The Sphere of Water includes spells that involve the primordial element of water.
Focus: A cup or chalice, a bowl, a coral or pearl amulet
Range: Self
Rote Casting: 1 Action
Duration: Special
You temporarily transform part or all of your body into water, gaining unique abilities.
Variable Spell: You can cast this spell at the following levels
1st: When you cast aqueous form as a 1st-level spell, you gain a swim speed of 1 for 1 round
2nd: When you cast aqueous form as a 2nd-level spell, you’re affected as per the 1st-level version. Also for 1 round, you reduce the amount of bludgeoning, slashing, and fire damage you take by an amount equal to half your ranks in Water (this reduction doesn’t stack with DR or resistances you might already have), and you gain vulnerability to electricity.
3rd: When you cast aqueous form as a 3rd-level spell, you’re affected as per the 2nd-level version except the spell lasts 1 minute per rank of Water. In addition, you gain a +4 circumstance bonus to AC against combat maneuvers while you’re completely submerged in water.
4th: When you cast aqueous form as a 4th-level spell, you’re affected as per the 3rd-level version except the spell lasts 10 minutes rank fo Water, and you gain concealment while you’re completely submerged in water.
5th: When you cast aqueous form as a 5th-level spell, you’re affected as per the 4th-level version except the spell lasts for 1 hour per rank of water. You can cast the 5th-level version of aqueous form as a purely reaction when you’re about to take damage, but when you do so, you are Slowed until the end of your next turn.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Targets: 1 creature or unattended object
Defence: Armor
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll with Water against the target's Armor defence.
Critical Success The target takes 6d6 bludgeoning damage and is Stunned 2.Success The target takes 3d6 bludgeoning damage and is Stunned 1.Heightened: Each level you increase the spell's level by increases the damage by +2d6
Range: 1 Range
Rote Casting: 1 Action
Duration: Instantaneous
Targets: 1 creature
Defence: Endurance
You throw a magically propelled and chilled ball of dense snow. Make a Water spell attack check against the target's Endurance defence. The target takes 2d4 cold damage.
Critical Success The target takes double damage and gains 2 applications of Clumsy for 1 round.Success The target takes full damage and gains 1 application of Clumsy for 1 round.Failure No effect.Heightened: Each level you increase the spell's level by increases the damage by +2d4
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Targets: 1 creature
Defence: Endurance
Your touch calls forth a churning mass of icy water that clings to your target, dealing 1d4 bludgeoning damage and 1d4 cold damage. Make a Water spell attack check against the target's Fortitude.
Heightened: Each level you increase the spell's level by increases both the bludgeoning and cold damage by +1d4 each.
Range: Touch
Rote Casting: 1 Minute
Duration: Until you take your next Long Rest
Target: 1 Willing Creature
You shield the target against dangerous cold.
Variable Spell: You can cast this spell at the following levels:
2nd: The target is immune to the effects of severe cold.
4th: The target is immune to the effects of extreme cold.
Range: 4 Range
Rote Casting: 1 Action
Duration: Concentration
Area: Close
Defence: Endurance
You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. . Choose one magical fire, fire spell, fire item or fire creature in the area and attempt to counteract it by making a Water spell attack roll against the creature's Endurance, or the Spell DC of the other effects.
If you succeed against a creature, they take 4d8 cold damage.
If you succeed against an item, the item loses its fire properties for 10 minutes. If the target is an artifact or similarly powerful item, you automatically fail to counteract it.
When you Concentrate to sustain this spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires.
You can use quench to counter any spell with the fire trait instead of needing to have the triggering fire spell in your repertoire.
Heightened: Each level you increase the spell's level by increases the damage to fire creatures by +2d8
Range: Variable
Rote Casting: 1 Action
Duration: Until the end of your next round
Target: See below
Defence: Movement
You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves up to 2 Range in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another2 Range in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Movement check against the DC of your spell.
Range: Touch
Rote Casting: 1 Minute
Duration: 1 Hour
Target: Up to 1 willing creature for every rank in Water.
The targets can breathe underwater.
Variable Spell: You can cast this spell at the following levels:
2nd: The spell functions as above.
3rd: The duration increases to 8 hours.
4th The duration increases until your next Long Rest
Range: Touch
Rote Casting: 1 Action
Duration: 10 Minutes
Target: 1 Willing Creature
The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.
Variable Spell: You can cast this spell at the following levels:
2nd: The spell functions as above
4th: The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 1 creature for every rank in Water you possess
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Area: 1 Range
You imbue the area with raw elemental water. Spells from the Water sphere gain a +2 status bonus on spell attack rolls and damage rolls when cast against targets in the Water zone.
