11.10 Enchantment

PIC

Enchant the minds of your foes and allies.

11.10.1 Cantrips

Cheer

Usage time: Standard action.

Emotion, Sustain (free)

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Choose yourself or one ally within Medium (60 ft.) range. The target’s mood improves and it feels more cheerful.

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Rank 2: You may target an additional ally within range.

Rank 4: You may target an additional ally within range.

Rank 6: You may target an additional ally within range.

Repeat

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Short (30 ft.) range.

Hit: During the next round, the target must repeat all actions that it took this round. It can choose different targets or otherwise make different decisions about its action, but the action must be the same. If it is unable to take the same action, it unable to take any action of that action type. For example, if a creature moved during the round that you cast this spell and was immobilized (-4 Armor and Ref, cannot use movement speeds) or knocked prone (half speed, -2 Armor and Ref), it cannot move at all during the following round.

After the target stops repeating its actions, it becomes immune to this effect until it finishes a short rest.

Critical hit: The target does not become immune to this effect.

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The attack’s accuracy increases by +1 for each rank beyond 1.

11.10.2 Spells

Agony

Rank 1

Usage time: Standard action.

Emotion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, the target feels excruciating pain from even minor injuries. While it is at less than its maximum hit points, it is stunned (-2 defenses).

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Alluring Presence

Rank 1

Usage time: Standard action.

Attune

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If you have Persuasion as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Dance

Rank 1

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, the target is compelled to dance. It can spend a movement to dance, if it is physically capable of dancing. At the end of each movement phase, if the target did not dance during that phase, it takes a -2 penalty to its defenses as the compulsion intensifies. This penalty stacks each round up to a maximum of -5. When the target dances, it resets its penalties to 0.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Demotivate

Rank 1

Usage time: Standard action.

Emotion, Subtle

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This spell has no verbal components.

Make an attack vs. Mental with a +2 bonus against one creature within Medium (60 ft.) range.

Hit: As a condition, the target takes a -2 penalty to Mental defense. Unlike normal conditions, this effect stacks with itself if applied multiple times, up to a maximum of -10.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Enrage

Rank 1

Usage time: Standard action.

Emotion

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Make an attack vs. Mental with a +2 bonus to accuracy against one creature within Medium (60 ft.) range.

Hit: The target is enraged as a condition. Every round, it must spend a standard action to make an attack.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Friend to Animals

Rank 1

Usage time: Standard action.

Attune

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If you have Creature Handling as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Mind Blank

Rank 1

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it is compelled to spend its next standard action doing nothing at all. After it takes this standard action, it becomes immune to this effect until it finishes a short rest.

Critical hit: The target does not become immune to this effect.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Monologue

Rank 1

Usage time: Standard action.

Compulsion, Subtle

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This spell has no verbal components or somatic components.

Make an attack vs. Mental with a +2 accuracy bonus against one creature within Medium (60 ft.) range.

Hit: As a condition, the target is forced to speak out loud constantly whenever it can. This does not control what it talks about, so a reasonably savvy creature may be able to avoid revealing anything of great interest. In combat, most creatures with an intelligence of 0 or less will explain their thoughts about the combat, which can help you predict their actions.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Ominous Presence

Rank 1

Usage time: Standard action.

Attune

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If you have Intimidate as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Discordant Song

Rank 2

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against all enemies in a Medium (30 ft.) radius from you.

Hit: Each target is enraged as a condition. Every round, it must spend a standard action to make an attack.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Mass Repeat

Rank 2

Usage time: Standard action.

Compulsion

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This spell functions like the repeat spell, except that it affects all creatures in a Small (15 ft.) radius within Medium (60 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Mind Crush

Rank 2

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range. You gain a +2 accuracy bonus if the target has a negative Intelligence.

Hit: 1d6 subdual damage +1 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Restore Bravado

Rank 2

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Chose yourself or one ally within Medium (60 ft.) range. The target regains 3d6 damage resistance. In addition, it gains a +2 bonus to its Mental defense this round.

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The recovery increases by 1d10 for each rank beyond 2.

Calm Emotions

Rank 3

Usage time: Standard action.

Emotion, Sustain (standard)

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Make an attack vs. Mental against all creatures in a Large (60 ft.) radius from you. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.

Hit: Each target has its emotions calmed. The effects of all other Emotion abilities on that target are suppressed. It cannot take violent actions (although it can defend itself) or do anything destructive. If the target is harmed or feels that it is in danger, this effect is dismissed. Harming the target is not limited to dealing it damage, but also includes causing it significant subjective discomfort.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Charm

Rank 3

Usage time: Standard action.

Emotion, Subtle, Sustain (minor)

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This spell has no verbal components.

Make an attack vs. Mental against one creature within Medium (60 ft.) range. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.

Hit: The target is charmed (friendly with charmer) by you.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Collapse

Rank 3

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against all Large or smaller creatures in a Small (15 ft.) radius within Short (30 ft.) range.

