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Stumbling CurseFocus 1


Uncommonโ€‹Curseโ€‹Focusโ€‹Hexโ€‹Manipulateโ€‹Witchโ€‹
Source Pathfinder #169: Kindled Magic
Cast One Action
Range 60 feet
Target 1 creature
Duration 1 minute
Saving Throw basic Reflex

With a twist of a finger, you send a creature careening on a haphazard trajectory. The target must attempt a Reflex save.


Critical Success The target is unaffected.

Success The target takes a -2 status penalty to Athletics and Acrobatics checks.

Failure As success, and each time the target Strides, it uses the first 5 feet of movement of the Stride to move 5 feet in a random direction (this is forced movement). This has no effect on a creature with only 5 feet of movement.

Critical Failure As failure, except you control the direction of the target's first 5 feet of movement of the Stride.

Spell Effect: Stumbling Curse


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.

Curse

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

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 Pointsโ€”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.

Hex

A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.

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.

Witch

This indicates abilities from the witch class.