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GeyserSpell 5


EvocationFireWater
Source Pathfinder Secrets of Magic
Traditions Arcane, Primal
Cast Two Actions (somatic, verbal)
Area 10-foot burst
Range 500 feet
Duration 1 round
Saving Throw Reflex

Area 10-foot radius, 50-foot-tall cylinder


A powerful geyser blasts up from the ground, potentially pushing creatures on top of it into the air. The bottom of this spell's area must be on solid ground. Each creature in the area takes 3d6 bludgeoning damage and 4d6 fire damage, with a Reflex save. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage (normally equal to half the distance it fell). After the geyser erupts, its area is filled with a cloud of steam for 1 round. All creatures in the steam are concealed, and all creatures outside the steam are concealed to creatures within it.


Critical Success The creature is unaffected.

Success The creature takes half damage and isn't pushed into the air.

Failure The creature takes full damage and is pushed 20 feet into the air. (10 falling damage)

Critical Failure The creature takes double damage and is pushed 40 feet into the air. (20 falling damage)


Heightened (+1) The damage increases by 1d6 bludgeoning and 1d6 fire.


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.

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.