Door to Beyond
Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing Large or smaller creatures and objects of light Bulk or less toward the center. Large or smaller creatures in the area must attempt a Fortitude save at the start of their turn; creatures that move into the area must attempt the save upon entering.
The cracks of the door to beyond are too thin for anything to fully slip through, but decompressive effects deal 4d6 slashing damage to any creature or object that ends its turn adjacent to the door. You are unaffected by your own door to beyond. You can Dismiss the spell.
Success The creature is unaffected.
Failure The creature is pulled 10 feet toward the door.
Critical Failure The creature is pulled 20 feet toward the door.
Heightened (+1) The damage increases by 1d6.
Traits
This indicates abilities from the cleric class.
An action with this trait requires a degree of mental concentration and discipline.
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.
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.