Water Geomancy

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Main > Feats > Magic Schools > Geomancy School > Water Geomancy

(Arcane, Geomancy)


You can command water to do your bidding.

Prerequisites: Geomancer

Benefit: You gain the following geomancy abilities:

Fog

(concentration, requires rain, mist, or at least 5 cubic feet of water)

You call up a rolling fog, cutting off people’s vision within a 10 ft. radius area centered within range. This increases to 15 ft. radius at caster level 5.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet is concealed. Creatures farther away have total concealment.

The ability does not function underwater.

If using a body of water, the fog must be at least partially over the water itself.

If you spend a spell point to maintain this effect without concentration, a moderate wind (11+ mph) will disperse it within 4 rounds. In the presence of a strong wind (21+ mph), you cannot use this ability.

Freeze

(instantaneous, requires water)

You may spend a spell point to flash freeze water, turning it into ice.

You may freeze a 1 inch thick, 5 ft by 5 ft square of water per caster level.

Alternately, you may cover a wet medium-sized creature with 1 inch of ice per caster level. You may increase the size of the frozen area or size/number of the frozen creatures, but every extra medium-sized creature or extra 5 ft. square divides the ice’s thickness in half. Creatures smaller than medium count as medium-sized creatures for this effect, with the exception of multiple creatures occupying the same space.

Add the sizes of multiple creatures occupying the same space together when determining their size for this purpose. For swarms, count each 5 ft. square as being 2 medium-sized creatures occupying the same space.

You may affect both squares and creatures, but all affected targets and spaces must be contiguous and must have the same thickness of ice.

Creatures are allowed a Reflex save to avoid being frozen. On a failure, they are encased and cannot move or act and suffer 1 point of cold damage per round per inch of ice. To escape, they must pass a Strength check or Escape Artist check as a full-round action to escape the ice (DC 15 + 1 per inch of thickness) or another creature must break the ice around the trapped creature (3 hp per inch).

On a successful save, target is still slowed for 1 round. Ice melts 1 inch of thickness per minute on the average day.

Vortex

(concentration, requires a large body of liquid)

You may create a spinning vortex in a body of liquid that sucks creatures and objects to its center.

This vortex is 5 ft. wide at its base, is 10 ft. high, and is half as wide at the top as it is high. This increases to 15 ft. high at caster level 5.

You may move the vortex up to 30 ft. per round as part of the concentration check required to maintain it. If maintaining the effect through a spell point, you may designate a simple pattern for it to move, which you may alter as a move action.

Any creature entering the vortex's area must pass a Reflex save or suffer bludgeoning damage equal to 1d8 + 1/2 your caster level (minimum: 0).

If the creature is smaller than the vortex, they must pass a second Reflex save or be pulled into the middle of the vortex. Creatures in the middle of the vortex suffer bludgeoning damage once per round with no save, and must pass a Reflex save each round or be unable to move, and on a success may only move at half their swim speed. A vortex cannot contain more creatures than would exceed its volume. If the vortex moves, creatures in the middle of the vortex are carried along with it.

Prerequisite for: No results

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

15. COPYRIGHT NOTICE

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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