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Tempest of ShadesSpell 7


Necromancy​Incarnate​
Source Pathfinder Secrets of Magic
Traditions Arcane, Divine, Occult
Cast Three Actions (material, somatic, verbal)
Range 100 feet
Duration until the end of your next turn
Saving Throw Fortitude

You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet.

Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects.


Critical Success The creature is unaffected

Success The creature is Drained 1.

Failure The creature is Drained 2.

Critical Failure The creature is Drained 3.


Depart (emotion, fear, mental) Howl of Eternity The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt will saves with the following effects.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 3.

Critical Failure The creature is frightened 3. It's also Fleeing for 1 round or until it's no longer frightened, whichever comes first.


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.

Necromancy

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

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.