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As an action, you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose in a sphere around you must succeed on a Fortitude saving throw or take 2d6 radiant or necrotic damage (radiant if you cast it as a holy spell, necrotic if you cast it as an unholy spell), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d6 for each additional mana or psi expended.

  • Destructive Waves. You can expend 2 additional mana or psi so the divine energy around you is continuous. The duration changes to 1 minute/mana, concentration and the divine energy bursts around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.