Legacy Content
Cold Evocation Source Core Rulebook pg. 325Cast [two-actions] somatic,
verbalArea 60-foot cone
Saving Throw basic Reflex
Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.
Concentrate Manipulate Water Source Player Core pg. 321Range 500 feet;
Area 50 feet long by 50 feet wide
Defense Fortitude (see text);
Duration 1 hour
By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Creatures that have the water trait and that are in the area when you Cast the Spell must attempt a Fortitude save, with the effects of the
slow spell.
Heal [one-action] to [three-actions] Spell 1
Healing Manipulate Vitality Source Player Core pg. 335Range varies;
Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the
undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (
concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (
concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Concentrate Manipulate Water Source Player Core pg. 336Area 60-foot line
Defense Fortitude
A swirling torrent of water manifests along a straight line, battering creatures and unattended objects in its path and possibly
pushing them away from you. The torrent deals 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save; unattended objects automatically fail. Creatures and objects that fail are also knocked back 5 feet (10 feet on a critical failure).
Heightened (+1) The damage increases by 2d6.
Concentrate Curse Manipulate Source Player Core pg. 342Range touch;
Targets 1 creature
Defense Will
You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target becomes
sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by 4th-rank
cleanse affliction or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also
slowed 1.
Critical Failure As failure, but the target becomes sickened 2.