You cast your spell, whisper your words of power, and find that an irii is already here—indeed, they've always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii.
- •Fate The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it.
- •Arrive (fortune, prediction) Decree the Immutability of Time While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, Perception check, saving throw, or skill check get a 10 instead.
- •Depart (misfortune, prediction) Observe the Inevitability of Destiny Each enemy within a 30-foot emanation must attempt a will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, Perception check, saving throw, or skill check, it gets a 10 instead.
- •Fortune The fortune stands before you with its golden horns and moth-scale wings, a sly smirk on its elfin face.
- •Arrive (fortune, prediction) Decree the Chaos of Infinity While within 30 feet of the fortune, you and your allies roll twice and take the higher roll on all damage rolls, Perception checks, and saving throws.
- •Depart (misfortune, prediction) Sunder Eternity's Authority Each enemy within a 30-foot emanation must attempt a will save. A creature that fails its save must roll twice and take the lower result on all damage rolls, Perception checks, and saving throws until the end of its next turn.
Traits
An action with this trait requires a degree of mental concentration and discipline.
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.
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.