Infectious Ennui

Rank 3RaredivineoccultLegacy
Range60 feet
Target1 creature
Durationsustained up to 1 minute
DefenseWill

With a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted creature, who must attempt a Will save.


Critical Success The target is unaffected.

Success The target is momentarily overwhelmed with ennui. It becomes Slowed 1 as it grapples mentally with the pointlessness of existence, but at the end of the target's next turn, the spell effect ends.

Failure The target is slowed 1 and Frightened 1 from the sense of ennui, and remains slowed and can't reduce the frightened condition below 1 as long as the spell is sustained. At the start of the target's turn, choose one creature within 30 feet of the target to attempt a Will save as well; on a failure, that creature is slowed 1 for 1 round; either way, they are then temporarily immune to this casting of infectious ennui. (Ennui does not continue to spread from this secondary target.)

Critical Failure As failure, but the primary target is Slowed 2 and Frightened 2.


Heightened (5th) When a secondary target becomes slowed, it remains slowed as long as the spell is sustained.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Manipulate

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.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.