Animal Trainer Archetype: Mature Trained Companion Feat 6
Animal Trainer Archetype: Mature Trained Companion Feat 6
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Circus Spells PYROTECHNICS SPELL 3
UNCOMMON FIRE TRANSMUTATION
CLOWNISH CURSE SPELL 4 Traditions arcane, occult LEGACY
UNCOMMON ATTACK CURSE ENCHANTMENT MENTAL MISFORTUNE Cast [two-actions] material, somatic OF THE
Traditions arcane, occult Range 120 feet; Targets 1 fire LOST GOD
Cast [two-actions] somatic, verbal Saving Throw Fortitude; Duration sustained up to 1 minute
Range touch; Targets 1 creature You turn a fire into either a burst of blinding fireworks or Chapter 1:
Saving Throw Will; Duration varies a thick cloud of choking smoke, chosen when you Cast the A Grand
You afflict the target with a curse that causes it to emit Spell. The spell targets one fire source, which is immediately Entrance
ridiculous noises as it moves. Furthermore, the target’s extinguished if it is a non-magical fire the size of a campfire
hands and feet become awkward and uncoordinated, as or smaller. If the fire source is a creature, the creature takes Chapter 2:
though it were wearing oversized gloves and shoes. 1d6 points of cold damage and is not extinguished. Into
Critical Success The target is unaffected. Fireworks The targeted fire explodes into a colorful array Moonstone Hall
Success For 1 round, the target must roll twice and use of flashy, fiery, glowing aerial fireworks in a 20-foot-radius
the worse result whenever attempting an Acrobatics, burst. The first time you Sustain the Spell each round, you Chapter 3:
Stealth, or Thievery check. If the target rolls a failure can cause the area of fireworks to ascend up to 20 feet, but Echoes under
at an Acrobatics, Stealth, or Thievery check, it gets a you cannot move the area laterally. Creatures that start their Escadar
critical failure instead. turn within the area of the fireworks must attempt a Fortitude
Failure As success, but the effect is 1 hour. save, and are then temporarily immune for 1 minute. Chapter 4:
Critical Failure As success, except the effect is permanent. Critical Success The creature is unaffected. Against the
Success The creature is dazzled for 1 round. Celestial
FAVORABLE REVIEW SPELL 4 Failure The creature is blinded for 1 round. Menagerie
UNCOMMON ENCHANTMENT INCAPACITATION MENTAL Critical Failure The creature is blinded for 1 minute.
Traditions arcane, occult Smoke Cloud Thick smoke billows out from the fire and Among
Cast [two-actions] somatic, verbal coalesces into a cloud that spreads to fill a 20-foot-radius the
Range touch; Targets 1 creature burst centered on the targeted fire. Creatures within the Xulgaths
Saving Throw Will; Duration varies smoke cloud take a –4 circumstance penalty to visual
You enchant a creature to ensure they have only good things Perception checks, and creatures outside the smoke cloud Catfolk of
to say about your show. Identify a single creature, location, take a –4 circumstance penalty to visual Perception checks Golarion
or performance, such as “Dame Ellendia,” “Savories Meats,” to detect creatures or objects within it. The first time you
or “the Theater of the Mind’s latest magic show.” The target Sustain the Spell each round, you can cause the smoke Adventure
must attempt Will save. You can Dismiss the spell. cloud to descend up to 20 feet, but you cannot move the Toolbox
Critical Success The target is unaffected and knows you area laterally. Creatures that start their turn within the
tried to trick it. smoke cloud must attempt a Fortitude save, and are then
Success The target is unaffected but thinks your spell was temporarily immune for 1 minute.
something harmless instead of favorable review, unless Success The creature is unaffected.
it identifies the spell (usually using Identify Magic). Failure The creature is sickened 1.
Failure The target cannot speak unfavorably about the Critical Failure The creature is sickened 1 and cannot
subject for 1 week. This doesn’t change the target’s recover from the sickened condition while in the area
opinion about the subject, but the target’s attempts to of the smoke cloud.
speak ill of the subject—whether in speech, writing, or
other communication—always twist into compliments PILLAR OF WATER SPELL 3
and praise instead. The target likely becomes aware of UNCOMMON EVOCATION WATER
this effect quickly and can avoid speaking about the Traditions arcane, primal
subject entirely if they choose. Cast [three-actions] material, somatic, verbal
Critical Failure As failure, except the duration is permanent Range 120 feet
and the target genuinely holds a favorable opinion about Duration 1 minute
the subject, with their attitude toward the creature (or You create a large, self-contained cylinder of still fresh water.
creatures associated with the subject, such as the owner The pillar has a maximum radius of 15 feet and a maximum
of a location or artists in a performance) becoming two height of 60 feet. Creatures inside the pillar can swim through
degrees better (for example, helpful instead of indifferent). the water as normal (Swim DC 10), or, if the spell was cast on
Heightened (8th) The range increases to 60 feet and you solid ground, walk along the bottom (which is difficult terrain).
can target up to 10 creatures. Any creature that exits the pillar falls or lands accordingly.
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