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Incarnate Ancient SpecterSpell 7


Concentrate​Incarnate​Manipulate​
Source Pathfinder Impossible Magic
Traditions Divine, Occult
Cast Three Actions
Range 100 feet
Duration until the end of your next turn

You invoke an ancient wraith to appear and fight by your side. This specter may be the spirit of some long-dead king or warlord. It occupies the space of a Medium creature and has a fly Speed of 40 feet.

Arrive (mental, visual) Kneel, Peons! The specter raises its hand, indicating that all foes should pay it obeisance. All enemies within a 60-foot emanation of the specter must attempt a Will save.

Critical Success The creature is unaffected.

Success The creature kneels, dropping Prone as a free action.

Failure As success, and the creature can't Stand for the duration of the spell.

Critical Failure As failure, and the creature also bows its head, becoming Dazzled for the duration of the spell.

Depart (auditory, emotion, mental) Listen and Weep The specter speaks, and though its words have no meaning, they convey a terrible tragedy. All living enemies that have both eyes and blood (or a reasonable equivalent) within a 30-foot emanation begin to weep tears of blood. They take 4d6 persistent,bleed damage with a basic Fortitude save. On a failure, a creature is also dazzled for as long as they take the persistent bleed damage.


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.

Incarnate

A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.

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.