Alchemist | Animist | Barbarian | Bard | Champion | Cleric | Commander | Druid | Exemplar | Fighter | Guardian | Gunslinger | Inventor | Investigator | Kineticist | Magus | Monk | Necromancer | Oracle | Psychic | Ranger | Rogue | Runesmith | Sorcerer | Summoner | Swashbuckler | Thaumaturge | Witch | Wizard

Companions | Familiars


PFS StandardClashing Compound Invocation [one-action] Feat 10

Invocation Runesmith 
Source Impossible Magic pg. 51


As you invoke runes from disparate traditions of magic, their diametrically opposed effects repel each other in a destructive backlash. You Invoke two Runes, which must be from opposed traditions of magic; either 1 arcane and 1 divine rune, or 1 occult and 1 primal rune. In addition to the runes’ normal effects, one creature within 30 feet of both invoked runes must also attempt a Fortitude saving throw as destructive magical harmonics clash.

Success The target is sickened 1, but if it spends a single action attempting to recover, it automatically succeeds.
Failure The target is sickened 1.
Critical Failure The target is sickened 2.

Traits

Invocation:

An invocation action allows a runesmith to surge power through their rune by uttering its true name. Invocation requires you to be able to speak clearly in a strong voice and requires that you be within 30 feet of the target rune or runes unless another ability changes this. These actions include the Invoke Rune action, which makes the rune’s invocation take place, then causes the rune to fade away. Using Invoke Rune normally allows you to invoke two runes, but other abilities that include the Invoke Rune action often change that number or the specific runes you can invoke.

Shelyn's Corner

×