Pathfinder 1e Spell Enchantment Compulsion

Crime Wave

You instill overwhelming avarice in the targets and impel them toward a wild spree of larceny.

School
Enchantment
Casting Time
1 standard action
Range
Medium
Target
(CASTERLEVEL) creatures, no two of which can be more than 30ft. apart
Duration
(CASTERLEVEL) rounds [D]
Saving Throw
Will negates
Spell Resistance
Yes
Components
V S M
You instill overwhelming avarice in the targets and impel them toward a wild spree of larceny. Creatures affected by a crime wave must roll percentile dice each round to determine what action they take. 1-25 - Act normally, but with suspicion toward others. (No benefit from teamwork feats, aid another; 50%% to avoid receiving harmless spells). 26-50 - Attempt to steal form nearest creature (slight of hand or combat maneuver), then flee. 51-75 - Attempt to break or vandalize nearest unattended manufactured object or structure. 76-100 - Attack the nearest creature. A character affected by a crime wave who is unable to carry out the indicated action moves toward the nearest source of cover or concealment and attempts a Stealth check to hide. Affected creatures with the ability to turn invisible (including through the use of magic items or spells) do so instead of attempting a Stealth check.

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