Kryx RPGThemes
Kraken

Kraken

Gargantuan beast (titan)
Challenge
23

STR
10
DEX
2
CON
7
INT
6
WIS
4
CHA
5

490
28d20+196
27
Soak
4
Fort
+13
Ref
+12
Will
+11
Defense note natural armor
Damage immunities lightning
Condition immunities frightened, paralyzed

Speed 4 m., swim 10 m.
Skills Brawn +16 (27), Insight +4 (15), Perception +10 (21), Primal (Cha) +11 (22), Stealth +8 (19)
Senses truesight 20 m.
Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 20 m.

Amphibious. The kraken can breathe air and water.

Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 1 meter of movement to escape from nonmagical restraints or being grappled.

Maneuvers. The kraken uses maneuvers (maneuver save Difficulty 25). It has 22 stamina dice which are d8s, a dice limit of 8, 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:

At will: grapple (Tentacle only)

1 stamina die: ambush, blind, blood in the water, bonecrush, chain sweep, charge, debilitating crush, disorient, fling, fountain of blood, hamstring, knockback, lead the attack, rampage, smash, spring attack, sprint, stalking shadow, throw, trip

2 stamina dice: frenzy, gag, vengeance

3 stamina dice: battle cry, battle leader

Siege Monster. The kraken deals double damage to objects and structures.

Spellcasting. The kraken uses Primal (Cha) to cast spells (spell save Difficulty 20, +11 to hit with spell attacks). It has 11 mana, a mana limit of 4, 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, 29th-level spellcaster): hydraulic push, lightning lure, shape water, shock, thunderclap

1 mana: aquatic adaptation, arc lightning, create or purify water, desiccate, ebb and flow, fog cloud, galvanize, levitate, lightning bolt, liquid body, locate water, protection from the storm, rain, slick skin, storm burst, thunder step, thunderwave, tidal break, tidal surge, water jet, water whip, wrath of the storm

2 mana: animate storm, animate water, aqueous form, call lightning, chain lightning, control water, drown, horrid wilting, lightning strike, purify, rolling thunder, shatter, storm bane, storm sphere, tidal wave, wall of water, water walk

3 mana: symbol of stunning, watery sphere

4 mana: maelstrom

Actions (3)

Bite (1/turn). Melee Weapon Attack: +16 to hit. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns.

While the kraken isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 1 meter of it. The creature exits prone.

If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a Difficulty 20 Fortitude saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 1 meter of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 3 meters of movement, exiting prone.

Once a creature is no longer swallowed, it is corroded 3 until the end of the kraken’s next turn or until the end of the round if the kraken is dead.

Tentacle (3/turn). Melee Weapon Attack: +16 to hit, reach 9 m. Hit: 20 (3d6 + 10) bludgeoning damage. If the kraken uses the grapple maneuver, it can grapple a Huge or smaller creature and the target is restrained until the grapple ends. The kraken has ten tentacles.

Fling (3/turn). One Large or smaller object held or creature grappled by the kraken is thrown up to 10 meters in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 2 meters it was thrown. If the target is thrown at another creature, that creature must succeed on a Difficulty 25 Reflex saving throw or take the same damage and be knocked prone.

Tentacle Slam (1/turn). The kraken slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a Difficulty 25 Fortitude saving throw or take 49 (14d6) bludgeoning damage and be stunned until the end of the kraken’s next turn. On a success, it takes half the damage and isn’t stunned.

Legendary Actions (3)

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

Ink Cloud (Costs 3 actions; Recharges after a Short or Long Rest). While underwater, the kraken expels an ink cloud in a 10-meter radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken for 1 minute, although a significant current can disperse the ink. After releasing the ink, the kraken can use the Dash action without using an action.

Lightning Storm. The kraken uses Lightning Storm.

Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

Lair actions

On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • A strong current moves through the kraken’s lair. Each creature within 10 meters of the kraken must succeed on a Difficulty 22 Reflex saving throw or be pushed 10 meters away from the kraken. On a success, the creature is pushed 2 meters away from the kraken.

