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Call Fluxwraith

Rank 9 (rare) — arcane, divine, occult (concentrate, incarnate, manipulate)

Source: Pathfinder Wake the Dead #3

Cast 3 actions
Components somatic, verbal
Range 100 feet
Duration until the end of your next turn
You break a mirror and cast the shards into the air. Between their thousand fractured reflections, the fluxwraith appears—a thing of broken glass, broken time and broken lives. This undead creature occupies the space of a Medium creature and has a fly Speed of 60 feet. Arrive (transmutation) Interrupted Lives Each enemy within a 10-foot emanation must attempt a Will save. If a creature fails its save, it is shunted into the future, vanishing now but automatically reappearing in the same location after 1d4 rounds. A creature can attempt an additional Will save at the end of each of its turns to end the duration. If its original space is occupied when it returns, the creature appears in the nearest unoccupied space. Since the creature is shunted forward in time, it doesn't experience any of the intervening time. Likewise, any effects on the creature with a duration don't decrease their duration, resuming when the creature reappears. Depart (divination, fear, mental, prediction) Dire Foresight Each enemy within a 60-foot emanation must attempt a Will save. On a failed save, the creature receives a brief vision of a deeply traumatic event in that lurks among the many possibilities of its future. The creature is Frightened 2 (Frightened 4 on a critical failure) and Slowed 1 while they are frightened.

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Wake the Dead #3, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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