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Mirecloak

Rank 5 (uncommon) — divine, occult (concentrate, manipulate, mental)

Source: Pathfinder #171: Hurricane's Howl

Cast 2 actions
Components somatic, verbal
Range 30 feet
Targets up to 4 creatures
Duration up to 1 minute
  • 2d8 mental damage
You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to Stealth checks, both only while the target is in dim light or darkness. If a creature deals damage in melee to or touches a cloaked creature, the cloak wraps around the attacker, temporarily connecting the psyches of the cloaked creature and the attacker and violently prying a random piece of interesting information from the attacker's mind. The attacker takes 2d8 mental damage and must attempt a Will save. Afterward, the spell ends for the cloaked creature, and the attacker is temporarily immune to mirecloak for 24 hours. **Critical Success** The attacker is unaffected. **Success** The attacker takes half damage. **Failure** The attacker takes full damage and is Sickened 1. In addition, the cloaked creature gleans a piece of information from the attacker's mind. The details and extent of this information are at the GM's discretion. **Critical Failure** As failure, but the attacker takes double damage and is Sickened 2.

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder #171: Hurricane's Howl, 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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