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Awaken EntropySpell 6


Concentrate​Manipulate​
Source Pathfinder Dark Archive (Remastered)
Traditions Arcane, Divine, Occult
Cast Three Actions
Area 10-foot burst
Range 120 feet
Duration 1 minute
Saving Throw basic Fortitude

All things age, all things die, and at the end of days, even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area—flesh falters, plants shrivel, and even stone begins to crumble. Any creature that enters or begins its turn in the area takes 8d6 void damage with a basic Fortitude save, or 8d6 force damage if the creature normally doesn't take void damage, such as if the creature is a construct or undead. Even beings such as fiends with unlimited lifespans can be worn away by entropy.

The first time you Sustain the Spell on each subsequent turn, the entropic zone grows stronger in addition to having its duration increased. The radius of the burst increases by 10 feet (to a maximum of 40 feet), and the size of the damage dice increases by one step (from d6 to (2+@item.rank)d8 void, then to (2+@item.rank)d10 void, and finally to (2+@item.rank)d12 void).


Heightened (+1) The damage increases by 1d6.


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.

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.