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Ancestral WindsSpell 5


UncommonConcentrateEmotionFearManipulateMentalVoid
Source Pathfinder #209: Destroyer's Doom
Traditions Arcane, Divine, Occult
Cast Two Actions
Area 20-foot burst
Range 120 feet
Duration 1 minute
Saving Throw Will

You call on the same energies that manifest ancestor storms, summoning wailing spirits to terrorize your foes. Living creatures in the area take 5d6 void damage and 1d6 mental damage and must attempt a Will save. Nonliving creatures are immune to this spell's effects.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Frightened 1.

Failure The creature takes full damage and is Frightened 2.

Critical Failure As failure, but the creature takes double damage and is Stunned 1.

The first time each round you Sustain the spell, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above.


Traits

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 checks related to these creature is increased by 2.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

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.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Void

Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.