11.5 Aquamancy
Command water to crush and drown foes.
11.5.1 Cantrips
Aquatic Freedom |
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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.
Create Water |
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You create up to two gallons of wholesome, drinkable water divided among any number of locations within Short (30 ft.) range, allowing you to fill multiple small water containers. You must create a minimum of one ounce of water in each location. This generally means that you can create a Tiny body of water with one minute of work.
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Rank 2: The volume created increases to five gallons.
Rank 4: The volume created increases to ten gallons. This generally means that you can create a Small body of water with one minute of work.
Rank 6: The volume created increases to twenty gallons.
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The desert air ripples with heat, scorching the group of adventurers. When they finally stop to rest, you conjure water from thin air, giving them all the strength to press on.
11.5.2 Rank 1 Spells
Aqueous Tentacle | Rank 1 |
Usage time: Standard action. | Attune, Manifestation, Water |
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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, Long, and Resonating 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 | Rank 1 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Reflex against everything in a Small (15 ft. long), 10 ft. wide line from you.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Drowning Grasp | Rank 1 |
Usage time: Standard action. | Water |
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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: 1d6 damage +1 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Restorative Water | Rank 1 |
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While this spell is active, water can heal you. As a standard action, you can draw restorative power from water by drinking at least one ounce of clean water. When you do, you regain 2d10 hit points. Normally, this healing cannot increase your hit points above half your maximum hit points. If you increase your fatigue level by one, you can ignore this limitation for one drink of water. You can make this decision after seeing how much you would heal.
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The healing increases by 1d10 per rank beyond 1.
Slippery Escapist | 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.
Wall of Water | Rank 1 |
Usage time: Standard action. | Barrier, Manifestation, Water, Sustain (attuneable, minor) |
Cost: After you use this ability, you briefly cannot use it 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 three times your power, and is destroyed when its hit points become negative.
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Rank 3: You can increase the area to a Large (60 ft. long) wall.
Rank 5: You can increase the area to a Huge (90 ft. long) wall.
Rank 7: The range increases to Long (90 ft.) range.
Water Hammer | Rank 1 |
Usage time: Standard action. | Manifestation, Water |
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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 ability last round. After you make this attack, you are briefly stunned (-2 defenses).
Hit: 1d6 damage +1 per power. If the target loses hit points, it is stunned (-2 defenses) as a condition.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Water Whip | Rank 1 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Armor against one creature within Short (30 ft.) range.
Hit: 1d6 damage +1 per 2 power. If the target takes damage and your attack result beats its Fortitude defense, you can push it up to 15 feet.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Waterward |
Rank 1 |
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You gain a +4 enhancement bonus to your damage resistance.
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Rank 3: The bonus increases to +8.
Rank 5: The bonus increases to +16.
Rank 7: The bonus increases to +32.
11.5.3 Rank 2 Spells
Aquarium | Rank 2 |
Usage time: Standard action. | Manifestation, Water, Sustain (minor) |
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You create a self-contained pool of water in a 10 foot radius cylinder-shaped zone within Short (30 ft.) range. Everything inside the area is submerged (-2 accuracy, Armor, Ref) (see Fighting In Water).
Aquatic Agility | Rank 2 |
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You also gain a swim speed 10 feet slower than the base speed for your size. If you already have a swim speed, you gain a +10 foot enhancement bonus to your swim speed. While swimming, you gain a +1 bonus to your Armor and Reflex defenses.
Desiccate |
Rank 2 |
Usage time: Standard action. | Water |
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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 land speed.
Hit: 1d8 damage +1 per power.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Fog Cloud | Rank 2 |
Usage time: Standard action. | Manifestation, Water, Sustain (attuneable, minor) |
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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 everything in the area.
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Rank 4: You can choose to create a Large (60 ft.) radius instead.
Rank 6: You can choose to create a Huge (90 ft.) radius instead.
Fountain |
Rank 2 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Armor against all enemies within a Small (15 ft.) radius from you.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Geyser | Rank 2 |
Usage time: Standard action. | Manifestation, Sustain (minor), Water |
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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.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Surfing Slam | Rank 2 |
Usage time: Standard action. | Manifestation, Water |
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Move up to your speed with your land speed or swim speed. Then, make an attack vs. Fortitude against something you touch.
