Enthrall [two-actions] Spell 3
Auditory Concentrate Emotion Manipulate Source Player Core pg. 329Range 120 feet;
Targets all creatures in range
Defense Will;
Duration sustained
Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.
Each creature that comes within range has to attempt a save when you Sustain the spell. If you're speaking,
enthrall gains the
linguistic trait.
Critical Success The target is unaffected and notices that you tried to use magic.
Success The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).
Failure The target is
fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a
hostile act, or if another creature succeeds at a
Diplomacy or
Intimidation check against it, the fascination ends immediately.
Critical Failure As failure, but the target can't attempt a save to end the fascination if it disagrees with you.
Concentrate Manipulate Source Player Core pg. 355Range touch;
Area 10-foot-wide, 10-foot-tall 60-foot-long section of terrain
Duration sustained up to 1 minute
You make passage through the area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including
environmental damage,
hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.
Safe passage protects only against harm, not inconvenience, and it doesn't reduce
difficult terrain, remove the
concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.
Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long.
Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.