New Spell from SPCM Pathfinder 2e

New Spell from SPCM Pathfinder 2e

New Spell Featured in Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition 

Check out Flesh Decoy, a new and powerful spell from our upcoming 2nd Edition of Sandy Petersen’s Cthulhu Mythos for Pathfinder.

Flesh Decoy: Uncommon / Abjuration

You divert the triggering spell to target the corpse you fed from, likely foiling the magic. Flesh decoy attempts to counteract the triggering spell. If successful and either the spell can affect a corpse or the creature you fed from has returned to life, the spell changes to target that corpse or creature.

If flesh decoy counteracted a spell of 3rd level or lower, you understand its basic effects and have enough information to Learn that Spell if you do so while the duration lasts.

This upcoming release is already available for purchase as a PDF, and your full purchase price of $19.99 can be deducted from the price of the physical book when it gets released at the end of March!

New Madness from SPCM Pathfinder 2e

New Madness from SPCM Pathfinder 2e

New Madness Featured in Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition

Check out the Psychic Passenger, a new madness tormenting your players in our upcoming Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition.

The Psychic Passenger. An alien consciousness shares your body and mental faculties, sometimes controlling your actions. The psychic passenger might be a projected spy such as a yithian, a surviving echo of a dead creature’s departing soul, a fragment of a Great Old One’s mind intruding upon your own, or something even stranger.

You and the GM should develop the psychic passenger’s personality together, although you might ask the GM to keep some details a surprise (within your personal boundaries). The psychic passenger uses your statistics, except that it takes the status penalty from the madness’s stage to all Will saves.

This upcoming release is already available for purchase as a PDF, and your full purchase price of $19.99 can be deducted from the price of the physical book when it gets released at the end of March!

New Yithian from SPCM Pathfinder 2e

New Yithian from SPCM Pathfinder 2e

New Yithian Featured in Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition

 
Check out the Past Yithian Sage, an aberration from the time-traveling Great Race of Yith in our upcoming Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition.

Past Yithian Sage: Most explorers encountered outside the home time of the past yithians are sages, who primarily search for institutional, cultural, and technological innovations they can study and record for the great race to learn from.

When encountered outside their own time, they are generally using Swap Mind and controlling another creature’s body rather than their own.

This upcoming release is already available for purchase as a PDF, and your full purchase price of $19.99 can be deducted from the price of the physical book when it gets released at the end of March!

New Spells from SPCM Pathfinder 2e

New Spells from SPCM Pathfinder 2e

New Spells Featured in Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition
 
Check out these new spells from our upcoming Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition, which you can purchase as a PDF NOW!

Temporal Energy Nexus

Traditions: arcane, occult / Cast  somatic, verbal / Range 120 feet

You disrupt the flow of time in the recent past, allowing you to choose up to three attack rolls, saving throws, skill checks, or damage rolls (in whatever combination you desire) that you rolled or observed since the start of your last turn by creatures now or then within range and force them to be rolled again, taking the new result in place of the old.

The distortion in the time-stream prevents any other aspect of the past from being changed, even if actions by other creatures in the intervening time no longer seem to make sense.

Transport to Yondo
Traditions: arcane, divine, occult / Cast: somatic, verbal / Range: touch / Targets: 1 creature

You send the target to the alien desert of Yondo. The target must attempt a Will save, avoiding the effect on a success. On a failure, it is transported to Yondo. At the start of each of the creature’s turns in Yondo, it must succeed at a Fortitude save or shrivel. If the creature shrivels, it shrinks by one size. Shrinking reduces its reach by 5 feet if it was originally any size other than Medium.

The creature’s equipment doesn’t change size with it, and if it was wearing clothing or wielding items, the sudden ill fit makes the creature encumbered. The target’s skin feels dry and it can attempt a new save to end the shriveling if it ends its turn immersed in water. The shriveling lasts 1 minute, or indefinitely on a critical failure.

At the end of each of the target’s turns in Yondo, it must attempt another Will save. On a success, it returns to the space it left, or the nearest unoccupied space if that space is occupied. If the duration ends while it is in Yondo, it instantly returns.

New Rogue Snares from SPCM Pathfinder 2e

New Rogue Snares from SPCM Pathfinder 2e

New “Rogue Snares” Featured in Sandy Petersen’s Cthulhu Mythos for Pathfinder 2nd Edition

Check out these new snares typically used by trapsetters from our upcoming Sandy Petersen’s Mythos Cthulhu for Pathfinder 2ne Edition, which you can purchase as a PDF NOW!

Anklewrencher (Item 2)
Uncommon / Consumable / Mechanical / Snare / Trap / Zoog

Price 6 gp; Access trapsetter or zoog
You dig a shallow, wide pit or align sturdy debris to disrupt a creature’s footing, and then obscure the uneven ground with loose debris. The square is difficult terrain to the first creature to enter it. A Medium or smaller creature that enters this snare’s square must attempt a DC 18 Reflex save.

Critical Success The creature is unaffected.
Success The creature takes a –5-foot status penalty to its Speed for 10 minutes. The penalty ends early if the creature receives any healing.
Failure As success, but the penalty is –10 feet.
Critical Failure As success, but the penalty is –15 feet and the creature falls prone.

Other snares include:

Sapling Snare
Concussion Snare
Pivot Platform

Spring Spear
Swarm Snare
Tripline