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Come In From the Wilderness Two ActionsFeat 10


ArchetypeEarthHealingPrimal
Source Pathfinder Impossible Magic
Prerequisites World Rouser Dedication

Frequency once per hour

Requirements Your waking world is active.


A willing ally on the ground in your waking world is swaddled in earth. For each source of persistent damage it is taking, the creature can immediately attempt a flat check to recover, with the DC reduction from appropriate assistance. While swallowed, the creature becomes Paralyzed and cannot be targeted or affected by any new effects (ongoing effects, such as afflictions or persistent damage, continue to affect it as normal). At the start of your next turn, the creature regains 6d8 healing Hit Points and emerges in its previous location. If another creature is in that location, it is pushed to the nearest available space. The target creature then becomes temporarily immune to this ability until your next daily preparations.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.

Healing

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.