Photo by Malene Thyssen, via Wikimedia |
The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars. This content is designed for the pfrpg.
Aquatic Sheath
School conjuration (creation) [water]; Level cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 4,
summoner 3
Casting Time 1 full-round
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one willing aquatic creature
Duration 1 hour/level (see text)
Saving Throw none; Spell
Resistance no
This spell creates a
magical sheath of water that envelops an aquatic creature, allowing it to
breath and move on land. The spell can
be cast in one of two ways: on an existing aquatic creature, or in preparation
for summoning an aquatic creature onto land.
If cast on an existing aquatic creature, the sheath lasts for 1 hour per
caster level. If cast in preparation for
summoning an aquatic creature onto land, it creates an empty sphere of water
resting on the surface of the ground (resembling the spell aqueous orb), into which a single aquatic creature can be
summoned. The summoning must be made by
the end of the next round after the water is created or the spell ends and the
water disappears; otherwise, the sheath of water persists for as long as the
summoned creature does.
The water takes on whatever characteristics
(salinity, temperature, pressure, oxygen saturation) that the creature within
needs. The water sheath creates a small
opening around the breathing oriface of aquatic creatures that need to breathe
air (such as cetaceans). The water
sheath can accommodate a single Large or smaller creature, increasing one size
category per caster level for every three levels beyond 8th (Huge at
11th, Gargantuan at 14th, Colossal at 17th);
swarms count as a single creature for the purposes of this spell. A creature enveloped by the aquatic sheath
can move freely on land with a move speed of 30 feet, regardless of the
creature’s swim speed or other movement abilities in water; it does not
interfere with the creature’s Swim speed or abilities if the spell is still
active while the creature is submerged in a body of water. Aquatic
sheath grants the caster no control over the movement or actions of the
target. The water is thin, inflicting no
penalty on attacks made by or against the creature within.
The water sheath grants the creature within fire resistance 10 and
vulnerability to electricity (this does not stack with other sources of fire
resistance). Creatures within the water
sheath are not affected by inhalation poisons or gaseous spells (such as stinking cloud or cloud kill) unless they are air-breathing creatures with exposed
breathing orifaces.
This spell can be made permanent with a permanency spell cast at at least 9th
level, expending diamond dust worth 10,000gp.
Evaporate
School transmutation [air, water]; Level cleric/oracle 1, druid 1, ranger 1, shaman 1, sorcerer/wizard
1
Casting Time 1 standard
action
Components V, S
Range 10 ft./level
Target up to 2 cu. ft. of liquid/level
Duration instantaneous
Saving Throw none (or Will; see text); Spell Resistance yes
With a flourish, you cause a quantity of liquid to
instantly evaporate. You can evaporate
up to 2 cubic feet of liquid per level; all liquid evaporated must be from a
single source (a single pool, a single barrel, a single bottle). Any non-evaporable substance within the
liquid will be left behind as residue (salt water leaves behind a thin crust of
salt, etc.). Unattended liquids
evaporate instantly. Liquid-based magic
items (such as potions) and items in a creature’s possession must succeed on a
Will save.
If the spell targets 10 or more cubic feet
of water, it generates a 5 foot cube of steam that obscures vision and grants
20% concealment for 1 round.
Alternately, this spell can be targeted at a
single creature with the Water subtype.
When used in this way, it deals 1d4 points of damage per caster level
(maximum 5d4). A successful Will save
reduces this damage by half.
Evaporate counters and dispels aquatic sheath and aqueous orb with a successful caster level check made against the
target spell’s Save DC.
Photo by Roger McLassus, via Wikimedia |
Splash
School conjuration (creation) [water]; Level cleric/oracle 0, druid 0, shaman 0, sorcerer/wizard 0
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of water
Duration instantaneous
Saving Throw none; Spell
Resistance no
You fire an orb of water
at your target. You must succeed on a
ranged touch attack to hit your target.
If the water orb hits a creature with the fire subtype, it deals 1d6
points of damage. This spell can
extinguish nonmagical fires no larger than a campfire.
Water Jet
School evocation [water]; Level
bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard
action
Components V, S
Range 60 ft.
Area 60 ft. line
Duration instantaneous
Saving Throw Reflex half; Spell
Resistance yes
You unleash a
concentrated jet of water in a 30 foot line, dealing 1d4 points of nonlethal
damage per caster level to all creatures in the area of effect (maximum
10d4). Any creatures with the fire
subtype instead take 1d6 points of lethal damage per caster level. This spell extinguishes any nonmagical fires
in the line of effect.
water shield
School abjuration [water]; Level
bloodrager 3, cleric/oracle 3, druid 3, magus 3, sorcerer/wizard 3, witch 3
Casting Time 1 immediate
action
Components V, S
Range 10 ft./level
Area 5 ft. radius sphere
Duration instantaneous
Saving Throw none; Spell
Resistance no
With only a split-second
of warning, you call into existence a rippling sphere of water that protects
those within from fire attacks. The
water shield lasts only for a moment, providing protection from a single
instantaneous fire spell or attack (such as fireball,
burning hands, or a red dragon’s
breath weapon). All creatures and
objects within the water shield gain fire resistance equal to 5 times your
caster level (maximum 50) against that one fire effect.
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-your sodden d20 despot
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