11.5 Aquamancy

PIC

Command water to crush and drown foes.

11.5.1 Cantrips

Aquatic Freedom

Standard action

Tags: Water, Sustain (attuneable, standard)

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You gain a +3 enhancement bonus to the Swim skill.

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Rank 2: The bonus increases to +4.

Rank 4: The bonus increases to +5.

Rank 6: The bonus increases to +6.

11.5.2 Rank 1 Spells

Aquajet Grasp

Standard action

Tags: Water

Rank 1

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You must have a free hand to cast this spell.

Make an attack vs. Brawn against something you touch. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d10 damage + half power.

Injury: If the target is Large or smaller, you fling it up to 15 feet horizontally (see Fling Effects). If the target is immersed in water, this distance is doubled and you can also move it vertically.

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The damage increases by 1d6 for each rank beyond 1.

Aqueous Tentacle

Standard action

Tags: Attune, Manifestation, Water

Rank 1

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You gain an aqueous natural weapon that replaces one of your free hands. The weapon deals 1d8 damage and has the Water and Long weapon tags (see Weapon Tags). You use the higher of your magical power and your mundane power to determine your damage with strikes using the weapon (see Power).

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You grow a massive watery tentacle that extends from your body.

Crashing Wave

Standard action

Tags: Manifestation, Water

Rank 1

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Make an attack vs. Brawn and Reflex against everything in a Medium (30 ft. long), 10 ft. wide line from you. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 1.

Restorative Water

Minor action

Tags: Water

Rank 1

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Choose yourself or an ally within Medium (60 ft.) range. The target is briefly healed by water. During this spell’s effect, the target can draw restorative power from water by drinking at least one ounce of clean water as a standard action. When it does, it regains 2d10 hit points and increases its fatigue level by one.

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The healing increases by 1d10 for each rank beyond 1.

River’s Passage

Standard action

Tags: Manifestation, Water

Rank 1

Cost: You can increase your fatigue level by one to make this ability Swift. If you do, you can only target yourself with it.

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Choose either yourself or one unattended object or ally within Medium (60 ft.) range. If you choose something other than yourself, it must have a weight category of Medium or less.

You push the target up to 30 feet horizontally. You can change the direction of the push partway through the movement, allowing you to push the target around obstacles. Pushing the target down a steep slope or through water costs half the normal movement cost, but pushing it up a steep slope costs twice the normal movement cost.

Slippery Escapist

Standard action

Tags: Attune, Water

Rank 1

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If you have Flexibility as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Sudden Liquification

Standard action

Tags: Attune, Water

Rank 1

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When you would suffer a critical hit, this spell automatically activates. When it does, your body liquifies in an instant, limiting the damage to vital areas. This causes the critical hit to become only a regular hit, and you remain briefly steeled (immune to crits). Then, this ability is dismissed.

Wall of Water

Standard action

Tags: Barrier, Manifestation, Water, Sustain (attuneable, minor)

Rank 1

Cost: You briefly cannot use this ability or any other Barrier ability.

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You create a Medium (30 ft. long) wall of water within Medium (60 ft.) range. The wall is four inches thick. Sight through the wall is possible, though distorted. The wall provides both cover and concealment to targets on the opposite side of the wall (see Obstacles and Cover). In addition, ranged strikes that pass through the wall take a -4 accuracy penalty. Creatures can pass through the wall unharmed, though it costs five extra feet of movement to move through the wall.

The wall has hit points equal to twice times your power, and is destroyed when its hit points become negative.

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Rank 3: The wall’s hit points increase to three times your power.

Rank 5: The wall’s hit points increase to four times your power.

Rank 7: The wall’s hit points increase to five times your power.

Water Whip

Standard action

Tags: Manifestation, Water

Rank 1

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Make an attack vs. Armor against one creature within Short (30 ft.) range. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d6 damage + half power. If the target takes damage and your attack result beats its Brawn defense, you can push it up to 15 feet.

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The damage increases by 2 for each rank beyond 1.

Waterward

Standard action

Tags: Attune, Water

Rank 1

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You gain a +3 enhancement bonus to your durability. However, you are vulnerable (-4 defenses) to Electricity abilities.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Waterward

Standard action

Tags: Manifestation, Swift, Water

Rank 1

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You are briefly impervious (+4 defenses) to Fire attacks and shielded (+2 Armor and Ref). This is a Swift effect, so it protects you from attacks during the current phase.

