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Touch of ObedienceFocus 1


Uncommon​Cleric​Focus​Manipulate​Mental​
Source Pathfinder Player Core
Cast One Action
Range touch
Target 1 living creature
Duration varies
Saving Throw Will

Your imperious touch erodes the target's willpower, making it easier to control. The target attempts a Will save. Regardless of the result, it's then temporarily immune for 1 hour.


Critical Success The target is unaffected.

Success The target is Stupefied 1 until the end of your next turn.

Failure The target is Stupefied 2 until the end of your next turn.

Critical Failure The target is Stupefied 2 for 1 minute and is forced to its knees, becoming prone.


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.

Cleric

This indicates abilities from the cleric class.

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.

Mental

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