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Eclipse BurstSpell 7

Source Core Rulebook pg. 334
Traditions arcane, divine, primal
Cast Two ActionsTwo Actions somatic, verbal
Range 500 feet; Area 60-foot burst
Saving Throw Reflex
A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d4 additional negative damage to living creatures. Creatures and objects 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 or object is unaffected.
Success The creature or object takes half damage.
Failure The creature or object takes full damage.
Critical Failure The creature or object takes double damage. If it's a creature, it 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.