11.5.3 Rank 2 Spells

Aquatic Agility

Standard action

Tags: Attune, Water

Rank 2

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You gain a slow swim speed (see ??). If you already have a slow swim speed, your swim speed becomes average instead. While swimming, you gain a +1 enhancement bonus to your Armor and Reflex defenses.

Desiccate

Standard action

Tags: Water

Rank 2

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Make an attack vs. Fortitude against one creature within Short (30 ft.) range. You gain a +2 accuracy bonus if the target is native to water, which is typically true for creatures with a swim speed and no walk speed.

Hit: 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 2.

Drowning Grasp

Standard action

Tags: Water

Rank 2

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against one creature you touch. You gain a +2 accuracy bonus if the target needs to breathe and cannot breathe water.

Hit: 1d10 damage + half power.

Injury: The target becomes unable to breathe air as a condition. It can remove this condition by making a difficulty value 8 Constitution check as a standard action.

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The damage increases by 1d6 for each rank beyond 2.

Geyser

Standard action

Tags: Manifestation, Sustain (minor), Water

Rank 2

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You create a geyser in a Medium (30 ft. long), 5 ft. wide vertical line-shaped zone within Short (30 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against everything in the area. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 2.

Personal Aquarium

Standard action

Tags: Water, Attune (deep)

Rank 2

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You surround yourself in a bubble of water. This has the following effects:

Rising Tide

Standard action

Tags: Water, Sustain (minor)

Rank 2

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When you cast this spell, and whenever you sustain it, water loudly swirls and crashes around you. When you stop sustaining this spell, you gain a benefit based on how many times you sustained it.

Surfing Slam

Standard action

Tags: Manifestation, Water

Rank 2

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Move up to your speed with your walk speed or swim speed. Then, make an attack vs. Armor against something you touch.

Hit: 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 2.

Water Hammer

Standard action

Tags: Manifestation, Water

Rank 2

Cost: You briefly cannot use this ability and are stunned (-2 defenses).

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Make an attack vs. Fortitude with a +2 accuracy bonus against something within Short (30 ft.) range. This attack automatically fails unless you hit the target with a Water attack last round. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 2.

11.5.4 Rank 3 Spells

Cleansing Water

Minor action

Tags: Water

Rank 3

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Choose yourself or an ally within Medium (60 ft.) range. The target is briefly purified by water. During this spell’s effect, the target can cleanse itself by drinking at least one ounce of clean water as a standard action. When it does, it removes one condition affecting it.

Fluid Motion

Standard action

Tags: Attune, Water

Rank 3

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When you move using one of your movement speeds, you can shapeshift into a rushing flow of water with a volume roughly equal to your normal volume until your movement is complete. You can only transform into water in this way once during your movement, and you return to your normal form at the end of the movement.

While transformed into water, you may move wherever water could go. However, you cannot take other actions, such as jumping, attacking, or casting spells. Your speed is halved when moving up a steep slope and doubled when moving down a steep slope. You may move through squares occupied by enemies without penalty. When you transform into water, you stop being grappled.

If the water is split, you may reform from anywhere the water has reached, to as little as a single ounce of water. If not even an ounce of water exists contiguously, your body reforms from all of the largest available sections of water, cut into pieces of appropriate size. This usually causes you to die.

Fog Cloud

Standard action

Tags: Manifestation, Water, Sustain (attuneable, standard)

Rank 3

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A cloud of fog appears in a Small (15 ft.) radius within Medium (60 ft.) range. The fog provides concealment for anything within or seen through the area.

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Rank 5: You can choose to create a Medium (30 ft.) radius instead.

Rank 7: You can choose to create a Large (60 ft.) radius instead.

Fountain

Standard action

Tags: Manifestation, Water

Rank 3

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Make an attack vs. Brawn and Reflex against all enemies within a Small (15 ft.) radius from you. If there is a Large or larger source of water within Short (30 ft.) range of you, this area increases to a Medium (30 ft.) radius.

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Liquifying Grasp

Standard action

Tags: Water

Rank 3

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against one creature you touch. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: The target’s body starts to liquify as a condition. While it is injured, its lower body shapeshifts into a puddle of water. This has the following effects:

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The damage increases by 1d6 for each rank beyond 3.

Misty Shroud

Standard action

Tags: Water, Attune (deep)

Rank 3

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At the end of each round, fog briefly fills a Small (15 ft.) radius zone from you. This fog does not fully block sight, but it provides concealment. There is no time gap between the disappearance of the old fog and the appearance of the new fog, so you can keep continuous fog cover by staying in the same place or moving slowly.

