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Seize IdentitySpell 6


RareConcentrateIllusionManipulateMentalMythicVisual
Source Pathfinder War of Immortals
Traditions Arcane, Occult
Cast Two Actions
Range 30 feet
Target 1 intelligent creature
Duration 1 minute
Saving Throw Will

With a gleeful cackle, you seize an individual's voice and swallow it. For the duration, you look and sound like the target, and the target can't speak. The effects depend on the result of the target's Will saving throw.


Critical Success The creature is unaffected.

Success You take on the target's appearance, with the same effects of a 3rd-rank Illusory Disguise spell, and the target can't speak, with the same effects of a 2nd-rank Silence spell.

Failure As success, but the target also takes 4d6 mental damage from the transformation.

Critical Failure As success, but the target also takes 8d6 mental damage from the transformation.

The first time each round you Sustain this spell after you cast this spell, the target ages rapidly, taking (ternary(gte(@item.rank,9),3,2))d8 void damage (will save). On a failure, the target also becomes Enfeebled 1 or increases the value of its enfeebled condition by 1.


Heightened (9th) The mental damage increases by 4d6, and the void damage increases by 1d8.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Concentrate

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

Illusion

Effects and magic items with this trait involve false sensory stimuli.

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.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.