Because of PI requirements, proper names used in the text of this entry have been changed.
  • School conjuration (summoning) []
  • Spell Lists
    • cleric 6
    • paladin 4
    • summoner 5
  • Casting Time 1 standard action
  • Components V, S, M (vellum inscribed with good outsider's name)
  • Range personal
  • Target(s) you
  • Duration 1 hour/level (see below)

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 a demonic incursion, other champions of good have carried it with them to all corners of the 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.

Although this surge of power can be activated against any evil opponent, this ability activates automatically as soon as you attack any evil outsider, regardless of whether you hit or not, and regardless of whether you actually recognize that the target is in fact an evil outsider. In such cases the activation is a free action.

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.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Campaign Setting: Inner Sea Magic*

SECTION 15

  • Pathminder, Copyright 2016, Drumanagh Wilpole.