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Summon Healing ServitorSpell 5


Uncommon​Necromancy​Healing​Incarnate​Positive​
Source Pathfinder Lost Omens: Impossible Lands
Traditions Divine, Primal
Cast Three Actions (material, somatic, verbal)
Range 100 feet
Duration until the end of your next turn
Saving Throw basic Fortitude

You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet.

Arrive (healing, necromancy, positive) Servitor's Protection The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs.

Depart (healing, necromancy, positive) Servitor's Blessing The servitor disappears in a 30‑foot emanation of positive energy. All willing living creatures within heal 3d8 Hit Points. All undead within take that much damage, with a basic Fortitude save.


Heightened (+2) The Arrive effect's temporary Hit Points increase by 8, and the Depart effect's healing and damage to undead increase by 1d8.


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.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Healing

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

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.

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.