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Invoke the HarrowFocus 3


Uncommon​Concentrate​Focus​Manipulate​Sorcerer​
Source Pathfinder Stolen Fate Player's Guide
Cast Two Actions
Range 30 feet
Target 1 creature
Duration 1 round
Saving Throw Will

You draw a card from the harrow, either one from a deck you have in hand or magically produce one as part of the spell. You use the power of the card's suit to influence a creature around you. When you draw a card, you can choose to impart a boon or bane associated with the card's suit. The target must attempt a Will save. On a failure, they receive the effects of the chosen boon or bane. If you target an ally with this spell, they can choose to willingly accept the effects without attempting a saving throw. The target can attempt to remove the card's influence by using an action, which has the concentrate trait, to attempt the saving throw again; on a success, the effect ends.

To determine the card, draw a card from a harrow deck. If you don't have a harrow deck available, you can roll 1d6 to randomly determine the suit you draw.

1. Hammers (Str) Boon: The target gains a +2 status bonus to damage rolls; Bane: The target is Enfeebled 1.

2. Keys (Dex) Boon: The target gains a +1 status bonus to AC; Bane: The target is Clumsy 1.

3. Shields (Con) Boon: The target gains temporary Hit Points equal to twice the spell's rank; Bane: The target is Drained 1.

4. Books (Int) Boon: The target gains a +1 status bonus to skill checks; Bane: The target is Stupefied 1.

5. Stars (Wis) Boon: The target gains a +1 status bonus to saving throws; Bane: The target is Confused.

6. Crowns (Cha) Boon: The target can roll twice and take the higher result on a single check during the duration. This is a fortune effect; Bane: The target must roll twice and take the lower result on a single check of your choosing during the duration. This is a misfortune effect.


Heightened (6th) The duration is 1 minute. The target must succeed a total of two saving throws to end the effect. The value of boons and banes doubles. The Crowns suit affects a total of three checks during the duration.


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.

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 Points—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.

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.

Sorcerer

This indicates abilities from the sorcerer class.