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Halcyon MistsFocus 1


Uncommon​Concentrate​Focus​Manipulate​Water​
Source Pathfinder Lost Omens Rival Academies
Cast Two Actions
Range 30 feet
Target 1 willing living creature

In a moment of dire need, you call upon ancestral power to strengthen and sustain. A soothing mist gathers around the target, granting 1d8 temporary Hit Points and ending one source of persistent acid, bleed, fire, poison, or void damage affecting it. If the creature has persistent damage from more than one of these sources, you choose the one that ends.

The mists linger around the target, making them Concealed until the beginning of their next turn, though this obvious concealment can't be used to Hide.


Heightened (+1) The temporary Hit Points increase by 1d8.

Spell Effect: Halcyon Mists


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Concentrate

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

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

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.

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.