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

Ephemeral HazardsFocus 4


Uncommon​Cleric​Concentrate​Focus​Illusion​Manipulate​Mental​Visual​
Source Pathfinder Lost Omens Divine Mysteries
Cast Three Actions
Area 10-foot square
Range 60 feet
Duration 1 minute
Saving Throw Will

Area (continued) four 10-foot-by-10-foot spaces


You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by–10-foot spaces within range. The hazards are merely a mental projection, and a creature receives a Will save each time it touches a hazard or is occupying one's space at the start of its turn. Depending on the result, the creature takes 4d6 mental damage and might have difficulty moving through the area. A creature can take this damage only once per turn, even if it moves through several hazards. Choose bludgeoning, slashing, piercing, acid, cold, electricity, fire, or sonic damage when you Cast ephemeral hazards; resistances and weaknesses to those damage types apply if the target thinks they do, as judged by the GM. You can freely choose the appearance and damage type of each hazard as long as its appearance reflects the type of damage it deals (for instance, a hazard that deals piercing damage might take the form of sharpened spikes).


Critical Success The creature is unaffected by the hazards and no longer needs to attempt Will saves against them.

Success The creature realizes the hazards aren't real but still takes half damage from them; on future Will saves against the hazards, the creature continues to use this result unless it rolls a critical success.

Failure The target takes full damage and treats the square as difficult terrain.

Critical Failure The target takes double damage and can't pass through a square containing a hazard.


Heightened (+1) The damage 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.

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 Pointsβ€”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.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

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.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.