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Discomfiting WhispersFocus 1


Uncommonโ€‹Animistโ€‹Auraโ€‹Focusโ€‹Misfortuneโ€‹Voidโ€‹
Source Pathfinder War of Immortals
Cast One Action
Area 5-foot emanation
Duration 1 minute
Saving Throw Will

You are surrounded by an aura of spiteful murmurings that incite bad luck and punish failure. Each creature that starts their turn within the area of this spell must succeed at a Will save or roll twice on their first attack roll that round and take the lower result. If an attack roll modified in this way results in a failure, the creature that rolled the failed attack takes 1d6 void damage.

Spell Effect: Discomfiting Whispers


Heightened (+2) The void damage dealt on a failure increases by 1d6.


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.

Animist

This indicates abilities from the animist class.

Aura

An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Pointsโ€”you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Misfortune

A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Void

Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.