11.4 Aquamancy
Command water to crush and drown foes.
11.4.1 Cantrips
Aquatic Freedom |
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You gain a +3 enhancement bonus to the Swim skill.
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Rank 2: 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.
Rank 4: You also gain the ability to breathe water as easily as a human breathes air, preventing you from drowning or suffocating underwater.
Rank 6: The Swim 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.
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Rank 2: The volume created increases to five gallons.
Rank 4: The volume created increases to ten gallons.
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.
Manipulate Water |
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You change the speed of water within a Medium (30 ft.) radius emanation from you by up to 5 miles per hour. If you decrease the water’s speed to 0, you can increase it again with the remainder of your speed change and choose any direction for it to travel. You choose the speed change and direction when you cast this spell, and that choice persists for the duration of this effect.
In addition to allowing you to change the direction of currents within large bodies of water, you can also use this to propel water across surfaces. Generally, moving water uphill costs at least 5 miles per hour of speed for every foot of elevation that you are trying to climb, which can limit your ability to move water up large distances.
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Rank 3: You can choose to affect a Large (60 ft.) radius instead, and the maximum speed change increases to 10 miles per hour.
Rank 5: You can choose to affect a Huge (90 ft.) radius instead, and the maximum speed change increases to 15 miles per hour.
Rank 7: You can choose to affect a Gargantuan (120 ft.) radius instead, and the maximum speed change increases to 20 miles per hour.
11.4.2 Spells
Aquajet Propulsion | Rank 1 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Armor against anything within Short (30 ft.) range. Whether you hit or miss, you may push yourself up to 15 feet in a straight horizontal line away from the target. If you are underwater, this movement is doubled and you can also move vertically.
Hit: 1d6 damage +1 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 1.
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.
Drown |
Rank 1 |
Usage time: Standard action. | Water |
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Make an attack vs. Fortitude and Reflex against one creature within Medium (60 ft.) range. You gain a +2 accuracy bonus if the target needs to breathe and cannot breathe water.
Hit: 1d6 damage +1 per power.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Fog Wall | Rank 1 |
Usage time: Standard action. | Barrier, Manifestation, Water, Sustain (attuneable, minor) |
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You create a Medium (30 ft. long) wall of fog within Long (90 ft.) range. The fog makes it difficult to see through the wall, granting concealment to anything viewed through the wall (see Concealment).
After using this ability, you briefly cannot use it or any other Barrier ability.
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Rank 3: You can choose to create a Large (60 ft. long) wall instead.
Rank 5: You can choose to create a Huge (90 ft. long) wall instead.
Rank 7: You can choose to create a Gargantuan (120 ft. long) wall instead.
Obscuring Mist | Rank 1 |
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Fog fills the air within a Large (60 ft.) radius zone from your location. The fog partially obstructs sight, granting concealment to anything seen through the fog (see Concealment).
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Rank 3: You can choose to create a Huge (90 ft.) radius instead.
Rank 5: You can choose to create a Gargantuan (120 ft.) radius instead.
Rank 7: You can choose to create a 240 foot radius instead.
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. | Manifestation, Water, Sustain (attuneable, minor) |
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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. After using this ability, you briefly cannot use it or any other Barrier ability.
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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.
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.
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 underwater (see ??).
Aqueous Tentacle | Rank 2 |
Usage time: Standard action. | Manifestation, Water, Attune (target) |
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Choose yourself or an ally within Medium (60 ft.) range. The target gains an aqueous natural weapon that replaces one of its free hands. It uses the higher of your magical power and its own mundane power to determine its damage with strikes using the weapon (see Power). The weapon deals 1d8 damage and has the Water, Long, and Sweeping (1) tags (see Weapon Tags).
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You grow a massive watery tentacle that extends from your body.
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 has a swim speed and is not currently touching water.
Hit: 1d6 damage +1 per powerphysical.
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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.
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.
Forceful Aquajet | Rank 3 |
Usage time: Standard action. | Water |
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Make an attack vs. Armor against anything 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 underwater, 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 Halo | Rank 3 |
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Fog fills the air within a Large (60 ft.) radius zone from your location. The fog partially obstructs sight, granting concealment to anything seen through the fog (see Concealment). You can exclude an inner radius of any size from the area, allowing you to create fog that surrounds your location without blocking sight to things near to you.
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Rank 5: You can choose to create a Huge (90 ft.) radius instead.
