🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Draw IreSpell 1


ConcentrateEmotionManipulateMental
Source Pathfinder Secrets of Magic
Traditions Arcane, Occult
Cast Two Actions
Range 120 feet
Target 1 creature
Duration 1 minute
Saving Throw Will

You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw.


Critical Success The target is unaffected.

Success The target takes half damage and the penalty. The spell ends at the end of the target's next turn. Spell Effect: Draw Ire (Success)

Failure The target takes full damage and the penalty.

Critical Failure The target takes double damage, and the status penalty is -2.

Spell Effect: Draw Ire


Heightened (+1) The damage increases by 1d10.


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.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

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.