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Spell Crash Two ActionsFeat 6


ArcaneForceMagus
Source Pathfinder Impossible Magic

Requirements Your Spellstrike is charged, and you have at least one spell prepared in a spell slot.


Instead of blending a spell into an attack, you can funnel the spell's magic into a pure blast that expands out from you. You smash your weapon or fist into the ground and expend a spell prepared in one of your spell slots. The magic of the spell explodes out in your choice of a 20-foot emanation, 30-foot cone, or 60-foot line. Each creature in the area takes 1d10 force damage per spell rank of the expended spell, with a basic reflex save against your spell DC. If your weapon has the shove trait, you push any creature that fails its save 10 feet; if your weapon has the trip trait, any creature that fails its save falls Prone. Your Spellstrike is no longer charged.

If the spell you expended could deal a type of damage other than force, you can change the explosion's damage to that type and replace Spell Crash's force trait with the corresponding trait.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Force

Effects with this trait deal force damage or create objects made of pure magical force.

Magus

This indicates abilities from the magus class.