Business Booms
EnchantmentEnchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature.
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (promotional materials such as flyers and
posters worth 10 gp)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one buildingHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- see text (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You may cast this spell immediately prior to spending 1 day
of downtime to promote a business (see page 85 of Ultimate
Campaign). The spell is cast on a building you wish to promote,
which is magically bestowed with magical decorations and
other improvements that make it generally more appealing,
and it is treated as seeing increased activity for the spell’s
duration. If the spell is cast on a building that you do not
promote immediately thereafter, the spell is expended with
no effect.
After the initial day of downtime spent promoting your building, the spell maintains the influx of activity for a number of days equal to half your caster level (maximum 5 days). During this time, you needn’t spend additional downtime to promote the building, but you must spend capital as normal to promote the building. The capital the affected building generates for you is unaffected by the spell. If you spend 1 day promoting a different building than the target of this spell while this spell remains active, the spell immediately ends.
After the initial day of downtime spent promoting your building, the spell maintains the influx of activity for a number of days equal to half your caster level (maximum 5 days). During this time, you needn’t spend additional downtime to promote the building, but you must spend capital as normal to promote the building. The capital the affected building generates for you is unaffected by the spell. If you spend 1 day promoting a different building than the target of this spell while this spell remains active, the spell immediately ends.