Equal FootingSpell 1
Source Pathfinder Lost Omens Shining Kingdoms
Traditions Arcane, Occult, Primal
Cast

Range 30 feet
Target 1 creature with a land Speed greater than yours
Duration varies
Saving Throw Will
You level the field between yourself and another creature, hampering its movements if it's quicker than you. The target attempts a Will save.
Critical Success The target is unaffected.
Success The target is Clumsy 1 and takes a –10-foot status penalty to all its Speeds until the end of your next turn.
Spell Effect: Equal Footing (Success)
Failure The target is clumsy 1 and takes a –15-foot status penalty to all its Speeds for 1 minute. During this time, it can't benefit from bonuses to its Speeds or take other penalties to its Speeds.
Critical Failure The target is Clumsy 2 and takes a –15-foot status penalty to all its Speeds for 1 minute. During this time, it can't benefit from bonuses to its Speeds or take other penalties to its Speeds.
Spell Effect: Equal Footing (Failure or Critical Failure)
Traits
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.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
CurseA curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
ManipulateYou 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.