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Incarnate Faerie RevelersSpell 5


Concentrate​Incarnate​Manipulate​
Source Pathfinder Impossible Magic
Traditions Occult, Primal
Cast Three Actions
Range 30 feet
Duration until the end of your next turn

You extend an invitation to a faerie revel, a ceaseless celebration of mischief and mischance. The party pours out from under tables and behind trees, a host of gremlins and sprites and stranger things besides. This strange collective joins the fight by causing as much mayhem and chaos as they can. The revel occupies the space of a Huge creature and has a Speed of 30 feet.

Arrive (mental) Mischief The infectious nature of the faerie revel causes chaos. Each creature adjacent to the revel must attempt a Will save.

Critical Success The creature is unaffected.

Success The creature is Stupefied 1 and Clumsy 1 for 1 round.

Failure The creature is Stupefied 2 and Clumsy 2 for 1 round.

Critical Failure The creature is Stupefied 3 and Clumsy 3 for 1 round.

Depart (curse, misfortune) Mischance The faerie revel leaves as quickly as it came, off to bedevil some other soul. With its departure, the world seems darker and gloomier, and every creature within a 15-foot emanation of the revel must attempt a Will save.

Success The creature is unaffected.

Failure For 1 round, the first time the target attempts an attack roll or skill check, it must roll twice and use the worse result.

Critical Failure For 1 round, each time the target attempts an attack roll or skill check, it must roll twice and use the worse result.


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.