Hit: 1d8 damage +1 per power.
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The attack’s accuracy increases by +1 for each rank beyond 2.
11.5.4 Rank 3 Spells
Aqueous Form | Rank 3 |
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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:
- You gain a swim speed 10 feet slower than the base speed for your size. If you already have a swim speed, you gain a +10 foot enhancement bonus to your swim speed.
- You gain a +8 enhancement bonus to the Flexibility skill. In addition, the minimum size you can squeeze down to is reduced to one inch, which can dramatically improve your ability to squeeze through tight spaces.
- You gain a +4 bonus to your defenses when determining whether a strike gets a critical hit against you instead of a normal hit.
- You ignore difficult terrain from all sources except for creature abilities.
- You take a -1 penalty to your Armor defense.
Cleansing Water | Rank 3 |
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While this spell is active, water can purify you. As a standard action, you can cleanse yourself by drinking at least one ounce of clean water. When you do, you remove one condition affecting you. If you are also attuned to the restorative water spell, you can both regain hit points and remove a condition from the same drink of water.
Forceful Aquajet | Rank 3 |
Usage time: Standard action. | Water |
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Make an attack vs. Armor against something within Medium (60 ft.) range.
Hit: 1d6 damage +1 per 2 power. If the target is Medium or smaller and it takes damage, you knockback it up to 15 feet horizontally (see Knockback Effects). If the target is submerged (-2 accuracy, Armor, Ref), this distance is doubled and you can also move it vertically.
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The attack’s accuracy increases by +1 for each rank beyond 3.
Mass Waterward | Rank 3 |
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This spell functions like the waterward spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.
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Rank 5: The bonus increases to +8.
Rank 7: The bonus increases to +16.
Misty Shroud | Rank 3 |
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At the end of each round, fog briefly fills a Medium (30 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.
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Rank 5: When you cast this spell, you can choose to create a Large (60 ft.) radius instead.
Rank 7: When you cast this spell, you can choose to create a Huge (90 ft.) radius instead.
Personal Aquarium | Rank 3 |
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You surround yourself in a bubble of water. This has the following effects:
- Your land speed is halved.
- If you have a swim speed, you can use it to move around on land.
- You are always considered to be submerged (-2 accuracy, Armor, Ref), so you take penalties if you do not have a swim speed (see Fighting In Water).
- The water blocks you from breathing air, but you can poke your head out of the bubble to take a breath as a movement.
- You gain a +4 enhancement bonus to your damage resistance.
- You gain a +2 bonus to your defenses against ranged strikes.
- You gain a +2 bonus to your defenses against the grapple ability.
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Rank 5: The damage resistance bonus increases to +8.
Rank 7: The damage resistance bonus increases to +16.
Slippery Puddle | Rank 3 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Reflex against all Large or smaller grounded creatures in a Small (15 ft.) radius within Short (30 ft.) range.
Hit: Each 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
Mass Aqueous Tentacle | Rank 4 |
Usage time: Standard action. | Manifestation, Water, Attune (target) |
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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.
Mighty Crashing Wave | Rank 4 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Reflex against everything in a Medium (30 ft. long), 10 ft. wide line from you.
Hit: 1d8 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Drowning Grasp | Rank 4 |
Usage time: Standard action. | Water |
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against one creature touch. You gain a +2 accuracy bonus if the target needs to breathe and cannot breathe water.
Hit: 1d6 damage per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Water Hammer | Rank 4 |
Usage time: Standard action. | Manifestation, Water |
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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 ability last round. After you make this attack, you are briefly stunned (-2 defenses).
Hit: 1d6 damage plus 1d6 per 2 power. If the target loses hit points, it is stunned (-2 defenses) as a condition.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Octopus Tentacles | 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).
11.5.6 Rank 5 Spells
Constraining Bubble | Rank 5 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Reflex against one Large or smaller creature within Medium (60 ft.) range.
