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.
Concentrate Manipulate Source Player Core pg. 325Range 120 feet;
Targets 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a
counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an
artifact or similar item, you automatically fail.
Cold Concentrate Darkness Manipulate Void Source Player Core pg. 328Range 500 feet;
Area 60-foot burst
Defense Reflex
A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus an additional 8d4 void damage to living creatures. Each creature in the area must attempt a Reflex save.
If the globe overlaps with an area of magical
light or affects a creature affected by magical light,
eclipse burst attempts to
counteract the light effect.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage and becomes
blinded by the darkness for an unlimited duration.
Heightened (+1) The cold damage increases by 1d10 and the void damage against the living increases by 1d4.
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.
Attack Concentrate Manipulate Water Source Player Core pg. 336Range 60 feet;
Targets 1 creature or unattended object
Defense AC
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is
knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The bludgeoning damage increases by 2d6.
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.