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PFS StandardInstigate Psychic Duel [three-actions] Feat 12

Legacy Content

Archetype Illusion Incapacitation Mental Occult 
Source Dark Archive pg. 203
Archetype Psychic Duelist
Frequency once per day
Prerequisites Psychic Duelist Dedication

You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure.

Critical Success The target is unaffected.
Success The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel.
Failure As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn.
Critical Failure As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel.



This feat belongs to an archetype.


Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.


An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.


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


This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.