All | Mythic | Custom Search

Adept | Alchemist | Antipaladin | Arcanist | Bard | Bloodrager | Cleric | Druid | Hunter | Inquisitor | Investigator | Magus | Medium | Mesmerist | Occultist | Oracle | Paladin | Psychic | Ranger | Red Mantis Assassin | Sahir-Afiyun | Shaman | Skald | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Warpriest | Witch | Wizard


Wandering Star Motes

Source Advanced Player's Guide pg. 255
School illusion (pattern) [light, mind-affecting]; Level arcanist 4, bard 4, occultist 4, psychic 4, redmantisassassin 4, shaman 4, skald 4, sorcerer 4, witch 4, wizard 4

Casting

Casting Time 1 standard action
Components V, S, M (a sprinkle of flash powder)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one living creature and special; see text
Duration 1 round/level
Saving Throw Will negates, see text; Spell Resistance yes

Description

You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.