Trial by Skyfire [one-action] Feat 10Cursebound Divine Fire Oracle Source Player Core 2 pg. 141Prerequisites cosmos mystery, or
flame mystery
Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (basic Reflex save); you can't exclude yourself from the emanation. The skyfire persists for 1 minute; while you can't
Dismiss it, you can suppress the effect for 1 round with a
Sustain action. The rain of fire is suppressed if you fall
unconscious. If you become
cursebound 3 or 4 at any point during Trial by Skyfire's duration, the emanation increases to 15 feet and the damage increases to 4d6.
Traits
Cursebound: Abilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition. When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to divine magic.
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 connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.