Hit: Each target falls prone (half speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 3.

Selfstrike

Rank 3

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it is compelled to make a strike against itself using its next standard action. It cannot target any other creatures with the strike, even if it has a Sweeping weapon or similar abilities. The target uses whatever type of strike it believes will be most effective, as if it was attacking an enemy.

After it makes this attack against itself, it becomes immune to this effect until it finishes a short rest.

Critical hit: The target does not become immune to this effect.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Cause Fear

Rank 4

Usage time: Standard action.

Emotion

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Make an attack vs. Mental against all enemies in a Small (15 ft.) radius within Medium (60 ft.) range. In addition, choose a creature within range.

Hit: As a condition, each target is frightened (-2 Mental, -2 accuracy vs. source) by the chosen creature.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Fearsome Aura

Rank 4

Usage time: Standard action.

Emotion, Attune (deep)

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Whenever an enemy enters a Medium (30 ft.) radius emanation from you, make a reactive attack vs. Mental against them. After you attack a creature this way, it becomes immune to this attack from you until it finishes a short rest.

Hit: The target is frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Friend to Foe

Rank 4

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Short (30 ft.) range.

Hit: The target briefly sees all creatures as its enemies. It is compelled to attack the creature closest to it, choosing randomly between equally close creatures. After this effect ends, the target becomes immune to this spell until it finishes a short rest.

Critical hit: The target does not become immune to this effect.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Discordant Symphony

Rank 5

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against all enemies in a Huge (90 ft.) radius from you.

Hit: Each target is enraged as a condition. Every round, it must spend a standard action to make an attack.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Dominate Person

Rank 5

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Short (30 ft.) range.

Hit: The target is stunned (-2 defenses) as a condition.

Critical hit: The target is confused (-2 defenses, randomly attack or defend) instead of stunned. In addition, if the target is humanoid and was already confused from a previous casting of this spell, you may attune to this ability. If you do, it becomes dominated (must obey commands) by you for the duration of that attunement. As normal, you can only attune to this effect once.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Efficient Mind Blank

Rank 5

Usage time: Standard action.

Compulsion

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This spell functions like the mind blank spell, except that it works even if the target has damage resistance remaining.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Taunt

Rank 5

Usage time: Standard action.

Emotion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is goaded (-2 accuracy vs. non-goading creatures) by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Amnesiac Charm

Rank 6

Usage time: Standard action.

Emotion, Subtle, Sustain (minor)

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This spell functions like the charm spell, except that when the effect ends, the target forgets all events that transpired during the spell’s duration. It becomes aware of its surroundings as if waking up from a daydream. The target is not directly aware of any magical influence on its mind, though unusually paranoid or perceptive creatures may deduce that their minds were affected.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Confusion

Rank 6

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against all creatures in a Small (15 ft.) radius within Medium (60 ft.) range.

Hit: Each target with no remaining damage resistance is confused (-2 defenses, randomly attack or defend) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Empowered Restore Bravado

Rank 6

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Chose yourself or one ally within Medium (60 ft.) range. The target regains 7d10 damage resistance. In addition, it gains a +4 bonus to its Mental defense this round.

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The recovery increases by 2d10 for each rank beyond 6.

Mighty Mind Crush

Rank 6

Usage time: Standard action.

Compulsion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range. You gain a +4 accuracy bonus if the target has a negative Intelligence.

Hit: 1d8 subdual damage plus 1d8 per 3 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Sleep

Rank 6

Usage time: Standard action.

Compulsion

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This spell has no verbal components.

Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is slowed (half speed, -2 Armor and Ref) as a condition. This condition is automatically removed if the target loses hit points. During this condition, if it is not in combat or otherwise exerting itself, it falls asleep. It cannot be awakened while this effect lasts unless it loses hit points, which causes it to wake up. After the effect ends by any means, the target can wake up normally, though it continues to sleep until it awakens for any reason.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Cause Panic

Rank 7

Usage time: Standard action.

Emotion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range. In addition, choose a creature within range.

Hit: As a condition, the target is panicked (-4 Mental, cannot attack source) by the chosen creature.

Critical hit: The condition must be removed an additional time before the effect ends.

Crippling Agony

Rank 7

Usage time: Standard action.

Emotion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, the target feels crippling pain from even minor injuries. While it is at less than its maximum hit points, it is immobilized (-4 Armor and Ref, cannot use movement speeds).

Critical hit: The condition must be removed an additional time before the effect ends.

Dominate Monster

Rank 7

Usage time: Standard action.

Compulsion

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This spell functions like the dominate person spell, except that you are also able to dominate non-humanoid creatures with its critical hit effect. You cannot be attuned to this effect and dominate person at the same time.

Efficient Selfstrike

Rank 7

Usage time: Standard action.

Compulsion

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This spell functions like the selfstrike spell, except that it works even if the target has damage resistance remaining.

Intense Fearsome Aura

Rank 7

Usage time: Standard action.

