Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

List View | Table View
All Spells
Arcane | Divine | Elemental | Occult | Primal
Focus Spells | Rituals


Fear the SunSpell 2

This Spell may contain spoilers from the Strength of Thousands Adventure Path

UncommonTransmutation
Source Pathfinder #172: Secrets of the Temple City pg. 77
Traditions arcane, divine, occult, primal
Cast Two ActionsTwo Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
You cause the creature's vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute.

Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is dazzled for 1 minute.
Critical Failure The creature gains light blindness for 1 minute. If the creature is already exposed to bright light, it immediately becomes blinded, as it isn't acclimated to its newly acquired light blindness.

    Heightened (6th) You can target up to 10 creatures.