Gullibility
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. ( CharmA charm spell changes how the subject views you, typically making it see you as a good friend.)
[ Mind-AffectingMindless creatures (those with an Intelligence score of “—”) and undead are immune to mind-affecting effects.]
PFS Legal
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, SV (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.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 minute/level (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
- 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 ↗
You befuddle the target’s mind, making it more willing to believe even the most outlandish tales. The target takes a –10 penalty on Sense Motive checks for the spell’s duration. In addition, creatures that attempt to lie to or deceive the target gain a +10 bonus on their Bluff checks, as if the target wanted to believe them and was drunk or impaired simultaneously. Furthermore, the believability of any lie told to a creature under the effects of gullibility increases by one step; an impossible lie seems far-fetched, a far-fetched lie seems unlikely, and an unlikely lie seems believable.
A creature gains no benefits from glibness on Bluff checks to lie to or deceive a creature that is under the effects of gullibility; in effect, gullibility renders a target so willing to believe what others say that glibness cannot make their words any more believable.
A creature gains no benefits from glibness on Bluff checks to lie to or deceive a creature that is under the effects of gullibility; in effect, gullibility renders a target so willing to believe what others say that glibness cannot make their words any more believable.