Arcane Explosion

Rank 9FocusUncommonRemaster
Area30-foot emanation
DefenseBasic Fortitude
Damage16d6 force

Your body is temporarily converted into a ball of pure magic, rapidly exploding outward and reforming as a glowing sphere, after which you eventually regain your normal form. All creatures and objects in the emanation take 16d6 force damage (basic Fortitude saving throw). Creatures that fail are also pushed 10 feet directly away from you; creatures that can't complete this forced movement are knocked Prone (but creatures who reduce this movement, such as with an ability or feat, don't fall prone). You become unfiltered magic; you gain the incorporeal trait, are immune to disease, poison, and precision damage, and gain resistance to all damage equal to your level (except force damage, spirit damage, and damage from Strikes with the Ghost Touch property rune), with double the resistance against non-magical damage. While incorporeal, you can't Strike, Cast a Spell, or take any actions with the manipulate trait. Any creature that ends its turn adjacent to you while you're in this state takes 6d6 force damage. You remain as pure magic until you Dismiss your new form, returning to your normal state at maximum Hit Points.

Spell Effect: Arcane Explosion

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Force

Effects with this trait deal force damage or create objects made of pure magical force.

Manipulate

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.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.