Eaglesoul
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (vellum inscribed with good outsider’s name)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- personalHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- youHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 hour/level (see below)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
Legends say that the first eaglesoul spell was created when an agathion avoral joined his own spirit with that of a courageous paladin who was about to be overwhelmed on the field of battle. The holy knight used the combined might of the agathion’s great strength and his own to win the day for the crusaders. Now, although the spell is still in use chiefly among those that patrol the borders of the Worldwound, other champions of good have carried it with them to all corners of the Inner Sea region.
When you cast this spell, you reach into the great beyond and beseech a good-aligned outsider for their aid against evil. The outsider infuses a small portion of its own power into you, making you a powerful force for good. You gain a +2 morale bonus on all Perception checks made against evil creatures, a +2 bonus on Initiative checks, and detect evil as a constant spell-like ability.
In addition, once during the spell’s duration you can call forth a surge of holy power when fighting an evil creature. Doing so is a swift action that shortens the spell’s remaining duration so that its remaining hours of duration become rounds of duration. For the rest of this duration, the surge of power grants you the following benefits:
- A +2 sacred bonus to AC
- A +4 sacred bonus to Strength
- Resistance 5 to acid and fire
- A +5 sacred bonus on all Intimidate checks made against evil creatures
- Fast healing 2
- Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
Nongood spellcasters can cast this spell, but doing so causes them to be sickened (for spellcasters who are neither good nor evil) or staggered (for spellcasters who are evil) for the spell’s duration.