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Pest SwarmSpell 4


Uncommonโ€‹Concentrateโ€‹Incarnateโ€‹Manipulateโ€‹
Source Pathfinder Battlecry!
Traditions Arcane, Occult, Primal
Cast Three Actions
Range 30 feet
Duration until the end of your next turn

Sometimes the most common irritations can band together and become threats to your enemies. You reach out to the pests and nuisances around you, forming a small squadron of them to harass and occupy your opponents. They swarm from the forests, the air, and even the dirt beneath your feet. The pest squadron occupies the space of a Large creature, and like a swarm, they can occupy the same space as other creatures. When you Cast this Spell, choose one of the pest squadrons below to summon.


Violin Spider Venom (poison)

Saving Throw DC 24 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison (1 round)

Stage 2 2d6 poison and Clumsy 1 (1 round)

Stage 3 2d6 poison, 1d6 persistent,bleed, and clumsy 1 (1 round)

Stage 4 2d6 poison, 2d6 persistent,bleed, and clumsy 1 (1 round)


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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 โ€œArriveโ€ or โ€œDepartโ€ 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.