Enticing Adulation
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.
[ Mind-AffectingMindless creatures (those with an Intelligence score of “—”) and undead are immune to mind-affecting effects.]
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 (a lock of your hair)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
- close (25 ft. + 5 ft./2 levels)How 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 creatureHow 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
- 10 minutes/levelHow 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
- Will negatesIf 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
- yesWhether 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 ↗
A targeted creature that fails its saving throw is filled with a deep desire to protect and care for you, fawning over your needs and ensuring your comfort. If another creature harms you, the target is immediately overcome with rage and is compelled to attack the aggressor, gaining a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to its Armor Class. These bonuses last until the instigating creature is defeated or retreats, or the target of the spell is killed or rendered unconscious. If other creatures have harmed you while the target is under this effect, the target continues to rage until all threats against you are defeated or driven off, after which the target creature is fatigued for as many rounds as it raged. Your target continues to fly into defensive rages each time a creature harms you so long as the spell’s duration lasts, but cannot rage while fatigued.
If you are reduced below 0 hit points by an attack, the target creature must succeed at a second Will save or be compelled to defend your body, attacking anyone who comes near, for the remainder of the spell’s duration. If the creature succeeds at this second save, the spell immediately ends.
If you are reduced below 0 hit points by an attack, the target creature must succeed at a second Will save or be compelled to defend your body, attacking anyone who comes near, for the remainder of the spell’s duration. If the creature succeeds at this second save, the spell immediately ends.