Over the Coals

Rank 5FocusUncommonRemaster
Range120 feet
Target1 creature
Durationvaries
DefenseWill

You accuse the target of breaking its word to you and invoke the wrath of your patron to claim what's due, demanding the target pay you in currency, fulfill an order, or stand down. The demand can't be obviously self-destructive, or the spell fails. If the target resists, you take your payment from its life force. The target must attempt a Will save. Regardless of the result of its save, the target is temporarily immune for 1 day.


Critical Success The target is unaffected and is immune to your pact broker cantrips for 1 day.

Success If the target doesn't comply with your request by the end of its next turn, it takes 3d8 persistent void damage. If it later complies, the spell automatically ends.

Failure As success, but if the target doesn't comply, it is Drained 1 and takes 6d8 persistent void damage.

Critical Failure As success, but if the target doesn't comply, it is Drained 2 and Doomed 1, and takes 6d8 persistent void damage. Even if the target completes your commands later, the spell doesn't end until all the conditions end.


Heightened (9th) You can target up to two creatures.

Traits

Concentrate

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

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Hex

A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.

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.

Witch

This indicates abilities from the witch class.