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Patron's ProtectorSpell 6


ConcentrateManipulatePolymorph
Source Pathfinder Impossible Magic
Traditions Arcane, Divine, Occult, Primal
Cast Two Actions
Range 30 feet
Target your familiar
Duration 1 minute
Saving Throw basic Fortitude

You channel your magic into your familiar, filling its body with dreadful energy, turning them into a powerful protective force. You can use Command an Animal on the target as part of Casting or Sustaining this spell. Your familiar's AC becomes 28; they become large, and they gain 20 temporary Hit Points. If your familiar is reduced to 0 Hit Points while under the effect of this spell, the spell immediately ends, and your familiar is instead reduced to 1 Hit Point. Once per turn your familiar can use the Body Check or Protector's Shove action.

Body Check1 Your familiar uses its new size and presence to press against an adjacent creature, dealing, 4d10 bludgeoning damage (basic Fortitude save). On a failed save, the target is also knocked back 10 feet (20 feet on a critical failure).

Protector's Shove 1 Your familiar shoves an ally out of danger. Your familiar pushes an adjacent, willing ally, pushing them up to 20 feet away and granting them a +2 status bonus to AC for 1 round. This is forced movement.


Heightened (9th) The familiar's AC become 36, they gain 30 temporary Hit Points, and the damage increases by 2d10.


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.

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.

Polymorph

These effects completely transform the target into a new form. A target can't be under the effect of more than one polymorph at a time. If it comes under the effect of another, the second effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. You lose your Speeds and gain those of the battle form. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.