Kryx RPGThemes

Ancient Sea Serpent

Gargantuan dragon
Challenge
14

STR
7
DEX
2
CON
5
INT
0
WIS
2
CHA
3

170
11d20+55
20
Soak
2
Fort
+9
Ref
+8
Will
+4
Defense note natural armor
Damage immunities cold

Speed 4 m., swim 10 m.
Skills Perception +6 (17), Primal (cha) +7 (18), Stealth +6 (17)
Senses darkvision 20 m.
Languages Common, Draconic

Amphibious. The ancient sea serpent can breathe air and water.

Legendary Resistance (2/day). If the ancient sea serpent fails a saving throw, it can choose to succeed instead.

Maneuvers. The ancient sea serpent uses maneuvers (maneuver save Difficulty 20). It has 14 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blood in the water, fearsome beast, fountain of blood, grapple, knockback (Tail only), spring attack, tear flesh, trip (Tail only)

2 stamina dice: tear tendon

Siege Monster. The ancient sea serpent deals double damage to objects and structures.

Spellcasting. The ancient sea serpent uses Primal (cha) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 7 mana, a mana limit of 3, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 18th-level spellcaster): frighten, hydraulic push, shape water

1 mana: aquatic adaptation, command, create or purify water, desiccate, ebb and flow, fear, fog cloud, liquid body, locate water, rain, slick skin, tidal break, tidal surge, water jet, water whip

2 mana: animate water, aqueous form, control water, drown, horrid wilting, incite panic, purify, tidal wave, wall of water, water walk

3 mana: watery sphere

Actions (2)

Bite (1/turn). Melee Weapon Attack: +11 to hit, reach 3 m. Hit: 20 (2d12 + 7) piercing damage plus 6 (1d12) cold damage.

Tail (1/turn). Melee Weapon Attack: +11 to hit, reach 4 m. Hit: 29 (4d10 + 7) bludgeoning damage. If the sea serpent uses the grapple maneuver, the target is restrained until the grapple ends, and the the sea serpent can’t constrict another target.

Water Jet (1/turn). The ancient sea serpent magically shoots water in a 10-meter cone or line. Each creature in that line must make a Difficulty 16 Reflex saving throw. On a failure, a target takes 58 (13d8) bludgeoning damage and, if it is Huge or smaller, is pushed 4 meters away from the ancient sea serpent and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The ancient sea serpent regains spent legendary actions at the start of its turn.

Bite (Costs 2 actions). The sea serpent makes one Bite attack.

Tail. The sea serpent makes one Tail attack.

Coastalftd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

As an action, you can frighten a creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

On a failure, it takes 1d3 psychic damage and is frightened of you until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

As an action, you shoot a jet of water at a creature that you can touch or see within 5 meters. The jet can harmlessly soak the creature to reduce any burning condition by 2. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).

As an action, you choose an area of water that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 1 meter in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

The cube increases by 1 meter when you reach 9th level (2 meters) and 17th level (3 meters).

1 hour/mana

As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.

Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.

Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to gain the benefit of both effects.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

(ritual)

As an action, you either create or purify water.

Create Water. You create up to 40 liters of clean water within 5 meters in an open container. Alternatively, the water falls as rain in a sphere twice as big as normal within 10 meters. Any burning creature in the area stops burning and exposed flames in the area are doused.

Purify Water. All nonmagical liquid within a sphere within 5 meters is purified and rendered free of poison and disease.

As an action, you drain the moisture from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 5d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 6d6 for each additional mana expended.

As an action, you can unleash a stream of water that drains and heals life forces. Choose one of the following options.

Ebb. Life ebbs from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A willing creature within 5 meters of the target can regain health equal to half the amount of necrotic damage dealt.

Flow. A creature that you can touch or see within 10 meters regains 3d6 health. A creature that you can touch or see within 5 meters of that creature must make a Fortitude saving throw.

On a failure, it takes necrotic damage equal to half the amount of healing.

Augment

You can increase Ebb’s necrotic damage by 3d8 and Flow’s healing by 3d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the are have advantage on saving throws against the burning condition.

