Summon IriiSpell 8
Source Pathfinder Dark Archive
Traditions Arcane, Occult
Cast (material, somatic, verbal)
Range 100 feet
Duration until the end of your next turn
You cast your spell, whisper your words of power, and find that an irii is already here-indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii.
- Fate The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it
Arrive (divination, fortune, lawful, prediction)
Decree the Immutability of Time While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, Perception check, saving throw, or skill check get a 10 instead
Depart (divination, misfortune, prediction)
Observe the Inevitability of Destiny Each enemy within a 30-foot emanation must attempt a Will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, Perception check, saving throw, or skill check, it gets a 10 instead. - Fortune The fortune stands before you with its golden horns and moth-scale wings, a sly smirk on its elfin face
Arrive (chaotic, divination, fortune, prediction) Decree the Chaos of Infinity While within 30 feet of the fortune, you and your allies roll twice and take the higher roll on all damage rolls, Perception checks, and saving throws
Depart (divination, misfortune, prediction) Sunder Eternity's Authority Each enemy within a 30-foot emanation must attempt a Will save. A creature that fails its save must roll twice and take the lower result on all damage rolls, Perception checks, and saving throws until the end of its next turn.
Traits
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.
ConjurationEffects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.
IncarnateA 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.