You make the spell's target believe they had something incredibly important to say but forgot to say it, and now they've missed their opportunity. Sensations of overwhelming panic akin to stage fright flood the target's mind, causing them to suffer excruciating mental anguish and take 12d6 mental damage. The target might even become filled with the conviction that they've doomed themselves by missing their cue. The target must attempt a Will save.
Critical Success The conviction of a missed cue is only a fleeting notion that passes quickly without any effect on the target.
Success The target takes half damage and is Frightened 1.
Failure The target takes full damage and becomes Frightened 2. In addition, the target is Slowed 1 for as long as they remain frightened.
Critical Failure The target takes double damage and becomes Frightened 3. In addition, the target is slowed 1 for as long as they remain frightened.
Heightened (+1) The damage increases by 2d6.
Traits
An action with this trait requires a degree of mental concentration and discipline.
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.
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
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.