Magic/Spells/Water

Description
This page lists out all spells of the water affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Cleanse
Keywords: Healing

Prerequisites: Light Affinity or Water Affinity

Target: One Creature

Duration: Instantaneous

Range: Touch

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to remove a single Tier 1 condition from a creature touched.

Deep Cleanse
Prerequisite: Cleanse

Benefit: Your Cleanse may remove conditions up to Tier 2.

Special: You may take this talent a second time. If you do, your Cleanse may remove conditions up to Tier 3.

Remove Curse
Prerequisite: Cleanse

Benefit: You may attempt to remove a curse effect from a creature or object within range, making a SPB check (1d20 + SPB) against a DC of 11 + the SPB of the curse. On a success, the effect is dispelled (for temporary effects) or suppressed for 1 minute per BCB (for permanent effects).

Restore Soul
Prerequisite: Cleanse, BCB +5

Benefit: Your Cleanse may remove 1d4 temporary negative levels from the target rather than the normal effect of the spell. Special: You may take this talent a second time. If you do, you may spend an additional spell point to instead remove all temporary negative levels from the target.

Cure
Keywords: Healing

Prerequisites: Light Affinity or Water Affinity

Target: One Creature

Duration: Instantaneous

Range: Touch

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to restore 1d4 + CAM + BCB hit points to a single creature touched. At 2nd BCB and every BCB thereafter this spell restores an additional 1d4 hit points.

At 10th BCB, you add an additional 1 point of healing to your cures for every 2 BCB you possess.

Greater Cure
Prerequisite: Cure

Benefit: By spending an additional spell point, you may improve the dice of your cure spell from d4s to d6s.

Invigorating Cure
Prerequisite: Cure

Benefit: Any excess healing from your cure spell is not lost, but instead is granted as temporary hit points to the target that last 1 minute.

Life-Saving Cure
Prerequisite: Cure

Benefit: You may use your Cure to restore hit points to a creature that has died from hit point damage within 1 round. If your Cure brings the creature’s hit points above its maximum negative hit points, it returns to life and gains 1 temporary negative level. This temporary negative level fades after 24 hours without the need for a save. If the creature already has any temporary negative levels when it is returned to life by this talent, they become permanent negative levels and the creature gains the temporary negative level from this talent.

Reflexive Cure
Prerequisite: Cure

Benefit: By spending 2 additional spell points, you may cast Cure on yourself as an immediate action when you take damage, or may cast it on an ally within your range when that ally takes damage.

Restore Ability
Prerequisite: Cure

Benefit: Your Cure may remove ability damage rather than restoring hit points, restoring 1d4 ability damage plus an additional 1d4 at 3 BCB and every 3 BCB thereafter. You may assign these dice among multiple ability scores before rolling.

Special: You may take this talent a second time. If you do, you may spend an additional spell point to restore ability drain rather than ability damage.

Glimpse
Keywords: Divination; Light, Earth, or Water

Prerequisites: Light, Earth, or Water Affinity

Target: Self

Duration: 1 minute per BCB or until activated(see description)

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to glimpse into the future, granting you on an attack, skill check, or other action. Additional effects, saving throws, and details are determined by the glimpse type talent applied to this spell when casting. Unless otherwise specified, once the effect has been triggered the spell ends and does not grant the bonus for an additional action.

Special: When you gain this spell, if you don’t already have one, select a single glimpse type talent that you qualify for (if you do not qualify for any wall type talents you cannot select this spell). For the purposes of prepared casters this spell does not take a slot to prepare, but also cannot be used without a glimpse type talent prepared, glimpse type talents take up slots as normal.

Glimpse Danger
Prerequisite: Glimpse

Benefit: You gain a +1 insight bonus to your AC, this bonus improves by +1 for every 10 BCB you possess. When you fail a AC roll you may end this spell to cause all damage from the attack to be treated as if it had rolled minimum damage against you.

Glimpse Failure
Prerequisite: Glimpse

Target: One Creature

Range: Close

Saving Throw: Will negates

Spell Resistance: Yes

Benefit: Make a will save attack against a single creature. If successful before the end of the spell you may choose to have the creature roll twice and take the worse result on a single d20 roll of your choice. This decision must be made before the first roll has been made.

Glimpse Future
Prerequisite: Glimpse

Benefit: You look into the general future to see a series of events. Once during the spell as an immediate action you may apply a 1d6 to a single d20 roll. This bonus improves by +1 for every 5 BCB you possess. You may use this effect one additional time per casting of this spell for every 5 BCB you possess. You must decide to use this ability before the roll has been made.

Special: If you possess the glimpse other talent you may choose to apply this bonus to any creature within your glimpse other range, not just yourself.

Glimpse Hostility
Prerequisite: Glimpse

Benefit: You gain a +1 insight bonus on your next initiative roll; this bonus improves by an additional +1 for every 2 BCB after 1st.

Glimpse Weakness
Prerequisite: Glimpse, BCB 4th

Benefit: You gain a +4 insight bonus on your next critical confirmation roll. When you score a critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.

Glimpse Success
Prerequisite: Glimpse

Benefit: Once before the end of the spell you may decide to roll twice and take the better result on a single d20 roll of your choice. This decision must be made before the first roll has been made.

