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Tsunami - unknown -
AQUAMANCYARCANEOCCULTPRIMAL

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
500 feet This spellform takes the shape of a wave up to 50 feet across, though you may choose for it to be as small as 20 feet across, and it travels from one point in range to another in a straight line, covering a maximum distance of 250 feet. The wave is 50 feet in height, and moves very rapidly, covering the distance almost instantly, and with great force and violence. Instant Reflex Save
Description
The most terrifying aspect of a Sapphire Magister is perhaps their unique ability to bring the most terrifying sort of aquatic natural disaster to life even hundreds of miles from any body of water, even if on a smaller, but equally destructive for its size, scale.


Spell-Weave DCs: 28, Tier II: 33, Tier III: 38

Weaving every ounce of Uisce you can draw upon all about you, you concentrate it into one area, manifesting a seemingly implausible phenomena, especially on dry land. A large, 50 foot tall wall of water forms, accelerating rapidly in one direction, seeming to gain a bit of height and momentum with every foot it travels. This tsunami is utterly a destructive force of nature and spares nothing, ripping buildings apart, uprooting trees, smashing anything in its path, and drowning survivors. Any creature in the path of this destructive force of nature must attempt a Reflex Save. Those that fail are swept up as they are smashed into, being forcibly repositioned to where the wave breaks at the end of its movement. They take 6d6 bludgeoning damage and 6d6 cold damage, and arrive to the area the wave breaks they hit the ground prone, and are under the effects of the Slow (1) Condition. If they critically failed, they take double damage and are actually knocked unconscious. If they succeed, they still arrive prone, still are repositioned, taking full damage, but not being afflicted with the Slow condition. If they critically succeed, they still take half damage and are repositioned, but are not knocked prone. The wave deals double the bludgeoning damage to structures and inanimate objects, such as carts, wagons, walls or buildings.

The next round, the undertow takes effect, the 'water' being sucked back to the point of origin. Anyone within the path of destruction the tsunami initially carved must make a Reflex Save. If they fail, they are again swept off their feet, taking 3d6 bludgeoning damage and 3d6 cold damage, and are dragged back along the path 20d10 feet, and deposited prone and afflicted with the Slow (1) condition, which if they were afflicted with it the first time, means they behave additively, becoming Slow (2). Critically failing this save once again doubles the damage and assures you arrive unconscious. A successful save means they take full damage, however they are only dragged half that distance, are not afflicted with the Slow condition but are still dropped Prone. Critical success means half damage, and they are not knocked prone, but are still forcibly repositioned for half the distance rolled.

Ice-Blooded: If a creature caught in this spell-form is reptilian or amphibious or otherwise is vulnerable to cold (like a fire elemental), the cold damage becomes 6d10 and 3d10 respectfully.

Tier -1: Fail to cast, roll a Major Miscast.
Tier 0: Fail to cast, roll a Minor Miscast.
Tier II: You may have the wave be a maximum of 75 feet wide.
Tier III: Increase the damage by 2d6 and 2d10 as appropriate for the initial wave, and by 1d6 and 1d10 on the undertow, as appropriate.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Spell

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