Clockwork Devotion

Rank 8UncommonarcaneRemaster
Range100 feet
Durationuntil the end of your next turn
DefenseBasic Reflex

You toss a handful of magical cogs before you, summoning a battalion of clockwork soldiers to fight your enemies. The clockwork soldiers occupy the space of a Huge creature and have a Speed of 60 feet.

Arrive Clockwork Assault Clockwork soldiers slash at your enemies with their halberds, dealing 4d10 slashing damage (basic Reflex save) to all enemy creatures in its location or within 15 feet.

Depart (fire) Ticking Bomb The clockwork soldiers freeze abruptly before exploding into a mass of flying cogs and metal shrapnel, dealing 4d8 slashing damage and 4d8 fire damage in a 30-foot emanation (basic Reflex save). On a critical failure, a creature takes an additional 2d8 persistent fire damage.

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.