🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Imbue Spell Free ActionFeat 16


ConcentrateMythic
Source Pathfinder War of Immortals
Prerequisites Wildspell Dedication

Trigger Your previous action was to Cast a Spell.


You pass the energy of your magic onto an ally, allowing another to release the spell. Upon completing the Casting of a Spell, instead of the normal effects of the spell, you imbue the energy of that spell to an ally that's adjacent to you or within your Spellsurge aura. You expend the spell, spell slot, or Focus Point as normal. At any time during the next hour, that ally can release the energy of the spell with a single action that has the concentrate and manipulate traits; they don't need to expend any spell slots or Focus Points. All attributes of the spell are determined based on your original casting of the spell, including any spellshape feats used, but the ally is treated as the spellcaster for determining the origin of the spell and for making any choices the spell requires. If the spell must or can be Sustained, your ally takes the action to Sustain it. You can't target yourself with this ability. If the spell isn't released by the ally within 1 hour, the energy dissipates. You can only have one spell imbued at a time; additional uses of this ability cause previously imbued spells to dissipate immediately


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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.