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Wandering star motes.
School illusion (pattern) [light, mind-affecting ]; Level bard 4, shaman 4, sorcerer/wizard 4, witch 4; Bloodline astral 4; Elemental School void 4
Casting Time 1 standard action Components V, S, M (a sprinkle of flash powder)
Range close (25 ft. + 5 ft./2 levels) Targets one living creature and special; see text Duration 1/round per level Saving Throw Will negates; see text; Spell Resistance yes
DESCRIPTION
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed . Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet.
A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
Advanced Player’s Guide . Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
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Wandering Star Motes
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You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
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Wandering Star Motes
School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a sprinkle of flash powder)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature and special; see text
Duration 1 round/level
Saving Throw Will negates; see text; Spell Resistance yes
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
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You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet.
A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
wandering star motes
- mind-affecting
- occultist 4
- sorcerer/wizard 4
- Casting Time 1 standard action
- Components V, S, M (a sprinkle of flash powder)
- Range close (25 ft. + 5 ft./2 levels)
- Target(s) one living creature and special; see text
- Duration 1/round per level
- Saving Throw Will negates; see text
- Spell Resistance true
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a .
- Pathfinder Roleplaying Game Advanced Player’s Guide
- Advanced Player’s Guide , Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
- Pathfinder Advanced Player’s Guide , Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
- Pathfinder Advanced Player’s Guide Update 1.0, Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
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Can someone help with the way this spell works.
What happens once the current target is Unconscious, eg on negative hit points? As the spell affects living targets it will stay on a given target until it is killed or the save is made, so do I need to get the fighters to finish of the current target, so the spell moves on and doesn't just stay the current downed target?
Also if a target is stunned by this spell and then in its turn makes its save, the spell moves on to the next target (who now saves and could be stunned); So is the first target still stunned this round? As now the spell has moved off to someone else its not on this target any more?
Can the spell keep bouncing round loads of new valid targets until one of them saves immediately?
Thanks. that helps.
PFSRD:Wandering Star Motes
From d&d wiki.
Wandering Star Motes
School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a sprinkle of flash powder)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature and special; see text
Duration 1 round/level
Saving Throw Will negates; see text; Spell Resistance yes
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
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Wandering Star Motes
School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a sprinkle of flash powder)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature and special; see text
Duration 1 round/level
Saving Throw Will negates; see text; Spell Resistance yes
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
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Wandering star motes.
4 th-level illusion
Casting Time: 1 action Range: 60 feet Components: V, S, M (a sprinkle of flash powder) Duration: Concentration , up to 1 minute Classes : bard , druid , warlock , wizard
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern.
The pattern clearly outlines the target as faerie fire , and in addition a living target is incapacitated until the end of its next turn if fails a Wisdom saving throw. At the end of its turn, the target makes another Wisdom saving throw.
If failed, it remains incapacitated and outlined by the wandering star motes until the end of its next turn and then repeats the saving throw. If the saving throw succeeds, the wandering star motes leave the original target behind and shift to the nearest enemy of the caster within 30 feet of the original target, who is outlined and must succeed on a Wisdom saving throw or become incapacitated , as described above. The wandering star motes then stay with the target or leap to a new enemy depending on the target’s saving throw. A creature can be affected only once by a casting of wandering star motes. If a target’s successful saving throw would cause them to jump to a new target but no enemies remain within 30 feet that have not already been affected, the spell ends.
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Wandering Star Motes. School illusion (pattern) [light, mind-affecting ]; Level bard 4, shaman 4, sorcerer/wizard 4, witch 4; Bloodline astral 4; Elemental School void 4. You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as ...
Wandering Star Motes Source Advanced Player's Guide pg. 255 School illusion [light, mind-affecting]; Level arcanist 4, bard 4, occultist 4, psychic 4, redmantisassassin 4, shaman 4, skald 4, sorcerer 4, witch 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M (a sprinkle of flash powder) Effect Range close (25 ft. + 5 ft./2 levels) Target one living creature and special; see ...
Wandering Star Motes. You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed ...
A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
Wandering Star Motes. School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4. You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the ...
Beacon of Luck, Dream, Dream Feast, Find the Path, Guiding Star, Haze of Dreams, Traveling Dream, Wandering Star Motes Traits Faithful Artist, Follower of the Stars, Good Dreams, Starchild, Stoic Optimism, Thrill-Seeker Unique Spell Rules Source Inner Sea Gods pg. 51 Cleric/Warpriest Dream can be prepared as a 5th-level spell Druid
The text says "If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet..." It does go on to say Target after that, in regards to save. So probably the nearest enemy should also be a valid target, but it's not clear. ... Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions ...
what can Wandering Star Motes know? Reply Electric999999 I actually quite like blasters • Additional comment actions ... [Meta] r/Pathfinder_RPG should join the Reddit Blackout on June 12th to stand up to the API changes for 3rd party apps. r/Pathfinder_RPG ...
Pathfinder Spells Wandering Star Motes. School: illusion/pattern (light, mind-affecting) ... Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be ...
Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully ...
At will—wandering star motes (DC 20) 3/day—quickened wandering star motes (DC 20) Statistics Str 12, Dex 32, Con 25, Int 21, Wis 22, Cha 23 Base Atk +8; CMB +9; CMD 38 (42 vs. trip) Feats Combat Reflexes, Defensive Combat Training, Great Fortitude, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (wandering star ...
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Wandering Star Motes. School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4 ... This is part of the Pathfinder Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice.
Since wandering star motes is a 4th level light spell, the heightened deeper darkness is equal or lower level, so the counterspell ruins the dark slayer's big chance! The dark slayer snarls in anger and sends in its last big wildcard, a dark creeper barbarian, who sunders Kyra's heightened continual flame.
A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
Wandering Star Motes. School illusion (pattern) [light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4. You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the ...
The Supreme Spellbook - Analyzing every Sorcerer, Wizard, and Arcanist spell in Pathfinder 1e. As this guide is massive (184 pages), I also made a version with only the good spells, similar to In Totality and Analysis Paralysis: ... (Wandering star motes, shadow anchor, ...
Dimension Door, Freedom of Movement, Wandering Star Motes Mass Daze, Greater Invisibility Something to note: Raven's Flight is the only way for bards to get flight through 4th level. Maybe they have flight at 5th or 6th, not there yet, not sure. ... but being somewhat new to pathfinder I struggle to come up with creative ways to do so.
The wandering star motes then stay with the target or leap to a new enemy depending on the target's saving throw. A creature can be affected only once by a casting of wandering star motes. If a target's successful saving throw would cause them to jump to a new target but no enemies remain within 30 feet that have not already been affected ...
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