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From Pathfinder Kingmaker, which isn't enabled.

Paranoia Well

HAZARD 19
Stealth +37 (legendary)
Description Sudden invasive emotions of fear, paranoia, and anger well up in the mind, causing companions to take on sinister casts to their no-longer familiar features.

Disable DC 47 Intimidation (legendary) to shout down the emotional energies and exert mental dominance over them, or DC 44 Thievery (master) to cause the trap's energies to discharge harmlessly


Reveal the Enemy (curse, emotion, fear, mental, occult)
Trigger A Small or larger creature ends its turn inside of area B7

Effect The trap releases its built-up emotional energy in a silent blast of power. All creatures in area B7 or within 20 feet of the shed's exterior walls must attempt a DC 41 Will save (creatures within the shed take a -2 circumstance penalty to this save).

Critical Success The creature is unaffected.

Success For 1 hour, the creature treats no other creatures as allies and can't take concentrate actions that don't have the rage trait.

Failure As success, but the effect is permanent.

Critical Failure As failure, but the creature must attack any creature it detects, preferring to attack former friends or allies when possible.

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