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Door to BeyondFocus 4


ConjurationCleric
Source Pathfinder Lost Omens: Gods & Magic
Cast Two Actions (somatic, verbal)
Area 20-foot emanation
Range 5 feet
Duration 1 minute
Saving Throw Fortitude

Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing Large or smaller creatures and objects of light Bulk or less toward the center. Large or smaller creatures in the area must attempt a Fortitude save at the start of their turn; creatures that move into the area must attempt the save on entering.

The cracks of the door to beyond are too thin for anything to fully slip through, but decompressive effects deal 4d6 slashing damage to any creature or object that ends its turn in the door's space. You are unaffected by your own door to beyond. You can Dismiss the spell.


Success The creature is unaffected.

Failure The creature is pulled 10 feet toward the door.

Critical Failure The creature is pulled 20 feet toward the door.


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.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

Cleric

This indicates abilities from the cleric class.