Summon Warden of the Wild
You briefly call forth the spirit of one of the Wardens of the Wild, the legendary guardians of nature. The warden occupies the space of a Gargantuan creature. When you Cast this Spell, you summon a warden depending on the biome in which the spell is cast (for instance, summoning the Warden of Caverns and Burrows if summoned in a cave, canyon, or other underground environment). In an unnatural environment, the warden summoned depends on the region's most recent or similar natural biome, as decided by the GM.
- •Warden of Caverns and Burrows: Speed 60 feet, burrow 100 feet; Arrive (earth) Obsidian Cage Obsidian stalagmites burst from the earth as the warden surfaces, impaling enemies and trapping them in stalagmites. Enemies on the ground within 40-foot emanation take 6d6 piercing damage (reflex save). Creatures that fail their save become Immobilized until they Escape (the DC is your spell DC); Depart (earth) Blessing of the Depths The squares occupied by the warden remain disheveled and broken, becoming difficult terrain. The warden affects you and all your allies within 60-foot emanation with a Mountain Resilience and Unfettered Pack. The duration for both spells is reduced to 3 rounds, but the duration of mountain resilience isn't reduced when an affected target is hit by a bludgeoning, piercing, or slashing attack.
- •Warden of Forests and Meadows: Speed 120 feet; Arrive (illusion, mental) Idyllic Panorama The warden's presence unpredictably warps the appearances and perceived distances of creatures and obstacles around it. Each time an enemy within 40 feet of the warden attempts a Strike or Stride action, it takes 4d6 mental damage (will save). On a critical failure, the creature Strikes a random target within reach or Strides in a random direction. On a critical success, the creature becomes temporarily immune for 1 round; Depart Fox's Insightful Trickery The warden affects you and all your allies within 60 feet with Blur and Truesight. The duration for both spells is reduced to 3 rounds.
- •Warden of Oceans and Rivers: Speed 60 feet, swim 120 feet; Arrive I Am the Tide If the warden is summoned in a body of water, it creates a churning whirlpool that deals 10d6 bludgeoning damage to all creatures within 30-foot emanation (basic Reflex save). A creature that fails this save is pulled 15 feet closer to the warden (30 feet on a critical failure). If the warden is summoned outside of a body of water, it creates a wave of water that deals 8d6 bludgeoning damage to all creatures within 30 feet (basic Reflex save). A creature that fails this save is pushed 10 feet away from the warden; Depart Acclimation to the Deep The warden affects you and your allies within 60 feet with Feet to Fins and Water Breathing. The duration for both spells is reduced to 3 rounds, but a creature affected by feet to fins retains its normal land Speed.
- •Warden of Peaks and Skies: Speed 60 feet, fly 240 feet; Arrive Precipice Plummet The warden appears, flying downward from the sky and sends a shockwave where she lands. Creatures within 20-foot emanation take 10d6 sonic damage (fortitude save). Creatures that critically fail their saves are Sickened 1; Depart (auditory) Song of the Skies The warden affects you and all your allies within 60 feet with Fly and Unfettered Movement. The duration for both spells is reduced to 3 rounds.
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.