You call on the same energies that manifest ancestor storms, summoning wailing spirits to terrorize your foes. Living creatures in the area take 5d6 void damage and 1d6 mental damage and must attempt a Will save. Nonliving creatures are immune to this spell's effects.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Frightened 1.
Failure The creature takes full damage and is Frightened 2.
Critical Failure As failure, but the creature takes double damage and is Stunned 1.
The first time each round you Sustain the spell, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above.
Traits
An action with this trait requires a degree of mental concentration and discipline.
This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.