Jassim's Allegiance

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

You bartered for this spell in some strange market or perhaps gained it while wandering the desert, hopelessly lost and surrounded by nothing but the remnants of time and fallen empires. With a gesture and words of a language not spoken since the fall of the Hanging City of Teskra, you summon Jassim the Wanderer. Jassim, a true Jistkan automaton, occupies the space of a Gargantuan creature and has a Speed of 60 feet.

Arrive (fire) Eyes of Fire Jassim emerges from the ground and glares at your enemies, a fearsome look forming on a face of ancient metal and glass. He shoots an energy beam in a 60-foot line, dealing 5d12 fire damage and 5d12 piercing damage (basic Reflex save). Enemies that critically fail are Drained 2.

Depart (metal) Heart of Rust Jassim takes a metal piece from his chest and holds it out, crushing it in his fist and allowing the powder to spread across a 60-foot emanation. These particles deal 10d6 slashing damage to all creatures and unattended objects within the area (basic Fortitude save). A metal creature that fails its save also takes 2d8 persistent slashing damage. A non-metal creature that fails this save is also Sickened 2.

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.