Legacy Content
Emotion Enchantment Mental Source Core Rulebook pg. 327Cast [two-actions] somatic,
verbalArea 30-foot cone
Saving Throw Will;
Duration 1 or more rounds
You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.
Critical Success The creature is unaffected.
Success For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably.
Failure As success, but the duration is 1 minute.
Critical Failure As failure, and the creature is automatically slowed 1 for 1 minute.
Heightened (7th) The area increases to a 60-foot cone.
Legacy Content
Uncommon Divination Mental Source Core Rulebook pg. 352Cast [two-actions] somatic,
verbalRange 30 feet;
Targets 1 creature
Saving Throw Will;
Duration unlimited
You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.
Critical Success The target is unaffected and realizes you tried to alter its memory.
Success The target is unaffected but thinks your spell was something harmless instead of
modify memory, unless it identifies the spell.
Failure During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.
Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.
Heightened (6th) You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.
Concentrate Curse Manipulate Mental Misfortune Source Player Core pg. 347Range touch;
Targets 1 creature
Defense Will
You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.
Critical Success The target is unaffected.
Success For 10 minutes, the target must roll twice and use the worse result whenever attempting a
Deception,
Diplomacy,
Intimidation, or
Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance,
unfriendly instead of
indifferent).
Failure As success, but the effect is permanent.
Critical Failure As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.