Tempting Fate
Casting Time
1 Standard Action
Range
Medium (100 ft. + 10 ft./level)
Area
30-ft.-radius spread centered on a 5-ft.-square
Effect
-
Target
-
Duration
1 round/level (D)
Saving Throw
Will (partial, see text)
Spell Resistance
Yes
Source
Starfinder Enhanced pg. 128
You create a magical lure at the center of the affected area, which creatures in the area perceive as either a wondrous temptation or an imminent threat that must be deactivated. When a creature enters the area or begins their turn in the area, they must succeed at a Will saving throw or be compelled to approach the lure for 1 round. The creature isn’t compelled to move recklessly, and they typically move in a way that avoids obvious threats and hazards. If an affected creature is grappled, entangled, or otherwise unable to move toward the lure, they must use at least a move action or standard action to attempt to break free or create conditions that would help them access the lure; if this action doesn’t allow them to keep moving toward the lure, the creature can act normally for the remainder of their turn.
If an affected creature ends their movement within reach of the lure, they interact with the lure, which deals 5d6 fire damage to them (Reflex half). Once a creature takes damage from the lure or succeeds at a Will save against this spell, they become immune to the spell for the remainder of its duration.
You can cast this spell as a full action. If you do, you choose the type of damage the lure deals, selecting one of the following: acid, cold, electricity, slashing, or sonic.
ID
372336b38bc3d82460320588