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 Morph Source Player Core pg. 331Range touch;
Targets 1 willing creature
Duration 10 minutes
The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.
Heightened (6th) The spell lasts until your next daily preparations.
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.