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Unbreaking Wave ContainmentFocus 9


UncommonEvocationIncapacitationWater
Source Pathfinder Lost Omens: Impossible Lands
Cast Three Actions (verbal)
Range 30 feet
Target 4 creatures
Duration sustained
Saving Throw basic Fortitude

You wrap enemies in four strands of water. When you cast the spell, make a spell attack roll against the targets. On a success, they're Immobilized until the spell ends or they Escape; on a critical success, they're also Restrained until the spell ends or they Escape. Each target that's immobilized or restrained also takes 10d6 bludgeoning damage from the constricting waves, with a basic Fortitude save. The first time each subsequent round when you sustain the Spell, if all the targets aren't immobilized or restrained, make a spell attack roll against any targets who are free but remain within range, with the same effects as when you cast the spell, immobilizing or restraining them depending on your spell attack roll. Creatures who are immobilized or restrained take 10d6 bludgeoning damage with a basic Fortitude save.


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.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

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.