Concentrate Manipulate Water Source Player Core pg. 315Range 60 feet
Defense Reflex;
Duration sustained up to 1 minute
A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast this Spell and each time you Sustain it, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to
counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell.
The orb can engulf Large or smaller creatures it moves through, and it can contain as many creatures as fit in its space. The orb can try to engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save.
Success The creature can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be
pushed in front of the orb to the end of the orb's movement.
Failure The creature is engulfed in the orb. It moves along with the orb and must hold its breath or begin
suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for
aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water.
The creature can get free either by
Swimming with a successful DC 10
Athletics check or by
Escaping against your spell DC. A freed creature exits the orb's space and can immediately breathe.
Critical Failure As failure, but the creature can't Swim to get free.
Concentrate Manipulate Plant Wood Source Player Core pg. 367Range 60 feet
Duration 1 minute
You grow a wall of thorny brambles from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has
cover from creatures on the opposite side, and the wall's spaces are
difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage.
Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.
Heightened (+1) The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4.