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Incarnate Wild RoseSpell 6


ConcentrateIncarnateManipulatePlant
Source Pathfinder Impossible Magic
Traditions Arcane, Primal
Cast Three Actions
Range 100 feet
Duration until the end of your next turn

You call up the giant wild rose, a flower famous for both its beauty and its thorns. The rose occupies the space of a Huge creature but has no Speed.


Arrive Writhing Vines A vast number of thorny vines burst from the ground, wrapping around those who threaten you. Each enemy within a 30-foot emanation of the rose takes (max(3,floor(@item.rank/2)))d12 piercing damage and must attempt a reflex saving throw.

Critical Success The creature takes no damage.

Success The creature takes half damage.

Failure The creature takes full damage and is Grabbed by a vine for the duration of the spell or until they [/act escape].

Critical Failure The creature takes double damage and is Restrained by a vine for the duration of the spell or until they Escape.


Depart (poison) Blood Pollen All creatures still grabbed or restrained by vines take (max(2,floor(@item.rank/2)-1))d6 persistent,poison damage. The wild rose then expels a cloud of toxic pollen in a 20-foot burst up to 60 feet away. All living creatures in the burst must attempt a fortitude save.

Critical Success The creature is unaffected.

Success The creature is Enfeebled 2 for 1 round.

Failure The creature is enfeebled 2 for 1 minute.

Critical Failure The creature is Enfeebled 3 for 1 minute.


Heightened (+2) The rose's arrival damage increases by 1d12, and its departure damage increases by 1d6.


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.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.