Pathfinder 2 Dominate Spell

Dominate

SPELL 6
UNCOMMON ENCHANTMENT INCAPACITATION MENTAL

Traditions arcane, occult

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration until the next time you make your daily preparations


You take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn’t act until you issue a new order. The effect depends on its Will save.

Critical Success The target is unaffected.

Success The target is stunned 1 as it fights off your commands.

Failure The target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends.

Critical Failure As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.


Heightened (10th) The duration is unlimited.


Similar Spells

Feeblemind

CURSE ENCHANTMENT INCAPACITATION MENTAL

Traditions arcane, occult

Level 6

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration varies


Stupefy a creature permanently

Full Details

Vibrant Pattern

ILLUSION INCAPACITATION MENTAL

Traditions arcane, occult

Level 6

Cast [2 Actions] material, somatic

Range 120 feet

Area 10-foot burst

Saving Throw Will

Duration sustained up to 1 minute


Make a pattern of lights that dazzles and blinds.

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Subconscious Suggestion H

ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL

Traditions arcane, occult

Level 5

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will

Duration varies


Plant a mental suggestion that must be followed when a trigger occurs.

Full Details

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.