Emotion, Attune (deep)

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Whenever an enemy enters a Small (15 ft.) radius emanation from you, make a reactive attack vs. Mental against them. After you attack a creature this way, it becomes immune to this attack from you until it finishes a short rest.

Hit: The target is panicked (-4 Mental, cannot attack source) by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Solipsism

Rank 7

Usage time: Standard action.

Emotion, Subtle

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Make an attack vs. Mental against one creature within Short (30 ft.) range. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.

Hit: As a condition, the target believes that it is the only real creature, and the rest of the world is an illusion. It may wander aimlessly, but generally takes no action to defend itself and does not perceive itself to be in danger from other creatures. It still avoids obvious environmental hazards, such as cliff edges or fires. If it takes any damage or is otherwise harmed, including significant subjective discomfort, this effect is automatically broken.

After this effect ends, the target becomes immune to it until it finishes a short rest.

Critical hit: The condition must be removed an additional time before the effect ends.

11.10.3 Rituals

Animal Messenger

Rank 2

Casting time: One minute.

Attune

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Make an attack vs. Mental against one Small or Tiny animal within Medium (60 ft.) range. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.

This ritual requires one fatigue level from its participants.

Hit: The target is compelled to deliver a message for you. You can give the animal a small piece of parchment or similarly sized item containing up to 25 words. In addition, choose a destination that you can clearly visualize. You must have a general idea of the direction and distance to that location from your current location. You must also visualize what a valid recipient for the message looks like. You can leave this description vague, such as "any humanoid creature", or be more specific, like "a hawk-nosed human wearing a red cloak".

The animal will attempt to travel to that destination to the best of its ability, following the directions you have given it. It will not willingly part with its message until it reaches its destination. Once it reaches its destination, it will wait until it observes a valid recipient, leaving the destination only briefly as necessary to sustain itself. When the animal has delivered its message, this effect ends, allowing you to know that the message has been delivered.

Cleansing Meditation

Rank 2

Casting time: One minute.

Compulsion

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Choose up to six ritual participants. Once the ritual finishes, each target enters a deep meditative state for ten minutes. At the end of that time, it removes all Emotion and Compulsion effects affecting it, including curses. It also gains the normal benefits of a short rest.

This ritual requires one fatigue level from its participants.

Tell the Truth

Rank 3

Casting time: One minute.

Sustain (attuneable, standard)

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Make an attack vs. Mental with a +4 accuracy bonus against up to five creatures within Medium (60 ft.) range.

This ritual requires one fatigue level from its participants.

Hit: Each target is unable to say things it knows to be untrue.

Antipathy

Rank 4

Casting time: 24 hours.

Attune, Emotion

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Choose a creature type: aberration, animal, animate, dragon, humanoid, magical beast, monstrous humanoid, planeforged, or undead. In addition, choose one Large or smaller object within Medium (60 ft.) range. If the target is moved, this effect ends.

Whenever a creature of the chosen type enters a Large (60 ft.) radius emanation from the chosen object, make a reactive attack vs. Mental against it. Your accuracy with this attack is equal to half the sum of your level and Perception. This accuracy is calculated at the time that you perform this ritual and does not change afterwards. After you make this attack against a particular creature, you do not make this attack against it again until it finishes a short rest.

This ritual requires 32 fatigue levels from its participants.

Hit: The creature is frightened (-2 Mental, -2 accuracy vs. source) by the chosen object until it finishes a short rest.

Critical hit: The creature is panicked (-4 Mental, cannot attack source) instead of frightened.

Enforced Meditation

Rank 4

Casting time: One minute.

Compulsion

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

This ritual requires one fatigue level from its participants.

Hit: Once the ritual finishes, each target enters a deep meditative state for ten minutes. At the end of that time, it removes all Emotion and Compulsion effects affecting it, including curses. It also gains the normal benefits of a short rest.

Sympathy

Rank 4

Casting time: 24 hours.

Attune, Emotion

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Choose a creature type: aberration, animal, animate, dragon, humanoid, magical beast, monstrous humanoid, planeforged, or undead. In addition, choose one Large or smaller object within Medium (60 ft.) range. If the target is moved, this effect ends.

Whenever a creature of the chosen type enters a Large (60 ft.) radius emanation from the target, make a reactive attack vs. Mental against it. Your accuracy with this attack is equal to half the sum of your level and Perception. This accuracy is calculated at the time that you perform this ritual and does not change afterwards. After you make this attack against a particular creature, you do not make this attack against it again until it finishes a short rest.

This ritual requires 32 fatigue levels from its participants.

Hit: The creature is fascinated by the chosen object until it finishes a short rest. It can take no actions other than staring at the object. It is unaware (-6 Armor and Ref) of any attacks against it, and anything else going on its environment. Any act by you or by creatures that appear to be your allies that threatens or harms the creature breaks the effect. Harming the creature is not limited to dealing it damage, but also includes causing it significant subjective discomfort.

Critical hit: The creature is also compelled to get as close as possible to the chosen object to admire it in greater detail.