Showing0entries
Sorted A-Z
SpellsPrimal

Undertow

A patch of ground floods into churning, twenty-foot-deep water, dragging anyone caught in its pull under with battering force.

commonConcentrateIncapacitationWater

You create an area of water 20 feet deep. The DC for Athletics checks to Swim in the area is equal to your spell DC. A creature that starts its turn in the area must attempt a Fortitude save.

Critical Success The creature is unaffected.

Success The creature takes 2d6 bludgeoning damage.

Failure The creature takes 4d6 bludgeoning damage and takes a –2 circumstance penalty to Athletics checks to Swim and a –10-foot circumstance penalty to its swim Speed, if it has one, until it leaves the area.

Critical Failure As failure, and the creature is pulled 10 feet down.

Rank 3 · Traditions Primal

Cast 2 actions

Range 120 feet · Area 20-foot burst

Duration 1 minute