Slippery Puddle

Standard action

Tags: Manifestation, Water

Rank 3

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Make an attack vs. Reflex against each Large or smaller grounded enemy in a Small (15 ft.) radius within Short (30 ft.) range.

Hit: The target falls prone (half speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 3.

11.5.5 Rank 4 Spells

Aqueous Form

Standard action

Tags: Attune, Water

Rank 4

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You transform your body and equipment into water, allowing you to compress your body or contort yourself into odd shapes. This has the following effects:

Expanded Waterward

Standard action

Tags: Manifestation, Swift, Water

Rank 4

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This round, you and all allies adjacent to you are impervious (+4 defenses) to Fire attacks and shielded (+2 Armor and Ref). This is a Swift effect, so it protects each target from attacks during the current phase.

Greater Restorative Water

Minor action

Tags: Water

Rank 4

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This spell functions like the restorative water spell, except that the healing increases to 7d8.

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The healing increases by 3d8 for each rank beyond 4.

Intense River’s Passage

Standard action

Tags: Manifestation, Water

Rank 4

Cost: You can increase your fatigue level by one to make this ability Swift. If you do, you can only target yourself with it.

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This spell functions like the river’s passage spell, except that the maximum push distance increases to 60 feet.

Intense Water Whip

Standard action

Tags: Manifestation, Water

Rank 4

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Make an attack vs. Armor against one creature within Short (30 ft.) range. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d6 damage per 2 power. If the target takes damage and your attack result beats its Brawn defense, you can push it up to 30 feet.

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The damage increases by 1d6 for each rank beyond 4.

Mass Aqueous Tentacle

Standard action

Tags: Manifestation, Water, Attune (target)

Rank 4

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This spell functions like the aqueous tentacle spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range. Each target uses the higher of your magical power and its own mundane power to determine its damage with strikes using the weapon.

Massive Wall of Water

Standard action

Tags: Barrier, Manifestation, Water, Sustain (attuneable, minor)

Rank 4

Cost: You briefly cannot use this ability or any other Barrier ability.

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This spell functions like the wall of water spell, except that the area increases to a Large (60 ft. long) wall of water within Long (90 ft.) range. In addition, the hit points of the wall increase to three times your power.

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Rank 6: The wall’s hit points increase to four times your power.

Mighty Crashing Wave

Standard action

Tags: Manifestation, Water

Rank 4

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Make an attack vs. Brawn and Reflex against everything in a Medium (30 ft. long), 10 ft. wide line from you. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

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The damage increases by 2d6 for each rank beyond 4.

Octopus Tentacles

Standard action

Tags: Attune, Water

Rank 4

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You gain eight aqueous natural weapons that resemble tentacles. Each natural weapon deals 1d6 damage and has the Water, Long, and Light tags (see Weapon Tags). You use the higher of your magical power and your mundane power to determine your damage with strikes using the weapons (see Power).

Whenever you make a strike with the tentacles, you can attack with all of the tentacles at once, with each tentacle attacking a different target. This functions as if your attacks had the Sweeping (7) tag, with no limit on how far each secondary target must be from the primary target. Alternately, you can make dual strikes with the tentacles. If you do, your attacks have Sweeping (3) instead of Sweeping (7).

Raging River

Standard action

Tags: Manifestation, Sustain (attuneable, standard), Water

Rank 4

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You create a continuous river of water in a Medium (30 ft. long), 10 ft. wide line-shaped zone from you. The water flows in a direction that you choose when you cast the spell. When you cast this spell, and during each of your subsequent actions, make an attack vs. Brawn against everything in the area. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d10 damage + half power. In addition, if the target is Large or smaller, it is pushed 15 feet in the direction the water flows. Once the target leaves the area, it stops being moved and blocks any other targets from being pushed.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 4.

11.5.6 Rank 5 Spells

Liquify

Standard action

Tags: Water

Rank 5

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This spell functions like the liquifying grasp spell, except that it does not require a free hand, and it targets one creature within Medium (60 ft.) range.

Mighty Drowning Grasp

Standard action

Tags: Water

Rank 5

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against one creature you touch. You gain a +2 accuracy bonus if the target needs to breathe and cannot breathe water.

Hit: 1d8 damage plus 1d8 per 2 power.

Injury: If the target loses hit points, it becomes unable to breathe air as a condition. It can remove this condition by making a difficulty value 10 Constitution check as a standard action.

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The damage increases by 2d8 for each rank beyond 5.

