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QuenchSpell 2


AbjurationWater
Source Pathfinder Advanced Player's Guide
Traditions Primal
Cast Two Actions (somatic, verbal)
Area 20-foot burst
Range 120 feet
Duration sustained
Saving Throw basic Fortitude

You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take 4d8 damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 Flaming Longsword would become a +1 Longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it.

The first time each round you Sustain this spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires.

If you have the Counterspell reaction, you can use quench to counter any spell with the fire trait instead of needing to have the triggering fire spell prepared or in your repertoire.


Heightened (+1) Increase the damage to fire creatures by 2d8.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.