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Breath of DroughtSpell 2


UncommonEvocationFire
Source Pathfinder #151: The Show Must Go On
Traditions Primal
Cast Two Actions (somatic, verbal)
Area 10-foot burst
Range 30 feet
Duration sustained
Saving Throw Fortitude

You fill the area with an oppressive, arid swelter that overwhelms creatures with heat exhaustion. Objects are unaffected. Each creature in the area when the spell is cast or that ends its turn in the area afterward must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as fire elementals) are immune to breath of drought.


Success The creature is unaffected.

Failure The creature is Sickened 1.

Critical Failure The creature is Sickened 2.


Heightened (4th) Once per round when you Sustain the Spell, you can move the center of the burst to a new location within range.

Heightened (7th) As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst.


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.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.