You conjure a pathway to paradise, visible only to you and your allies through a dense cloud of magical mist. You and the other targets within range are transported through this mist to an extradimensional paradise of idyllic geographical features. Creatures within this paradise don't need to eat or drink. For each minute you spend within this paradise, all creatures within experience the benefits of 24 hours passing, gaining the healing benefits of a full night's rest, as well as the elapse of any afflictions or spells with day-long intervals. However, for any afflictions or spells with intervals measured in shorter periods of time, only one of those intervals passes for every minute spent within the paradise. This means that at the end of a minute, a creature can attempt a saving throw against a disease whose interval is 1 day, a poison whose interval is 1 minute, and a harmful spell that allows a saving throw each round. Each saving throw attempted while within the paradise gains a +4 status bonus.
You and your allies can act normally while within the paradise and can use the time to cast spells, Refocus, or perform other exploration activities that take less than 10 minutes. When the spell ends, you and all other targets depart the paradise, returning through the mists to your previous locations or in the nearest unoccupied spaces. You can Dismiss this spell.
Traits
An action with this trait requires a degree of mental concentration and discipline.
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
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.
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.