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Daze

Cantrip — arcane, divine, occult (cantrip, concentrate, manipulate, mental, nonlethal)

Source: Pathfinder Player Core

Cast 2 actions
Components somatic, verbal
Range 60 feet
Targets 1 creature
  • 1d6 mental damage
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1. Heightened (+2) The damage increases by 1d6.

Heightened

Heightened (+undefined): 1d6 untyped damage

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Player Core, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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