  • Creatures in the water within 10 meters of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.

  • The water in the kraken’s lair becomes electrically charged. All creatures within 20 meters of the kraken must succeed on a Difficulty 22 Fortitude saving throw. On a failure, a creature takes 10 (3d6) lightning damage, and it can’t take reactions until the start of its next turn. On a success, a creature takes half as much damage.

Regional effects

The region containing the kraken’s lair is warped by the kraken’s magic, which creates one or more of the following effects:

  • The kraken can alter the weather at will in a 10-kilometer radius centered on its lair. The effect is identical to the control weather spell.

  • Water elementals coalesce within 10 kilometers of the lair. These elementals can’t leave the water and have Intelligence and Charisma of −5.

  • Aquatic creatures within 10 kilometers of the lair that have an Intelligence of −4 or lower are charmed by the kraken and aggressive toward intruders in the area.

When the kraken dies, all of these regional effects fade immediately.

Underwatermm

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 weapon attack as you strike a sensitive area.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

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

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

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

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals piercing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes piercing damage equal to the stamina die.

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.

Enhance

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

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

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, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..

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. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

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

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

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 augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

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 melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

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

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

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

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

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

The damage type is the same as the weapon used.

Enhance

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

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash 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.

The attack deals double damage to objects and structures.

Enhance

You can increase the damage 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, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters 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.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As an action, make a melee weapon attack to render the creature unable to speak.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it can’t speak until the end of its next turn.

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 a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against 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, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on the next attack roll or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.

Spells

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, your arm whips forward, creating a lash of lightning energy that strikes at a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage 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.

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).

As an action, lightning coalesces in your palm, shooting out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and can’t take reactions 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 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 20 meters away. Each creature within 1 meter of you must make a Fortitude saving throw.

On a failure, it takes 1d6 concussion 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.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

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, four tendrils of lightning arc out from you. Each tendril can target a creature that you can touch or see within 10 meters which must make a Reflex saving throw If multiple tendrils target the same creature, it makes one saving throw..

On a failure, it takes 1d8 lightning damage for each tendril targeted at it and can’t take reactions 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.

Augment

You can increase the damage by 1d8 for each additional mana expended.

(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 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.

concentration, 1 minute/mana

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 10 meters, causing its adrenaline to spike. The creature is hasted 1 for the duration.

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.

  • You can increase the hasted level by 1 for each additional mana expended.

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.

  • You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.

As an action, a stroke of lightning blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 lightning damage and can’t take reactions 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.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Staggering Bolt. You can expend 1 additional mana so the damage is reduced to 2d8 and each creature who fails the saving throw is staggered until the end of its next turn.

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.

1 hour/mana

As an action, you have resistance to concussion and lightning damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so the creature is immune to concussion and lightning damage.


Dampen the Storm

1

As a reaction, which you use when you take concussion and lightning damage, you gain resistance to concussion and lightning damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes concussion and lightning damage. The creature gains the resistance instead.

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 an action, lightning expands from you, zapping all nearby creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and can’t take reactions 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.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d12 for each additional mana expended.

  • Storm Pulse. You can expend 1 additional mana so the lightning around you is continuous. The duration changes to 1 minute/mana, concentration and the lightning erupts around 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. The damage is reduced to 1d12 and additional augments to the damage increase the damage by 1d12 for every two additional mana expended, instead of the normal increase.

As an action, you teleport yourself to an unoccupied space you can see within 20 meters. A thunderous boom sounds, and each creature other than you in a sphere centered on the space you teleported from or the space you teleport to must make a Fortitude saving throw.

On a failure, it takes 1d10 concussion 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.

The thunder can be heard from up to 100 meters away.

You can bring along objects as long as their weight doesn’t exceed what you can carry.

Augment

You can increase the damage by 1d10 for each additional mana expended.