Heightened: Each level you increase the spell's level by increases the status bonus by +1
Range: 2 Range
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
Defence: Dodge or Athletics
A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Concentrate to sustain it, you can roll the orb, moving it up to 1 Range feet along the ground or the surface of a liquid. You can Concentrate multiple times in one round to move the orb 1 Range feat each time.
The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It automatically extinguishes non-magical fires it moves through of its size or smaller, and it attempts to Counter any magical fires it moves through. If it fails to Counter a given fire, it can't counteract that fire for the duration of the spell.
The orb can also collect creatures it moves through. You can attempt a Water check against the Dodge defence of any Large or smaller creature within Melee range of the Orb. If you succeed, the target is engulfed. If you fail to affect a creature, it can either let the orb pass or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn.
An engulfed creature becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space.
When the spell ends, all creatures the orb has engulfed are automatically released.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Defence: basic Armor
You summon a crashing wave that sweeps away from you. Make a Water spell attack roll against the Armor of all creatures in close range of you. Creatures you hit take 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.
Heightened: Each level you increase the spell's level by increases the damage by +2d6
Range: Touch
Rote Casting: 1 Action
Duration: 10 Minutes
Targets: 1 willing creature
The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but it loses its land speed.
Variable Spell: You can cast this spell at the following levels:
3rd: The spell functions as above.
6th: The spell functions until you take your next Long Rest
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Area: Close-range burst
Defence: Dodge
You generate an arctic storm of harsh winds and battering hail and snow. Make a Water spell attack check against the Dodge of all creatures in the area of the initial burst. Creatures you hit take 3d6 cold damage plus 6d6 bludgeoning damage. Creatures you miss only take 3d6 cold damage.
For the remaining duration of the spell, creatures flying in the area must succeed at an Acrobatics check to fly in dangerous wind conditions, and terrain within the spell’s area is covered with ice and snow, causing it to become difficult terrain.
Range: 4 Range
Rote Casting: 2 Actions
Duration: 1 Minute
Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick.
Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to Counter any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to Counter a given fire, it can't Counter that fire for the duration of the spell.
Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through.
Range: Close
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Willing Creature
An elemental force fills your target, granting the target the flexibility of water, depending on which element you choose.
The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.
Range: 10 Range
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range burst
Cost: 1 vial of holy water
Defence: basic Dodge
You call upon elemental energy to amplify a vial of holy water. Make a Water attack roll and toss the vial like a grenade. It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional 6d6 radiant damage to Undead and Fiends.
Heightened: Each level you increase the spell's level by increases the bludgeoning damage by +1d6, and the radiant damage by +2d6
Range: 1 Range
Rote Casting: 1 Action
Duration: Instantaneous
Defence: basic Endurance
A swirling torrent of water manifests along a straight line, battering creatures and unattended objects in its path in Close Range and 1 Range from you, and possibly pushing them away from you. Make a Water spell attack check against the targets' Endurance defence; unattended objects automatically fail. The torrent deals 8d6 bludgeoning damage are also knocked back 1 Range.
Range: Close
Rote Casting: 1 Minute
Duration: 1 Hour
Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Vitality Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed.
The pool is 20 feet on each side, and it's 5 feet deep. It can contain 80 Bulk of creatures.
Heightened: Each level you increase the spell's level increases the healing by +2d8
Range: 10 Range
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
Area: 1-Range Burst
By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow. Each round you concentrate, you can raise or lower the water by an additional 10 feet, and maintain the slow effect.
The slow effect ends when the water creature leaves the area of the spell, or the spell ends.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You call upon the power of Chaos to become a being of pure elemental water. You gain the following traits:
Armor=19+your ranks in Water
10 temporary Vitality Points
Darkvision
Your Unarmed Attack bonus beocmes+18 (unless your base total is higher)
Unarmed Attack damage becomes 1d12+9, plus you can Shove a target you hit as a Free Action
Your Athletics bonus becomes +20
You gain a Swim speed of 2
You gain Fire Resistance 5.
Range: 10 Range
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range burst
Defence: Dodge
A powerful geyser blasts up from the ground, potentially pushing creatures on top of it up to 50 feet into the air. The bottom of this spell's area must be on solid ground. Make a Water spell attack check against the targets' Dodge defence. Each creature in the area that fails takes 3d6 bludgeoning damage and 4d6 fire damage. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage af if they fell 50 feet. After the geyser erupts, its area is filled with a cloud of steam for 1 round. All creatures in the steam are concealed, and all creatures outside the steam are concealed to creatures within it.
Critical Success: The creature takes double damage and is pushed 40 feet into the air.Success: The creature takes full damage and is pushed 20 feet into the air.Failure: The creature takes half damage and isn't pushed into the air.Critical Failure: The creature is unaffected.