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Footholds and FoothillsRitual 5


RareMythic
Source Pathfinder #218: Titanbane
Cast 1 day
Secondary Casters 2
Primary Check Athletics (mythic) or Nature (mythic)
Secondary Checks Athletics, Acrobatics, Nature, or Survival
Area 30-foot burst
Range 120 feet
Target area that doesn't contain any structures
Duration 1 week

The physical world resists changes, but this can be subdued like any other foe. The hero-god of movement and mountains, the sure-footed Helidys, found the islands of Iblydos stubborn and unwilling to bend to his will. He asked a sandbar to lower itself so his ship could pass, but it refused. He asked again, and the sandbar told him to wait for the tides to change. On his third ask, he didn't wait for a response, and instead leapt from his ship and wrestled with it. The sandbar pushed and pulled with the currents, but Helidys succeeded and flattened the sandbar into a ribbon with his bare hands.

When you cast this ritual, select to add, remove, roughen, or smooth out the area.

Add You create new terrain, selecting earth, stone, or water when you cast this ritual. Any creature within the newly created terrain's area moves to the closest available space. The new terrain can be created in a space that would not typically support it, such as a floating island.

Remove You create a 30-foot-deep crater-like depression in the area. Unless otherwise specified, the terrain immediately beneath the destroyed area is the same type. Water flows into the crater if such is present along the area's circumference. Creatures standing on the destroyed terrain can attempt to Grab an Edge if they are adjacent to a non-destroyed space. Otherwise, they use the typical rules for falling.

Roughen You transform the area into difficult terrain. If the area was already difficult terrain, it becomes greater difficult terrain.

Smooth You transform an area of difficult terrain into normal terrain, or an area of greater difficult terrain into difficult terrain.


Critical Success You transform the area of your choice permanently.

Success You transform the area for the ritual's duration.

Failure You fail to transform the area.

Critical Failure The ritual backfires, and now the land knows how to easily beat you. For the next week, the primary caster treats all instances of the terrain they attempted to manipulate as difficult terrain (or difficult terrain as greater difficult terrain).


Heightened (+1) The area increases by 20 feet.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.