๐Ÿ” 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Eject SoulFocus 1


Uncommonโ€‹Clericโ€‹Concentrateโ€‹Focusโ€‹Incapacitationโ€‹Manipulateโ€‹
Source Pathfinder Lost Omens Divine Mysteries
Cast Two Actions
Range touch
Target 1 living creature that has a soul
Saving Throw Fortitude

Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw.


Success The target is unaffected.

Failure The target is Stunned 1 as its soul briefly loses its connection to their body.

Critical Failure The target's soul exits its body and the target's body becomes stunned for 1 round. While their body is stunned in this way, the target remains fully aware in soul form; they simply can't consciously move their body (though the body makes basic instinctual defensive movements). The target's soul has the incorporeal trait, is Invisible, and has a fly Speed of 60 feet. It can't attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to the target's body. When the target's body ceases being stunned, the target's soul instantly returns to their body as the target wakes.


Heightened (+3) If a willing ally chooses to critically fail, they can stay in soul form for 1 additional round.


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.

Cleric

This indicates abilities from the cleric class.

Concentrate

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

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.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

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.