Beseech Arcanotheign

Rank 9RarearcanedivineoccultprimalRemaster
Range100 feet
Durationuntil the end of your next turn

With a whispered prayer or arcane sending, you conjure Arcanotheign, herald of Nethys. She's a storm of magic, half white and half black, roiling in a vaguely humanoid shape. She occupies the space of a Medium creature and has a Speed of 40 feet and a fly Speed of 60 feet.

Arrive (sonic) Storm's Unbridled Destruction Arcanotheign arrives with a flash of light and a cacophonous crash of colliding magic. All enemies in a 60-foot emanation take 8d12 sonic damage with a basic Reflex save. A creature that critically fails is additionally Deafened for 10 minutes.

Depart (electricity, healing) Flash of Brilliance Arcanotheign fires a powerful arcane blast at one target within 100 feet, dealing 5d12 electricity damage with a basic Reflex save, and a powerful divine blast at one ally, healing 5d12 Hit Points. Then, Arcanotheign asks for payment in the form of a fond memory. If you pay this cost, you lose this memory, Arcanotheign gains this memory, and Arcanotheign whispers a secret into your mind; you can immediately Recall Knowledge on any subject at mythic proficiency.

Traits

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.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.