Fearful FeastFocus 4
Source Pathfinder Lost Omens Divine Mysteries
Cast

Range 30 feet
Target the triggering creature
Duration varies
Saving Throw Will
Trigger A creature within range becomes Frightened
You open your mouth wide and inhale sharply; you draw in the bravery, self-confidence, and hope to which the frightened target clings and then strip away the target's false assumption that these fragile emotions can save them from the oblivion of terror. You deal 6d4 mental damage to the creature, which must attempt a Will saving throw.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage; you regain Hit Points equal to half the damage the target takes.
Critical Failure The creature's frightened condition increases by 1 (to a maximum of Frightened 4) and it takes double damage; you regain Hit Points equal to half the damage the target takes.
Heightened (+1) The damage increases by 1d4.
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.
ClericThis indicates abilities from the cleric class.
FearFear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
FocusFocus 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 Pointsโyou 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.
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.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.