed to the invitation.

Failure As success, but the creature is Frightened 2.

Critical Failure As success, but the creature is Frightened 3.


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.

Auditory

Auditory 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.

Concentrate

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

Mental

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