Rank 7: You can choose to create a Gargantuan (120 ft.) radius instead.
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 swimming (-2 accuracy, defenses), so you take penalties if you do not have a swim speed.
- 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.
Liquifying 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. Reflex and Fortitude against one creature you touch.
Hit: If the target has no remaining damage resistance, it is transformed into a puddle of water as a condition. This has the following effects:
- If it is submerged in water or other liquid, it takes 1d6 per 2 powerphysical during each of your subsequent actions as it dissolves.
- It is prone (half speed, -2 Armor and Ref) and cannot stand up.
- It has no free hands, causing it to drop anything it is holding and making it unable to take any actions that require free hands.
- It is unable to speak normally or use verbal components or somatic components.
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 Drown | Rank 4 |
Usage time: Standard action. | Water |
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Make an attack vs. Fortitude and Reflex against one creature within Medium (60 ft.) range. You gain a +2 accuracy bonus if the target needs to breathe and cannot breathe water.
Hit: 1d6 damage plus 1d6 per 2 power.
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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). Strikes using the tentacles are considered magical ✨ abilities, which means you use your magical power to determine your damage instead of your mundane power (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).
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 swimming (-2 accuracy, defenses), 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 Aquajet Propulsion | Rank 5 |
Usage time: Standard action. | Manifestation, Water |
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Make an attack vs. Armor against anything within Medium (60 ft.) range. Whether you hit or miss, you may push yourself up to 30 feet away in a straight horizontal line away from the target. If you are underwater, this movement is doubled and you can also move vertically.
Hit: 1d6 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 5.
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 per 2 power.
Miss: Half damage.
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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.
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).
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. However, you can only target yourself with this spell.
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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 has a swim speed and is not currently touching water.
Hit: 1d8 damage plus 1d8 per 2 powerphysical.
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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.
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 while submerged increases to 1d10 damage plus 1d10 per 2 power.
Massive Aquarium | Rank 7 |
Usage time: Standard action. | Manifestation, Water, Sustain (minor) |
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You create a self-contained body of water in a Medium (30 ft.) radius cylinder-shaped zone within Medium (60 ft.) range. Everything inside the area is underwater (see ??).
11.4.3 Rituals
Purify Water | Rank 1 |
Casting time: One minute. | Water |
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You can separate out dirt, sand, salt, and similar minor pollutants from up to ten gallons of water within Short (30 ft.) range. The waste material moves to the edge of the water so it falls out or can be easily removed. This does not remove poisons, magical effects, or contaminants heavier than half a pound. Using this on a very large body of water is difficult, since the waste material can easily mix with the water unaffected by a single casting of this spell.
This ritual requires one fatigue level from its participants.
Rainstorm |
Rank 1 |
Casting time: One minute. | Manifestation, Water, Sustain (attuneable, minor) |
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Torrential rain begins falling out of thin air within a zone within Long (90 ft.) range. You choose the radius of the zone, up to a maximum of a Large (60 ft.) radius. The rain extinguishes minor fires such as campfires and torches on contact. Everything in the area is impervious to fire damage.
This ritual requires one fatigue level from its participants.
Dampen | Rank 2 |
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Choose up to six ritual participants. Each target becomes impervious to fire damage.
This ritual requires one fatigue level from its participants.
Sense Water | Rank 2 |
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You learn the general pattern of where water exists within a one mile radius from your location. The detail of your mental picture is limited to roughly knowing whether water does or does not exist in each hundred-foot square in the area. Since this is a Detection ability, it can penetrate some solid objects (see Detection). This ritual can sense water as small as a gallon, but no smaller.
This ritual requires one fatigue level from its participants.
Swimmers |
Rank 3 |
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Choose up to six ritual participants. Each target gains a swim speed 10 feet slower than the base speed for its size.
This ritual requires one fatigue level from its participants.
Water Breathing | Rank 3 |
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Choose up to six ritual participants. Each target gains the ability to breathe water as easily as a human breathes air, preventing it from drowning or suffocating underwater.
This ritual requires one fatigue level from its participants.
Distant Sense Water | Rank 4 |
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This ritual functions like the sense water ritual, except that the range increases to a ten mile radius from your location.
This ritual requires one fatigue level from its participants.
Massive Purify Water | Rank 4 |
Casting time: One minute. | Water |
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This ritual functions like the purify water ritual, except that the affected volume increases to a 5-foot cube, or a little over 900 gallons.
This ritual requires one fatigue level from its participants.