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Quicksand in Pathfinder 2e

Quicksand - unknown -
ARCANEGEOMANCYOCCULTPRIMAL

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
Touch After casting the spell and touching the ground, when you leave, the area around the point you touched extending out 30 feet becomes quicksand for the next hour. You may only have one such site active at any given time, if you weave this spell-form a second time, you simply prematurely end the effect upon the ground in the first area. 1 hour Reflex Save/Power Save
Description
It is a terrible, horrifying feeling to step foot somewhere expecting solid ground only to be snagged and grabbed and pulled down into the muck, slowly being crushed and consumed as if by the earth itself.


Spell-Weave DCs: 21, Tier II: 26, Tier III: 31

Carefully crafting the energies of Domhan in the ground around you, you remove and shift sections of the Topaz currents carefully, to allow closer interaction to the Sapphire flows of Uisce nearby. The outcome is rather nightmarish. Any creature that attempts to move through the afflicted area must attempt a Reflex Save. If failed, they immediately sink up to their waist near the center of the area, taking 4d6 bludgeoning damage and becoming entirely entrapped, feeling the effects of the quicksand yanking them down whilst also slowly crushing the parts of their body that were trapped. Should they critically fail, they sink up to about middle of the torso, and take an extra 2d6 bludgeoning damage. Should they succeed, they instead sink up to their knees near the edge, only being restrained and taking half damage. Should they critically succeed, they move to the outer edge of the effect closest to them that's safe (not putting them adjacent to a threat) and take no damage and are not in the quicksand.

For every round they cannot escape, they take 2d6 bludgeoning damage. Also they must attempt a Power Save. If they fail, they remain trapped. If they succeed they manage to get free enough to move at half speed, though if they try to move further into the affected area, they will immediately be affected by the spell again. If they critically succeed, they pull themselves free and just outside the affected edge. If they critically fail, they sink a foot further. If they sink all the way, they begin to drown along with being crushed.

Tier -1: Fail to cast, Roll Minor Miscast
Tier 0: Fail to cast.
Tier II: Increase radius by 20 feet.
Tier III: Increase radius by 20 feet.

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