As a reaction, which you use when you are hit by an attack that you can see or when you take fire damage, you can create a rushing torrent of water as a shield. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.

Additionally, you have resistance to fire damage and advantage on saving throws against the burning condition until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked or takes fire damage. The attacked creature gains the benefits instead.

(ritual)

As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

concentration, 1 hour/mana

As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, any burning creature in the area stops burning, and exposed flames in the area are doused.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and its body becomes slick until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) and it has advantage on saving throws against the burning condition. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As a reaction, which you use when you are hit by an attack, jets of water shoot out from you. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 bludgeoning damage and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, a tidal wave surges forth from you or retreats to you. Choose to have the wave surge or retreat. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 1d10 bludgeoning damage, is knocked prone if it is Medium or smaller, and is pushed or pulled 2 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Additionally, any burning creature or object in the area stops burning and unprotected flames in the area are extinguished.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d10 and affect a creature of a larger size for each additional mana expended.

  • You can expend 2 additional mana so it deals no damage, but the waves surge continuously. The duration changes to 1 minute/mana, concentration and the waves surge toward and away from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.

    You can change the direction of the waves as an action.

As an action, you unleash a jet of water. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, you create a whip of water that pulls and unbalances a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage, is knocked prone if it is Medium or smaller, and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 4d8 and affect a creature of a larger size for each additional mana expended.

concentration, 1 hour/mana

As two actions, you call forth a water elemental or water weird which appears in an unoccupied space that you can see within 10 meters. The water weird must be summoned in an unoccupied space containing water such as a river, lake, pool, or fountain. The elemental is a water elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana up to your mana limit or psi up to double your mana limit. For each mana or 2 psi you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any creature you animated with this spell if the creature is within 50 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a watery form. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your only methods of movement are a speed of 2 meters and a swimming speed of 5 meters
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to water form.

If you are in water form and swimming when the effect ends, you ascend 10 meters per round for 1 minute until you reach the surface.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Water Glide. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your swimming speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you can control any freestanding water within 100 meters inside an area that is a cube up to 20 meters on a side. You can choose from any of the following effects when you cast this spell.

Flood. You cause the water level of all standing water in the area to rise by as much as 5 meters. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 5-meter tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25% chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

On subsequent turns, you can use two actions to repeat the same effect or choose a different one.

concentration, 1 minute/mana

As two actions, you form a swirling globe of magical water around the head of a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.

On a failure, it loses 3d8 health, is deafened, can’t speak, can’t use breath weapons, and can’t see anything beyond 2 meters until the start of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health and and the effect ends.

On a critical success, it loses no health and the effect ends.

Augment

You can cause the target to lose 3d8 more health for each additional mana expended.

As two actions, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.

Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you incite the fears of creatures at a point within 10 meters, causing them to panic. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.

On a failure, it is confused and frightened of the area in the center of the sphere for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As two actions, you touch a creature and can remove the blinded, deafened, or poisoned condition.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Greater Purification. You can expend 1 additional mana to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.

As two actions, you create a wave of water that crashes down at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage, is knocked prone if it is Large or smaller, and is pushed 3 meters away from the center of the sphere if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Additionally, any burning creature or object in the area stops burning.

The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 5 meters of it, and then it vanishes.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a wall of water twice as big as normal at a point you can see within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.

A creature must spend 2 meters of movement for every meter it moves through the wall. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and is knocked prone if it is Large or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Any burning creature in the area stops burning, any ranged attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 1-meter square section is frozen). Each 1-meter square frozen section has 10 Defense, 1 Soak, and 15 Health. Reducing a frozen section to 0 health destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

(ritual); 1 hour/mana

As two actions, you grant the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) to a creature that you can touch or see within 5 meters.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 10 meters per round.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, you create a sphere of water with a 1-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.

On a success, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failure, a creature is engulfed by the sphere of water for the duration. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself. Additionally, any burning creature that is engulfed stops burning.

A creature restrained by the sphere, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed. A creature with a swimming speed has advantage on this ability check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.

As two actions, you can move the sphere up to 5 meters in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 5 meters of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Augment

The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.