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Sea SurgeSpell 2


UncommonEvocationWater
Source Pathfinder #151: The Show Must Go On
Traditions Arcane, Primal
Cast Two Actions (somatic, verbal)
Duration until the start of your next turn
Saving Throw Fortitude

You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save.


Success The creature is unaffected.

Failure The creature is knocked Prone. If the creature was Swimming, it gets a critical failure instead.

Critical Failure The creature is pushed 20 feet in the wave's direction, is knocked Prone, and takes 3d6 bludgeoning damage.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

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.