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PFS LimitedCall of the Quenching [three-actions] Spell 7

Unique Concentrate Impossible Manipulate Water 
Source Impossible Magic pg. 175
Traditions primal
Cost a conch from the Plane of Water worth 1,000 gp × the spell’s rank
Area 1-mile burst centered on you
Defense Reflex; Duration 1 minute
Legends say Aroden and Arazni called upon the Boundless Sea itself to defeat the fiery lizard Cuetzmonquali and the Army of Fire. Using yourself as the planar key, you blow the conch to call forth a boundless sea and its inhabitants to aid you. Water falls as a torrential shower, making the area of the spell difficult terrain for all enemies. You and all allies within the area gain resistance 15 to fire and are concealed. Countless sea creatures swim through the sky and attack your foes. An enemy that ends its turn within the area takes 7d4 piercing and 7d4 bludgeoning damage (basic Reflex save). When you Fuel Call of the Quenching, you cast an 8th-rank summon animal spell without expending a spell slot. The animal you summon must have the amphibious or aquatic trait and gains a fly Speed equal to its swim Speed. You can Sustain any number of animals created this way whenever you Sustain this spell.
Lethologic Mark You become closely aligned with elemental water and constantly feel sluggish while away from it. You take a –5-foot status penalty to your land Speed that's suppressed when you're within 1 mile of an ocean or a portal to the Plane of Water. You heal the mark if you take damage from dragon breath from three different dragons with the primal or water trait.
Heightened (+1) The bludgeoning and piercing damage both increase by 1d4. The rank of the summon animal spell increases by 1.

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