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Elemental ConfluenceSpell 6


AirConcentrateEarthFireManipulateMetalWaterWood
Source Pathfinder Impossible Magic
Traditions Arcane, Primal
Cast Three Actions
Area 10-foot burst
Range 60 feet
Duration 1 minute

You conjure six types of elementals who combine forces to form a chaotic storm. The confluence has AC 28, 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are Concealed, and all creatures outside the confluence are concealed to creatures within it. When you Cast or Sustain this Spell, you can move the confluence up to 20 feet and choose up to two different types of elementals to act.


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.

Air

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

Concentrate

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

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.

Fire

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

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Metal

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

Water

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

Wood

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