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Summon Warden of the WildSpell 8


RareConcentrateIncarnateManipulate
Source Pathfinder Howl of the Wild
Traditions Primal
Cast Three Actions
Range 100 feet
Duration until the end of your next turn

You briefly call forth the spirit of one of the Wardens of the Wild, the legendary guardians of nature. The warden occupies the space of a Gargantuan creature. When you Cast this Spell, you summon a warden depending on the biome in which the spell is cast (for instance, summoning the Warden of Caverns and Burrows if summoned in a cave, canyon, or other underground environment). In an unnatural environment, the warden summoned depends on the region's most recent or similar natural biome, as decided by the GM.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.