Tempting Fate
Classes Precog 4, Witchwarper 4
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area 30-ft.-radius spread centered on a 5-ft.-square
Duration 1 round/level (D)
Saving Throw INT partial, see text; Spell Resistance yes
Description
You create a magical lure at the center of the affected area, which creatures in the area perceive as either a wondrous temptation or an imminent threat that must be deactivated. When a creature enters the area or begins their turn in the area, they must succeed at a INT saving throw or be compelled to approach the lure for 1 round. The creature isn’t compelled to move recklessly, and they typically move in a way that avoids obvious threats and hazards. If an affected creature is grappled, entangled, or otherwise unable to move toward the lure, they must use at least a move action or standard action to attempt to break free or create conditions that would help them access the lure; if this action doesn’t allow them to keep moving toward the lure, the creature can act normally for the remainder of their turn.
If an affected creature ends their movement within reach of the lure, they interact with the lure, which deals 5d6 fire damage to them (DEX half). Once a creature takes damage from the lure or succeeds at a INT save against this spell, they become immune to the spell for the remainder of its duration.
You can cast this spell as a full action. If you do, you choose the type of damage the lure deals, selecting one of the following: acid, cold, electricity, slashing, or sonic.

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