Concentrate Fire Manipulate Sanctified Spirit Source Player Core pg. 325Range 120 feet;
Area 20-foot burst
Defense Reflex
Divine flames scour creatures within the area. Creatures take 6d6 fire damage and 2d6
persistent fire damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM).
Critical Success The creature is unaffected.
Success The creature takes half damage and no persistent damage.
Failure The creature takes full damage and persistent damage.
Critical Failure The creature takes double damage and double persistent damage.
Heightened (+1) The damage increases by 1d6 and persistent damage increases by 1d6.
Uncommon Concentrate Manipulate Teleportation Source Player Core pg. 339Cast 10 minutes;
Requirements You have a planar key for the destination plane, used as a locus
Range 5 feet;
Targets up to 8 willing creatures
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the
Plane of Fire, the Netherworld, or the Outer Rifts. You must know the destination plane exists and use a magic planar key created from material from that plane as a locus for the spell. While the planar keys for most prominent planes are uncommon, just like the spell
interplanar teleport, more obscure planes and demiplanes often have
rare or possibly even
unique planar keys.
The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane.
Interplanar teleport doesn't provide a means of return travel, though casting
interplanar teleport again allows you to return to your previous plane unless there are extenuating circumstances.
Concentrate Fire Manipulate Source Player Core pg. 367Range 120 feet
Duration 1 minute
You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.
Heightened (+1) The fire damage increases by 1d6.