Parch
[two-actions] Focus 1Legacy Content
Air Evocation Source Gods & Magic pg. 114 2.0Domain dustCast [two-actions] somatic,
verbalRange 60 feet;
Targets 1 creature
Saving Throw Fortitude
Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the water trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to
parch.
Critical Success The target is unaffected.
Success The target takes a –1 status penalty to its checks and DCs for 1 round.
Failure The target takes a –1 status penalty to its checks and DCs for 1 minute.
Critical Failure The target takes a –2 status penalty to its checks and DCs for 1 minute and is
dazzled as long as it has this penalty.
If a creature affected by
parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the
water trait or are made primarily of liquid, as well as affected creatures that can’t drink, can end the effect as a two-action activity, which has the
concentrate trait.
Heightened (4th) You can target up to 4 creatures.