Desiccate [two-actions] Spell 8
Concentrate Manipulate Void Source Player Core pg. 323Range 500 feet;
Targets any number of living creatures
Defense basic Fortitude
You pull the moisture from the targets' bodies, dealing 10d10 void damage. Creatures made of water (such as
water elementals) and
plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as
earth elementals) are immune to
desiccate.
Heightened (+1) The damage increases by 1d10.
Execute [two-actions] Spell 7
Concentrate Death Manipulate Void Source Player Core pg. 329Range 30 feet;
Targets 1 creature
Defense basic Fortitude
You point at a creature and invoke the demise of all things. The target takes 70 void damage with a basic Fortitude save. If the target is
undead or otherwise has
void healing, the spell loses the
death and
void traits and gains the
vitality trait, and the target takes 70 vitality damage with a basic Fortitude save.
Heightened (+1) The damage increases by 10.
Air Concentrate Manipulate Source Player Core pg. 351Range 100 feet;
Area 30-foot radius, 100-foot-tall cylinder
Duration sustained up to 1 minute
Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is
greater difficult terrain for
Flying creatures, and difficult terrain for creatures on the ground or
Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen.
The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an
Athletics check or
Acrobatics check to
Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.