Hit: As a condition, the majority of the target’s body is surrounded by a layer of water. This does not restrict its ability to breathe, and has no immediate negative effects. However, after your action next round, the water expands to impede the target’s movements. It is treated as submerged (-2 accuracy, Armor, Ref), which causes it to suffer penalties if it does not have a swim speed.
Critical hit: The condition must be removed an additional time before the effect ends.
Fluid Motion | Rank 5 |
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When you move using one of your movement speeds, you can transform yourself 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. In this form, you may move wherever water could go, you cannot take other actions, such as jumping, attacking, or casting spells. You may move through squares occupied by enemies without penalty. Being grappled or otherwise physically constrained does not prevent you from transforming into water in this way.
Your speed is halved when moving uphill and doubled when moving downhill. Unusually steep inclines may cause greater movement differences while in this form.
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.
Intense Water Whip | Rank 5 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Armor against one creature within Short (30 ft.) range.
Hit: 1d6 damage plus 1d6 per 2 power. If the target takes damage and your attack result beats its Fortitude defense, you can push it up to 30 feet.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Liquifying Grasp | Rank 5 |
Usage time: Standard action. | Water |
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against one creature you touch.
Hit: If the target has no remaining damage resistance, its lower body is transformed into a puddle of water as a condition. This has the following effects:
- It has no functioning legs, causing it to be permanently prone (half speed, -2 Armor and Ref). It can still slosh across the ground, but at half speed, as normal for being prone.
- It is vulnerable (-4 defenses) to Cold and Water abilities.
- During each of your subsequent actions, if it is submerged or not grounded, it takes 1d6 damage plus 1d6 per 2 power as its body melts away.
Mighty Geyser | Rank 5 |
Usage time: Standard action. | Manifestation, Sustain (minor), Water |
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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: 1d6 damage per 2 power. You knockback each Large or smaller target that loses hit points from this damage 10 feet vertically.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Mighty Surfing Slam | Rank 5 |
Usage time: Standard action. | Manifestation, Water |
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Move up to your speed with your land speed or swim speed. Then, make an attack vs. Fortitude against something you touch.
Hit: 1d8 damage plus 1d8 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Raging River | Rank 5 |
Usage time: Standard action. | Manifestation, Sustain (minor), Water |
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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. Fortitude against everything in the area.
Hit: 1d6 damage +1 per power. In addition, each Large or smaller target damaged by the attack is pushed 15 feet in the direction the water flows. Once a target leaves the area, it stops being moved and blocks any other targets from being pushed.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
11.5.7 Rank 6 Spells
Efficient Aqueous Form | Rank 6 |
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This spell functions like the aqueous form spell, except that it has the Attune tag instead of Attune (deep).
Massive Aquarium | Rank 6 |
Usage time: Standard action. | Manifestation, Water, Sustain (minor) |
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You create a self-contained body of water in a 20 foot radius cylinder-shaped zone within Medium (60 ft.) range. Everything inside the area is submerged (-2 accuracy, Armor, Ref) (see Fighting In Water).
Mighty Aqueous Tentacle | Rank 6 |
Usage time: Standard action. | Attune, Manifestation, Water |
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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 | Rank 6 |
Usage time: Standard action. | Water |
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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 land speed.
Hit: 1d10 damage plus 1d10 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Mighty Fountain | Rank 6 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Armor against all enemies within a Small (15 ft.) radius from you.
Hit: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Solid Fog Cloud | Rank 6 |
Usage time: Standard action. | Manifestation, Water, Sustain (attuneable, minor) |
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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 everything in the area. In addition, the fog’s area is difficult terrain.
11.5.8 Rank 7 Spells
Intense Forceful Aquajet | Rank 7 |
Usage time: Standard action. | Water |
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This spell functions like the forceful aquajet spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and the knockback distance increases to 30 feet.
Liquify | Rank 7 |
Usage time: Standard action. | Water |
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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: If the target has no remaining damage resistance, it is transformed into a puddle of water. This functions like the effect of the liquifying grasp spell, except that the damage increases to 1d10 damage plus 1d10 per 2 power.