Mighty Geyser

Standard action

Tags: Manifestation, Sustain (minor), Water

Rank 5

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You create a geyser in a Large (60 ft. long), 5 ft. wide vertical line-shaped zone within Short (30 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against everything in the area.

Hit: 1d8 damage + power. If the target is Huge or smaller, you fling it 20 feet vertically.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 5.

Mighty Surfing Slam

Standard action

Tags: Manifestation, Water

Rank 5

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Move up to your speed with your walk speed or swim speed. Then, make an attack vs. Armor against something you touch.

Hit: 1d8 damage plus 1d8 per 2 power.

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The damage increases by 2d8 for each rank beyond 5.

Mighty Water Hammer

Standard action

Tags: Manifestation, Water

Rank 5

Cost: You briefly cannot use this ability and are stunned (-2 defenses).

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Make an attack vs. Fortitude with a +2 accuracy bonus against something within Short (30 ft.) range. This attack automatically fails unless you hit the target with a Water attack last round. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: 1d10 damage plus 1d10 per 2 power.

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The damage increases by 2d10 for each rank beyond 5.

Waterward Dash

Standard action

Tags: Manifestation, Swift (see text), Water

Rank 5

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You are briefly impervious (+4 defenses) to Fire attacks and shielded (+2 Armor and Ref). In addition, you can move up to your speed during your action. The protection is Swift, but the movement is not.

11.5.7 Rank 6 Spells

Constraining Bubble

Standard action

Tags: Manifestation, Water

Rank 6

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Make an attack vs. Brawn against up to two Huge or smaller creatures within Medium (60 ft.) range. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: The target is briefly surrounded by a bubble of water. It cannot breathe air, fly, or glide, but it can use its other movement modes normally. If it does not have a swim speed, it is unsteady (-2 accuracy, Armor, Brawn, Ref) (see ??).

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The attack’s accuracy increases by +1 for each rank beyond 6.

Greater Rising Tide

Standard action

Tags: Water

Rank 6

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When you cast this spell, and whenever you sustain it, water loudly swirls and crashes around you. When you stop sustaining this spell, you gain a benefit based on how many times you sustained it.

Intense Aquajet Grasp

Standard action

Tags: Water

Rank 6

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This spell functions like the aquajet grasp spell, except that the damage increases to 1d10 damage plus 1d10 per 2 power, and the fling distance increases to 30 feet.

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The damage increases by 2d10 for each rank beyond 6.

Mighty Aqueous Tentacle

Standard action

Tags: Attune, Manifestation, Water

Rank 6

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This spell functions like the aqueous tentacle spell, except that the damage dealt by the weapon increases to 2d6.

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You grow a massive watery tentacle that extends from your body.

Mighty Desiccate

Standard action

Tags: Water

Rank 6

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Make an attack vs. Fortitude against one creature within Short (30 ft.) range. You gain a +4 accuracy bonus if the target is native to water, which is typically true for creatures with a swim speed and no walk speed.

Hit: 1d10 damage plus 1d10 per 2 power.

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The damage increases by 2d10 for each rank beyond 6.

Mighty Fountain

Standard action

Tags: Manifestation, Water

Rank 6

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Make an attack vs. Brawn and Reflex against all enemies within a Small (15 ft.) radius from you. If there is a Large or larger source of water within Short (30 ft.) range of you, this area increases to a Medium (30 ft.) radius.

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

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The damage increases by 2d8 for each rank beyond 6.

Persistent Fog Cloud

Standard action

Tags: Manifestation, Water, Sustain (attuneable, minor)

Rank 6

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A cloud of fog appears in a Medium (30 ft.) radius within Medium (60 ft.) range. The fog provides concealment for anything within or seen through the area.

11.5.8 Rank 7 Spells

Drowning Bubble

Standard action

Tags: Manifestation, Water

Rank 7

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Make an attack vs. Brawn against up to three Huge or smaller creatures within Medium (60 ft.) range. You gain a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: If the target is injured, it is surrounded by a bubble of water as a condition. It cannot breathe air, fly, or glide, but it can use its other movement modes normally. If it does not have a swim speed, it is unsteady (-2 accuracy, Armor, Brawn, Ref) (see ?? ).

Critical hit: The condition must be removed an additional time before the effect ends.

Solid Fog Cloud

Standard action

Tags: Manifestation, Water, Sustain (attuneable, standard)

Rank 7

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A cloud of fog appears in a Small (15 ft.) radius within Medium (60 ft.) range. The fog provides concealment for anything within or seen through the area. In addition, the fog’s area is difficult terrain.