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 100 meters. Unsecured objects that weigh up to 100 kilos and are completely within the area of effect are automatically pushed 2 meters away from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 5d4 concussion damage, is deafened for 1 minute, 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.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d4, push each creature an additional meter, affect a creature of a larger size, and the maximum weight of objects that you can affect with this spell increases by 150 kilos for each additional mana expended.

  • Thunderwaves. You can expend 1 additional mana so the thunderous force continuously sweeps out from you. The duration changes to 1 minute/mana, concentration and the thunderous force sweeps out 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 Fortitude saving throw. The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

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.

As a reaction, which you use when you are hit by an attack, lightning lashes out from your body. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 lightning damage and can’t take reactions 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.

Augment

You can increase the damage by 2d10 for each additional mana expended.

concentration, 1 hour/mana

As two actions, you call forth a lightning elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a lightning 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 2psi 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 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, a 10-meter radius storm cloud appears centered on a point you can see within 20 meters directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud moves to always stay directly above you.

When you cast the spell—and once on on each of your turns thereafter as an action—you can choose a point you can see within 10 meters. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and is deafened and can’t take reactions 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.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, each creature within 2 meters of the point must make the saving throw.

Augment

You can increase the damage by 1d12 for each additional mana expended.

As two actions, a bolt of lightning arcs toward a target that you can touch or see within 10 meters. The lightning can then arc to another target within 5 meters of the first target and a third target within 5 meters of the second target. A target can be a creature or an object and can be targeted only once. A target must make a Reflex saving throw.

On a failure, it takes 5d8 lightning damage and can’t take reactions 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.

Augment

The lightning can arc to an additional target within 5 meters of the previous target for each additional mana expended and the damage increases by 1d8 for each additional mana expended and by an additional 1d8 for every two additional mana expended. You can end the chain at any point.

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.

As two actions, a bolt of lightning flashes down at a point within 20 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 damage and is blinded and deafened 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.

Augment

You can increase the damage by 1d8 for each additional mana expended.

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.

concentration, 5 minutes/mana

As two actions, a rolling clap of thunder appears in a sphere centered on a point within 20 meters. The sphere spreads around corners. It lasts for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 concussion damage and is deafened 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.

As an action, you can cause the cloud to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

As two actions, a sudden loud ringing noise, painfully intense, erupts from a point of your choice within 10 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is made of inorganic material such as stone, crystal, or metal.

On a failure, it takes 8d6 concussion damage and is deafened for 1 minute.

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 nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

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

Augment

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

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to concussion or lightning. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to concussion and lightning damage for the duration and the first time on each turn the creature takes concussion or lightning damage, it takes an extra 2d6 damage of that type.

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, 5 minutes/mana

As two actions, a sphere of thunderous clouds springs into existence centered on a point within 20 meters. The sphere remains for the duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 1d8 concussion damage and is deafened 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.

Until the spell ends, you can use an action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward a creature you choose within 10 meters of the center. Make a ranged spell attack against the target, which you have advantage on if the creature is in the sphere.

On a hit, it takes 2d8 lightning damage and can’t take reactions until the end of its next turn.

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

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

Creatures within 5 meters of the sphere have disadvantage on Perception checks made to listen.

Augment

You can increase the concussion damage by 1d8 and the lightning damage by 1d8 for every two additional mana expended.

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.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must succeed on a Fortitude saving throw or be stunned for 1 minute.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

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.

concentration, 1 minute/mana

As two actions, you create a swirling mass of water at a point you can see within 100 meters. The point must be on the ground or in a body of water. The maelstrom is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use two actions to move the maelstrom up to 5 meters in any direction along the ground. The maelstrom sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

Any burning creature in the maelstrom stops burning. The maelstrom keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the maelstrom are sucked upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the maelstrom are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

A creature that enters the spell’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 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.

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 creature restrained by the maelstrom can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the maelstrom.

When the spell ends or if the creature escapes the maelstrom, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.