Personal Runewell

Rank 4FocusUncommonRemaster
Range30 feet
Area15-foot cylinder
Duration1 minute
DefenseBasic Reflex
Heightened(+1) 1d6
Damage4d6 force

Area (continued) 15-foot radius, 30-foot-tall cylinder


The runelords of Thassilon pioneered the creation of runewells , magical artifacts that could extract and store the power of sin magic from mortal souls. A circle of light carves its way across the ground as you create your very own runewell , your personal rune flaring to life within it as you add your own sin to those seven revered in the past. Whenever any creature Casts a Spell within your personal runewell , the well resonates, with your choice of effects.

  • The runewell amplifies the power of your spells, as well as those of your allies. If the spell deals damage and doesn't have a duration, the well adds a status bonus to damage equal to the spell's rank.

Spell Effect: Personal Runewell

  • The runewell punishes enemies foolish enough to attempt magic in your seat of power, firing arcane bolts at the spell's caster that deal 4d6 force damage, with a basic Reflex save.

If you cast personal runewell a second time, your previous personal runewell vanishes. You can Dismiss the spell.


Heightened (+1) The amount of damage dealt by the runewell 's bolts increases by 1d6.


PFS Note: Within the area of a personal runewell spell, the caster chooses the effect each time a spell is cast. This can be a different effect for different spells.

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.

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.

Wizard

This indicates abilities from the wizard class.