Glimpse Other
Prerequisite: Glimpse

Target: One Creature

Range: Close

Benefit: You may apply the effects of your glimpse spell to another creature within range rather than yourself.

Greater Glimpse
Prerequisite: Glimpse

Duration: 10 Minutes per BCB or until activated Benefit: You peer even further into the future, allowing your glimpse spell to last 10 minutes per BCB.

Seamantle
Keywords: Creation

Prerequisites: Water Affinity

Target: Self

Duration: Concentration or 1 minute per BCB (see text)

Range: Personal

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You sheathe yourself within a churning column of pure elemental water that fills your space and remains centered on you when you move. You gain a swim speed equal to half your land speed (minimum 5 feet), and can see, hear, and breathe normally within the seanmantle. The spell lasts as long as you concentrate on it, or you may spend 1 spell point to allow the spell to continue without concentration. At 5th BCB this swim speed improves to equal to your land speed.

Hostile Seamantle
Prerequisite: Seamantle, BCB 8th

Benefit: The seamantle now allows you to make a slam attack by forming a pseudopod of water, inflicting damage appropriate for your size (1d8 for medium). This slam attack has a reach of 30 feet. In addition, as a standard action, you can attempt to extinguish fires by touch. You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as dispel magic; this also applies to any non-instantaneous fire effect that comes into contact with you. Even if you fail to extinguish a fire, you are not harmed by it.

Protective Seamantle
Prerequisite: Seamantle

Benefit: You may spend an additional spellpoint when casting seamantle to cause attacks against you to be treated as if you had cover against them. At 10th BCB you are instead treated as having improved cover, as if you were being attacked while below the surface of the water.

The cover granted by this talent does not enable you to make stealth checks. Magical attacks against you are unaffected unless they specifically would not work underwater.

Tranquil Waters
Prerequisite: Seamantle

Benefit: All water within the area of the seamantle are treated as calm water for the purposes of swim checks. The cover bonus from seamantle when using this talent is reduced to cover from improved cover. This prevents sprays and blasts of mundane and magic water from striking with enough force to deal damage, move creatures or halt their movement, or perform any action that requires an attack roll or combat maneuver check.

Water Globe
Prerequisite: Seamantle, BCB 4th

Benefit: You may spend an additional spell point as part of casting seamantle to cause it to affect a radius of 20 feet around you.

Mobile Seamantle
Prerequisite: Seamantle, BCB 8th Benefit: You may choose to swim within your seamantle instead of walking. When doing so the seamantle moves at your normal swimming speed, but may be used to swim vertically into the air, allowing you effectively to fly while the spell is in effect.

Wave Shield
Keywords: Water, Evocation

Prerequisites: Water Affinity

Target: Self

Duration: 1 Round or until discharged

Range: Personal

Action: Immediate Action

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to create a barrier of water in front of yourself granting you DR/- equal to half your BCB (minimum 1), and Resist 1 Fire and Entropic per 10 BCB you possess (minimum 1). Once the spell has reduced the damage or granted a bonus to a saving throw for an attack against you it is discharged.

Lingering Shield
Prerequisite: Wave Shield

Benefit: You may spend an additional spell point when casting Wave Shield to allow the wave shield to persist for 1 additional attack per 2 BCB.

Ally Shield
Prerequisite: Wave Shield

Target: One Creature

Range: 15 feet Benefit: Your wave shield may target creatures other than yourself up to 15 feet away.

Wave Surge
Keywords: Water

Prerequisites: Water Affinity, BCB 3rd

Target: (See Text)

Duration: 1 Round + 1 round per 5 BCB

Range: Close

Action: Standard Action

Saving Throw: (See text)

Spell Resistance: No

Description: You may spend a spell point to create a wave of water that starts at your location and moves 30 feet per round in a direction of your choosing to a maximum of close range. Creatures struck by the wave are subject to an attack against their CMD (1d20+BCB+CAM). On success the creatures struck are knocked prone, on one degree of success or higher they are instead carried by the wave during the wave’s movement for this round. You receive a +5 bonus to this check if the creature is already caught within the wave. Creatures may attempt a combat maneuver or swim check attempt against the CMD (1d20+BCB+CAM). Creatures within the wave may begin the suffocate if they cannot breathe in water.

The wave is 10 feet high and 5 feet long. Objects larger than the wave stop all movement of the wave and immediately end the spell.

Tsunami
Prerequisite: Wave Surge, BCB 16th Benefit: You may spend an additional 2 spell points when casting Wave Surge to allow it to become a powerful tsunami. When improved to a Tsunami the destructive force and size of the wave surge are drastically increased. A Tsunami’s speed improves to 60 feet per round, and creatures struck by the Tsunami take 8d6 points of water damage regardless if a success or failure of the combatmanuever check. The size of the Tsunami is improved to 2 feet tall per BCB and 10 feet wide per BCB; with a depth of 10 feet. Due to the increase in size the Tsunami receives a +4 bonus to its CMB and CMD. Creatures who fail to escape the wave take 6d6 points of bludgeoning damage for each turn they fail to escape.