Concentrate Force Manipulate Sanctified Source Player Core pg. 318Range 120 feet;
Area up to a 60-foot burst
Defense Reflex;
Duration 1 minute
Manifestations of divine force appear in the hundreds, swirling in a massive, protective sphere. These typically look like spiky fragments, but often take on an appearance themed to the deity of the caster. The sphere is hollow, with the manifestations forming a shell 2 inches deep on the outer edge. You can choose to make the burst smaller, in 5-foot increments, when you cast it.
The shell provides
cover and can intersect solid terrain without affecting it. The shell deals 7d8 force damage to each creature who intersects with the shell when the sphere's created, or who attempts to move through the shell. The creature also takes the damage at the end of its turn, but only if it didn't already take damage from the shell that turn. The effects are determined by a creature's Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage, is
pushed up to 10 feet in the direction of your choice, and ends its movement.
Critical Failure The creature takes double damage, is pushed up to 20 feet in the direction of your choice, and ends its movement.
Heightened (+1) The damage increases by 1d8.
Concentrate Manipulate Sanctified Spirit Source Player Core pg. 326Range 120 feet;
Area 20-foot burst
Defense Fortitude
You channel the fury of divinity against your foes. You deal 4d10 spirit damage to enemies in the area, depending on their Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is
sickened 1.
Critical Failure The creature takes full damage and is sickened 2; while it's sickened, it's also
slowed 1.
Heightened (+1) The damage increases by 1d10.
Concentrate Manipulate Source Player Core pg. 369Area 30-foot cone or 10-foot emanation
Defense Reflex
You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its
two-hand damage die.
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage.
Critical Failure The target takes double damage and is subject to the weapon's
critical specialization effect.
Heightened (+1) Add another damage die.