You draw upon the target's negative fate, causing this lingering destiny to afflict it and its nearby allies with the unintended consequences of its past lives. Spiritual echoes of the target's past lives instill overwhelming feelings of doubt, regret, and despair into the minds of the target and its nearby allies. The effects depend on the target's Will save, with the following results.
Critical Success The creature is unaffected.
Success The creature takes 4d6 mental damage, and then an aura of shimmering mist with a 10-foot emanation surrounds the creature. This mist isn't dense enough to affect sight, but it does cause the creature and any of its allies in the aura to take a –1 status penalty to all skill checks.
Failure As success, but the creature takes an initial 8d6 mental damage and is then Slowed 1 for the duration of the effect.
Critical Failure As success, but the creature takes an initial 16d6 mental damage, then is slowed 1 for the duration of the effect. Any of the target's allies who begin their turn in the 10-foot emanation is slowed 1 for 1 round.
Traits
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
An action with this trait requires a degree of mental concentration and discipline.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.