Mad Monkeys

SPELL 3

conjuration 

Traditions primal

Cast [>>] somatic, verbal

Range 30 feet; Area 5-foot burst

Duration sustained up to 1 minute

Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys.

Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet.

Critical Success The creature is unaffected and is temporarily immune for 10 minutes.Success The creature is unaffected.Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action.Critical Failure As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area.

Advanced Player’s Guide, page 222.

Open Mad Monkeys in the interactive spells list or browse all spells starting with M.