Invoke Spirits
Invoke Spirits
Level 5![PFS: Standard PFS: Standard](/pf2e/_astro/pfs.BvSLkKN1_25k9bG.png)
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 10-foot burst
duration: 1 min.
range: 120
saving_throw: Will
source: Player Core pg. 340
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 void damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round.
On subsequent rounds, the first time you Sustain the spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn’t make them flee.
Heightened (+2) The mental damage and void damage each increase by 1d4.