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Eclipse BurstSpell 7


NecromancyColdDarknessNegative
Source Pathfinder Core Rulebook
Traditions Arcane, Divine, Primal
Cast Two Actions (somatic, verbal)
Area 60-foot burst
Range 500 feet
Saving Throw Reflex

A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus 8d4 additional negative damage to living creatures. Each creature in the area must attempt a Reflex save. If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage and becomes Blinded by the darkness for an unlimited duration.


Heightened (+1) The cold damage increases by 1d10 and the negative damage against the living increases by 1d4.


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.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Cold

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

Darkness

Darkness effects extinguish non-magical light in the area, and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract the light, but some darkness spells automatically attempt to counteract light.

Negative

Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.