Level
6th
Casting Time
1 Action
Range/Area
120 ft. (10 ft. *)
Components
V, S, M
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Necrotic

All things age, all things die, and at the end of days even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area - flesh falters, plants shrivel, and even stone begins to crumble. The area turns it into difficult terrain for the duration.

Any creature that enters or begins its turn in the area must succeed at a constitution saving throw or take 8d6 necrotic damage, or 8d6 force damage if the creature is immune or resistant to necrotic damage, such as if the creature is a construct or undead. Even beings such as fiends with unlimited lifespans can be worn away by entropy.

The first time you concentrate on the Spell on each subsequent turn, the entropic zone grows stronger in addition to having its duration increased. The radius of the burst increases by 10 feet (to a maximum of 40 feet), and the size of the damage dice increases by one step (from d6 to d8, then to d10, and finally to d12).

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2023 10:13:46 AM
21
0
--
Coming Soon
3/28/2023 12:12:55 PM
25
0
Pathfinder 2e
Coming Soon

Spell Tags: Damage Control Environment Dunamancy

Available For: Wizard (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Cleric (Legacy) - Order Domain Wizard (Legacy) - Chronurgy Magic Wizard (Legacy) - Graviturgy Magic Sorcerer (Legacy) - Clockwork Soul (Legacy) Druid (Legacy) - Circle of Stars (Legacy)

jovankirkendall

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