Shifting Sand

Rank 3CommonarcaneprimalRemaster
Range30 feet
Area20-foot burst
Durationsustained up to 1 minute
DefenseReflex

Area (continued) a horizontal earthen or sandy surface within a 20-foot burst


You cause the surface to heave. The area becomes difficult terrain, and any tracks in the area are destroyed by the churning ground. Creatures standing in the area take a –1 status penalty to Acrobatics checks to Balance and Tumble Through and Athletics checks to High Jump and Long Jump. The first time each round you Sustain the Spell, you can move the churning area up to 20 feet in any direction. Creatures Immobilized by the spell are carried along with the shifting sand in the same direction, if possible. Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save.


Critical Success The creature is unaffected and ignores the area's difficult terrain and penalty to skill checks until the end of its turn.

Success The creature ignores the area's penalty to skill checks until the end of its turn.

Failure The creature is affected normally by the spell this turn.

Critical Failure The creature becomes immobilized within the spell's area until it Escapes. If the creature was already immobilized by shifting sand, it also falls Prone.


Heightened (5th) The status penalty increases to –2, and the spell's range increases to 60 feet.

Heightened (7th) The status penalty increases to –3, the spell's range increases to 60 feet, and the spell's area increases to a 30-foot burst.

Heightened (9th) The status penalty increases to –4, the spell's range increases to 60 feet, and the spell's area increases to a 40-foot burst.

Traits

Concentrate

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

Earth

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

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.