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Indolent HazeSpell 7


UncommonConcentrateIncapacitationManipulateMentalSleep
Source Pathfinder Lost Omens Rival Academies
Traditions Arcane, Occult
Cast Three Actions
Area 20-foot burst
Range 120 feet
Duration 1 minute
Saving Throw Will

The faint scent of poppies and a soothing calm fill the area, urging creatures to lay down and take a rest, to do nothing at all, ever again. Creatures in the area when you Cast the Spell must attempt a Will save. Creatures who end their turn in the area must also attempt the save. You can Dismiss the spell.


Critical Success The creature is unaffected.

Success The creature lies down to rest, becoming Prone. If they were already prone, they instead drift off to sleep, becoming Unconscious.

Failure As success, except that the creature is so happy lying down that they cannot attempt to Stand or otherwise maneuver themself off of the ground on their next turn, though they can Crawl (potentially to escape the spell's area).

Critical Failure The creature immediately lies down and drifts off to sleep, becoming prone and unconscious. Any creature in the area who is already unconscious when you Cast the Spell (or whose turn ends in the spell's area while they are unconscious) takes 6d4 spirit damage as their life force is drained away through their dreams. This damage does not automatically wake them.


Heightened (+1) The spirit damage increases by 2d4.


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.

Concentrate

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

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.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Sleep

This effect can cause a creature to fall asleep or get drowsy.