11.11 Enchantment
Enchant the minds of your foes and allies.
11.11.1 Cantrips
Cheer |
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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.
11.11.2 Rank 1 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.
Curated Threat | Rank 1 |
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When you cast this spell, you choose to appear either powerful or weak.
Whenever an enemy enters a Large (60 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: As a condition, the target’s assessment of the threat you pose matches your intention. If you chose to appear powerful, they consider you to be their most powerful currently present foe. Likewise, if you chose to appear weak, they consider you to be their weakest currently present foe. This effect only changes how the target perceives you relative to its other enemies, and does not correlate to a specific level of power. Depending on the creature’s personality and intentions, this may cause them to prioritize you as a target or avoid you.
Critical hit: The condition must be removed an additional time before the effect ends.
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 |
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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.
Sympathetic Link | Rank 1 |
Usage time: Standard action. | Attune |
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Whenever you use a Compulsion or Emotion ability that makes an attack, you can choose to include yourself as a target. If you do, the attack automatically hits you. As long as you are not immune to the ability or any part of its effects, this grants you a +2 accuracy bonus with that ability against its other targets.
11.11.3 Rank 2 Spells
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.
11.11.4 Rank 3 Spells
Calm Emotions | Rank 3 |
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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 |
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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.
Tell the Truth | Rank 3 |
Usage time: Standard action. | Sustain (attuneable, standard) |
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Make an attack vs. Mental against up to five creatures within Medium (60 ft.) range.
Hit: Each target is unable to say things it knows to be untrue.
11.11.5 Rank 4 Spells
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 |
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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.
11.11.6 Rank 5 Spells
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.
11.11.7 Rank 6 Spells
Amnesiac Charm | Rank 6 |
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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.
11.11.8 Rank 7 Spells
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 |
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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 |
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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.