# Roar of the Wyrm
#pf2e/focus_spell/level_4 #pf2e/school/enchantment 
==[Auditory](../../../Traits/Auditory.md)== ==[Emotion](../../../Traits/Emotion.md)== ==[Enchantment](../../../Traits/Enchantment.md)== ==[Mental](../../../Traits/Mental.md)==
*Source* Gods & Magic pg. 119 2.0
**Domain** wyrmkin
**Cast** ►► somatic, verbal
**Targets** 30-foot emanation
**Saving Throw** Will; **Duration** varies

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You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The impressive roar grants you a +2 circumstance bonus to Diplomacy checks for 10 minutes against dragons that were in the area at the time of casting. All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a [Fear](../../Arcane_Tradition/Level%201/Fear.md) effect.

**Critical Success** The creature is unaffected.
**Success** The creature is [Frightened](../../../Conditions/Frightened.md) 1.
**Failure** The creature is frightened 2.
**Critical Failure** The creature is frightened 3 and [Fleeing](../../../Conditions/Fleeing.md) for 1 round.

Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the [Dragon](../../../Traits/Dragon.md) trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way.