🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Incarnate Shadow MinuetSpell 4


ConcentrateIncarnateManipulateShadow
Source Pathfinder Impossible Magic
Traditions Arcane, Occult
Cast Three Actions
Range 30 feet
Duration until the end of your next turn
Saving Throw Will

Your shadow peels away from your body, dancing its way to the target location and calling other shadows to join in and abandon their bodies. This spell requires the presence of a shadow and cannot be cast in complete darkness. Your shadow occupies the space of a creature of your size and has Speeds equal to yours (including fly and other alternative Speeds).

Arrive (spirit) Dance Card Your shadow invites other shadows to dance with it. All enemies within a 20-foot emanation of your shadow must attempt a Will save.


Critical Success The creature is unaffected.

Success The creature's shadow is curious and stretches toward your shadow, but it stays attached. The creature is Off-Guard for 1 round.

Failure The creature's shadow detaches to join the dance. The creature takes 4d6 spirit damage and is off-guard for 1 round.

Critical Failure As failure, but the creature takes 8d6 spirit damage.

Depart (darkness) Darkness Crescendo The shadows dance a short minuet, and then your shadow bows and returns to your side. It releases a globe of darkness in a 20-foot burst centered on you, which lasts for 1 minute. Light does not enter the area, and any non-magical light sources, such as torches or lanterns, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your spell's rank or lower. Light can't pass through this area, so creatures in it can't see outside. From outside, it appears as a globe of pure darkness.


Heightened (+1) The spirit damage increases by 2d6 on a failure and 4d6 on a critical failure.


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.

Shadow

This magic involves shadows or the energy of the Netherworld.