Pressure Zone

Rank 5CommonarcaneprimalRemaster
Range500 feet
Area20-foot burst
Duration1 minute
DefenseFortitude

Air pressure drops precipitously, causing pain and debilitation in creatures' inner ears and joints. Each living creature in the area of the spell when you cast it or that enters the area during the spell's duration must attempt a Fortitude save.


Critical Success The creature is unaffected.

Success The creature is Deafened and Clumsy 1 until the end of its next turn, after which it's temporarily immune for 1 hour.

Failure The creature is deafened and Clumsy 2. At the end of each of its turns, it can attempt a new save if it's no longer in the pressure zone. On a success, it ends the effects and is temporarily immune for 1 hour.

Critical Failure The creature is deafened and clumsy 2 for the duration of the spell.

A creature Deafened by this spell can attempt to end the condition by popping its ears. It can use a single action to attempt a new Fortitude save, losing the deafened condition from this spell on a success. Some creatures with anatomies that lack inner ears or joints might be immune to these effects, as determined by the GM.

Traits

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Concentrate

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

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.