Flames of EgoSpell 5
Source Pathfinder Rage of Elements
Traditions Arcane, Occult, Primal
Cast

Range 120 feet
Target 1 creature
Duration varies
Saving Throw Will
Elegant flames of incredible beauty coruscate across the target's body, creating overconfidence and carelessness. The target attempts a Will save.
Critical Success The target is unaffected.
Success The target sheds bright light in a 20-foot emanation (and dim light to the next 40 feet) and becomes Fascinated with itself for 1 round. It must spend at least 1 action on its turn on a taunting display of arrogance or overconfidence. Using actions that include such a display—such as using Perform to show off—count toward this requirement.
Failure As success, but the duration is 1 minute and the target can't act hostile toward a creature until that creature acts hostile toward the target.
Critical Failure As failure, except the target must spend at least 2 actions on its turn on a taunting display of arrogance or overconfidence.
Traits
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.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
IncapacitationAn 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.
LightLight effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
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.