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CataclysmSpell 10


EvocationAcidAirColdEarthElectricityFireWater
Source Pathfinder Core Rulebook
Traditions Arcane, Primal
Cast Two Actions (somatic, verbal)
Area 60-foot burst
Range 1,000 feet
Saving Throw basic Reflex

You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack. The following effects come down upon all creatures in the area. Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm's damage. Each creature attempts one basic Reflex save that applies to all five types of damage.

Damage


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.

Evocation

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

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Air

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

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Earth

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

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

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.

Water

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