Actions

Water Nature Package

From Titan's Teeth

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Water Package

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Fog

(concentration, requires rain, mist, or at least 5 cubic feet of water)

You call up a rolling fog, cutting off people’s vision within a 10 ft + 5 ft per 5 caster levels radius area centered within range.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance and the attacker can’t use sight to locate the target).

The ability does not function underwater.

If using a body of water, the fog must be at least partially over the water itself.

If you spend a spell point to maintain this effect without concentration, a moderate wind (11+ mph) will disperse it within 4 rounds. In the presence of a strong wind (21+ mph), you cannot use this ability.

Freeze

(Instantaneous, requires water)

You may spend a spell point to flash freeze water, turning it into ice.

You may freeze a 1 inch thick, 5 ft by 5 ft square of water per caster level.

Alternately, you may cover a wet medium-sized creature with 1 inch of ice per caster level. You may increase the size of the frozen area or size/number of the frozen creatures, but every extra medium-sized creature or extra 5 ft square divides the ice’s thickness in half. Creatures smaller than medium count as medium-sized creatures for this effect, with the exception of multiple creatures occupying the same space.

Add the sizes of multiple creatures occupying the same space together when determining their size for this purpose. For swarms, count each 5 ft square as being 2 medium-sized creatures occupying the same space.

You may affect both squares and creatures, but all affected targets and spaces must be contiguous and must have the same thickness of ice.

Creatures are allowed a Reflex save to avoid being frozen. On a failure, they are encased and cannot move or act and suffer 1 point of cold damage per round per inch of ice. To escape, they must pass a Strength check or Escape Artist check as a full-round action to escape the ice (DC 15 + 1 per inch of thickness) or another creature must break the ice around the trapped creature (3 hp per inch).

On a successful save, target is still entangled for 1 round. Ice melts 1 inch of thickness per minute on the average day.

Vortex

(concentration, requires a large body of liquid)

You may create a spinning vortex in a body of liquid that sucks creatures and objects to its center.

This vortex is 5 ft wide at its base, is 10 ft high + 5 ft per 5 caster levels, and is half as wide at the top as it is high.

You may move the vortex up to 30 ft per round as part of the concentration check required to maintain it. If maintaining the effect through a spell point, you may designate a simple pattern for it to move, which you may alter as a move action.

Any creature entering the vortex's area must pass a Reflex save or suffer bludgeoning damage equal to 1d8 + 1/2 your caster level (minimum: 0).

If the creature is smaller than the vortex, they must pass a second Reflex save or be pulled into the middle of the vortex. Creatures in the middle of the vortex suffer bludgeoning damage once per round with no save, and must pass a Reflex save each round or be unable to move, and on a success may only move at half their swim speed. A vortex cannot contain more creatures than would exceed its volume. If the vortex moves, creatures in the middle of the vortex are carried along with it.

Base Talents


Nature Talents (Water)

You must possess the water geomancing package to gain these talents.

Acid Rain

(requires metal package)

Whenever you utilize the water geomancing fog ability, you may spend an additional spell point to cause creatures that begin within or enter the area of the fog effect to take 1d6 acid damage per 2 caster levels (minimum 1d6, no save).

They suffer this damage when they first create the fog and each subsequent round they remain in the fog, taking damage at the beginning of your turn.

Any creature who enters the fog immediately suffers damage, but only once even if they leave and re-enter the fog as part of their movement.

Boil Water

(geomancing, requires fire package)

As a concentration effect, you may, as a standard action, cause a 5 ft cube of water per 2 caster levels (minimum one 5-ft cube) within range to heat up and boil, dealing 1d6 per 2 caster levels (minimum 1d6, no save) Fire damage to any creature within.

Each round at the beginning of your turn, any creature still within the boiling water suffers damage again.

If a creature enters the boiling water, they immediately suffer damage, but only once during their movement, no matter how many times that movement takes them in and out of the boiling water.

Create Water

(geomancing)

As an instantaneous effect, you may spend a spell point to create water anywhere within range.

This creates one 5 ft cube per 2 caster levels (minimum: 1 cube) of clean water.

While this is its own geomancing ability, you may combine this effect with another water package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately.

You must pay any costs associated with both abilities to combine them in this manner.

This can allow you to even create vortexes that can move over land.

Nauseating Fog

(requires plantlife package)

Whenever you use the water geomancing fog ability, you may spend an additional spell point to cause the cloud to become nauseating, in addition to its other effects.

Each creature in the area of the fog must make a Fortitude save or gain the Nauseated condition, making them unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a nauseated creature can take is a single move action per turn.

This condition lasts as long as the creature is in the cloud and for a single round after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Speak with Water

(spirit)

You may spend a spell point to speak with water for 1 minute per caster level.

This is not truly accomplished through speech, but rather by dipping a limb into the water you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance).

Because water is constantly moving, you can only receive information on things that have occurred less than 1 day per caster level ago.

You can speak with both fresh or salt bodies of water.

If attempting to converse with particularly large bodies of water, such as oceans, you can only aquire information from a portion of the body of water, to a maximum distance of 1000 ft +100 ft per caster level.

Waterwalk

(spirit)

You may spend a spell point to gain the ability to walk on water for 1 minute per caster level.

Water and all other liquid becomes solid to you, allowing you to move over it as if it were normal ground. Especially turbulent water (such as during a storm) may count as difficult terrain.

You may always choose to sink into the water and swim if you so desire, in which case you are considered to have a Swim speed equal to your land speed, granting you all the usual benefits of a Swim speed, including a racial +8 bonus to Swim checks.

This does not, however, grant you the ability to breath underwater.

Wave

(geomancing)

As an instantaneous effect, you may spend a spell point to create a surge in water that pushing targets in its wake.

This surge may be created anywhere within range and may face any direction, but once created it travels in a straight line for a distance of 30 ft + 5 ft per 2 caster levels. This area may extend out of the water and onto land to a maximum of 10 ft + 5 ft per 5 caster levels.

All creatures within the affected area are pushed as if by a Bull Rush combat maneuver, except it does not provoke an attack of opportunity. Use your caster level + your casting ability modifier in place of your CMB.

If the target is on land and is successfully pushed by this ability, they must also pass a Reflex save or fall Prone. If combined with Create Water, it may be created anywhere and may travel up to 30 ft + 5 t per 2 caster levels over land.

Advanced Talents


Nature Talents (Water)

You must possess the water geomancing package to gain these talents.

Tsunami

(geomancing)

Prerequisite: Create Water, Wave, 15th caster level or higher.

As a concentration effect, you spend 2 spell points to create a wave of water 10 ft deep, 10 ft long per caster level, and 2 ft tall per caster level. This wave moves in a straight line at 60 ft per round over water (30 ft per round over land), and if not combined with Create Water, must originate from a large body of water. It travels perpendicular to its width, and may be maintained for no more than 5 rounds.

Creatures struck by the tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage) and are subject to a special CMB check. The wave’s CMB is equal to your caster level + your casting ability modifier + 8 (for the wave’s size). If this CMB check defeats a creature’s CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave’s CMB check. If a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half) and continues being carried along by the wave.

Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave’s journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through its space—if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement or the Freedom Fate sphere talent word prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature.

A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.