Umbral Journey
Umbral Journey
Level 5![PFS: Limited PFS: Limited](/pf2e/_astro/pfs_limited.BgJlaqut_Z1utsoK.png)
Uncommon
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Shadow
Magic with this trait involves shadows or the energy of the Netherworld.
Planes with this trait are umbral with murky light. In the Netherworld, the radius of all light from light sources and the areas of light spells are halved.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
component: 1 minute
deity: Zon-Kuthon
duration: 8 hrs.
legacy_name: Shadow Walk
0 source: Player Core pg. 364
spell_type: Spell
target: you and up to 10 willing creatures touched
tradition: ArcaneOccult
type: Spell
You move partially into the Netherworld, using its warped nature to speed your travels. Each hour, you cover roughly as much ground as you normally would in 3 days (page 438). The landmarks are vague and symbolic rather than concrete, leaving you within a mile of your intended destination when you Dismiss the spell or its duration ends.