Kryx RPGThemes
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.


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.