🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Incarnate Skeletal GiantSpell 5


Concentrate​Incarnate​Manipulate​
Source Pathfinder Impossible Magic
Traditions Divine, Occult
Cast Three Actions
Range 120 feet
Duration until the end of your next turn
Saving Throw basic Reflex

You conjure a dark cloud above the battlefield from which leaps a massive giant of jagged bone. This skeletal giant usually appears as a massive form of the caster's ancestry. The giant occupies the space of a Huge creature and has a Speed of 40 feet.

Arrive Earthshaking Entrance The giant lands on the ground with a resounding crash, shaking the earth with its weight. Creatures on the ground in a 20-foot emanation must attempt a Fortitude save.


Critical Success The creature is unaffected.

Success The creature is knocked Prone.

Failure The creature is knocked prone and Clumsy 1 for 1 round.

Critical Failure The creature is knocked prone and Clumsy 2 for 1 round.

Depart Terrible Blows The skeletal giant reaches out with its great hands and attempts to flatten its master's foes. Up to 2 different targets within 30 feet of the giant take 6d6 bludgeoning damage (basic Reflex save).


Heightened (+1) The damage increases by 2d6.


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.