Conquering Soldiers

Rank 10UncommonarcanedivineRemaster
Range500 feet
Durationuntil the end of your next turn

You tap into the glories of the armies of old, bringing forth their might to your battlefield and making their strength and power your own. This army manifests as glimmering forms of a conquering military of old, replete with banners and colors of their nation. The army occupies the space of a Gargantuan creature and has a Speed of 80 feet.

Arrive (auditory, emotion, fear, mental) Banner's Call The conquering army manifests before you and your allies, letting out a battle cry of victory and devotion. Each enemy within an 80-foot emanation must attempt a Will save.


Critical Success The creature is unaffected.

Success The creature is Frightened 2.

Failure The creature takes 6d12 mental damage and is Frightened 3.

Critical Failure The creature takes 12d12 mental damage, is Frightened 4, and is Fleeing for 1 round.

Depart (emotion, healing, mental) Trumpets of War As the conquering soldiers begin to fade, their military musicians play one more triumphant song in your honor. You and all allies within 100 feet of the soldiers immediately reduce the value of any Clumsy, Drained, Enfeebled, Frightened, Sickened, and Stupefied conditions by 2 and gain a +2 status bonus to all attacks, saving throws, skill checks, and DCs for 3 rounds.

Spell Effect: Conquering Soldiers (Depart)

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.