Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn.You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. Heightened (+1) The damage increases by 1d4.
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet. Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet. Heightened (+1) The bludgeoning damage increases by 2d6.
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn.You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. Heightened (+1) The damage increases by 1d4.
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet. Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet. Heightened (+1) The bludgeoning damage increases by 2d6.
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn.You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. Heightened (+1) The damage increases by 1d4.
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet. Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet. Heightened (+1) The bludgeoning damage increases by 2d6.
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. Heightened (4th) The resistance increases to 10, and you can target up to two creatures. Heightened (7th) The resistance increases to 15, and you can target up to five creatures.
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. Heightened (4th) The resistance increases to 10, and you can target up to two creatures. Heightened (7th) The resistance increases to 15, and you can target up to five creatures.
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. Heightened (4th) The resistance increases to 10, and you can target up to two creatures. Heightened (7th) The resistance increases to 15, and you can target up to five creatures.