Level
1st
Casting Time
1 Action Ritual
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You conjure the Incarnate. It appears in an unoccupied space that you can see within range. The aberration disappears when it drops to 0 hit points or when the spell ends. 

The Incarnate adapts to its surroundings and will change its damage type and resistances to the element it's standing in. If it's simply summoned on the ground without any elemental effect beneath it, the Incarnate will have resistance to bludgeoning damage.

The aberration is friendly to you and your companions for the duration. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the aberration, it defends itself from hostile creatures but otherwise takes no actions.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Incarnate's Claw attack deals +1d8 more damage, gains +1 AC, and gains +2d6 hit dice for every 2 slot levels above 1st.

* - (The claw or fang of a demon worth at least 30 gold.)

Spell Tags: Summoning

Available For: Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

VaporizedCatnip

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