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1Unsettling Presence00emotionUM, fear, mind-affecting-11-11 standard action0V, S0yes020-1001bard 2, medium 1, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2one 5-ft. cube/level (S)Haunted Heroes HandbookNotice Perception DC 20 (to feel a sudden sense of dread, or to hear victims' names whispered behind their backs) hp 2 hp/level; Trigger proximity; Reset none00102-11100-1Those in this spell's area who fail their Will saving throws harbor a faint sense of paranoia and evoke the same feeling in others for the duration of the spell. Domesticated animals (not including familiars and animal companions) don't willingly approach affected creatures unless the animal's master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. Affected creatures take a -4 penalty on Handle Animal, Ride, and wild empathy checks against familiars, animal companions, animal cohorts, and other permanent companions provided by class abilities for the spell's duration. Anyone an affected creature interacts with must succeed at a Will save or have its initial attitude automatically worsened by one step for the spell's duration. Every time an affected creature attempts a Sense Motive check to get a hunch or detect a Bluff from another creature (or vice versa), it must succeed at a Will save or automatically assume the other party is lying or otherwise harbors ill will against it. Each time this spell causes an affected creature (or someone interacting with the affected creature) to attempt a Will saving throw, the spell's hauntlike manifestation occurs.00haunted001 hour/level (D)-10-1close (25 ft. + 5 ft./2 levels)

Unsettling Presence

School necromancy (haunted) [emotionUM, fear, mind-affecting]; Level bard 2, medium 1, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Area one 5-ft. cube/level (S)
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Those in this spell's area who fail their Will saving throws harbor a faint sense of paranoia and evoke the same feeling in others for the duration of the spell. Domesticated animals (not including familiars and animal companions) don't willingly approach affected creatures unless the animal's master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. Affected creatures take a -4 penalty on Handle Animal, Ride, and wild empathy checks against familiars, animal companions, animal cohorts, and other permanent companions provided by class abilities for the spell's duration. Anyone an affected creature interacts with must succeed at a Will save or have its initial attitude automatically worsened by one step for the spell's duration. Every time an affected creature attempts a Sense Motive check to get a hunch or detect a Bluff from another creature (or vice versa), it must succeed at a Will save or automatically assume the other party is lying or otherwise harbors ill will against it. Each time this spell causes an affected creature (or someone interacting with the affected creature) to attempt a Will saving throw, the spell's hauntlike manifestation occurs.

Haunt Statistics
Notice Perception DC 20 (to feel a sudden sense of dread, or to hear victims' names whispered behind their backs)
hp 2 hp/level; Trigger proximity; Reset none
NULL2002022-1necromancy-100-1-10200-1221-1-1-1NULLWill negates0-101

Those in this spell's area who fail their Will saving throws harbor a faint sense of paranoia and evoke the same feeling in others for the duration of the spell. Domesticated animals (not including familiars and animal companions) don't willingly approach affected creatures unless the animal's master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. Affected creatures take a -4 penalty on Handle Animal, Ride, and wild empathy checks against familiars, animal companions, animal cohorts, and other permanent companions provided by class abilities for the spell's duration. Anyone an affected creature interacts with must succeed at a Will save or have its initial attitude automatically worsened by one step for the spell's duration. Every time an affected creature attempts a Sense Motive check to get a hunch or detect a Bluff from another creature (or vice versa), it must succeed at a Will save or automatically assume the other party is lying or otherwise harbors ill will against it. Each time this spell causes an affected creature (or someone interacting with the affected creature) to attempt a Will saving throw, the spell's hauntlike manifestation occurs.

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