Water Savant Spell List

**HYDRAULIC PUSH** Spell 1

* ATTACK
* EVOCATION
* WATER

**Traditions:** arcane, primal

**Cast: 2 Actions,**  somatic, verbal

**Range:** 60 feet **Targets:** 1 creature or object

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll against the target's AC.

**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 damage increases by 2d6.

**PERSONAL RAIN CLOUD** Spell 1

* EVOCATION
* WATER

**Traditions:** arcane, primal

**Cast:** Two Actions, somatic, verbal
**Range** 60 feet **Targets** 1 creature **Duration** 1 minute

**Saving Throw:** Reflex

You conjure a 5-foot-wide rain cloud that follows the target wherever it goes. It stays roughly an arm’s length overhead, unless it must drift lower to fit under a ceiling. The cloud rains constantly on the target, keeping it wet and dampening the ground in the wake of any movement. The rain extinguishes non-magical flames. The target gains fire resistance 3. Creatures with weakness to water take damage equal to their weakness at the end of each of their turns. Creatures can attempt a Reflex save to avoid the cloud.

**Heightened (+1)** The amount of fire resistance increases by 2.

**OBSCURING MIST** Spell 2

* CONJURATION
* WATER

**Traditions:** arcane, primal

**Cast:** Three Actions, material, somatic, verbal
**Range:** 120 feet **Area:** 20-foot burst **Duration:** 1 minute

You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud freely.

**SEA SURGE** Spell 2

* EVOCATION
* WATER

**Traditions:** arcane, primal

**Cast:** Two Actions, somatic, verbal
**Duration:** until the start of your next turn
You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save.

**Success** The creature is unaffected.

**Failure** The creature is knocked prone. If the creature was Swimming, it gets a critical failure instead.

**Critical Failure** The creature is pushed 20 feet in the wave’s direction, is knocked prone, and takes 3d6 bludgeoning damage.

**CRASHING WAVE** **Spell 3**

* EVOCATION
* WATER

**Traditions:** arcane, primal

**Cast:** 2 Actions somatic, verbal

**Area** 30-foot cone

**Saving Throw:** Basic Reflex

You summon a crashing wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area.

**Heightened (+1)** The damage increases by 2d6.

**PILLAR OF WATER** **Spell 3**

* EVOCATION
* WATER

**Traditions:** arcane, primal

**Cast:** 3 Actions material, somatic, verbal

**Range:** 120 feet **Duration:** 1 minute

You create a large, self-contained cylinder of still fresh water. The pillar has a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can swim through the water as normal (Swim DC 10), or, if the spell was cast on solid ground, walk along the bottom (which is difficult terrain). Any creature that exits the pillar falls or lands accordingly.

**HYDRAULIC TORRENT Spell 4**

* EVOCATION
* WATER

**Traditions:** primal

**Cast** 2 Actions somatic, verbal

**Area:** 60-foot line

**Saving Throw:** Fortitude

A swirling torrent of water manifests along a straight line, battering those that are 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. Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure).

**Heightened (+1)** The damage increases by 2d6.

**WATER WALKING/BREATHING Spell 4**

* ENCHANTMENT
* WATER

**Traditions:** arcane, primal, divine

**Cast:** 1 action somatic

**Range:** 30 feet **Duration** 1 hour

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, they may elect to allow the spell to carry them to the surface of the liquid at a rate of 60 feet per round. They may also elect to dive into a liquid and ignore the effects of the spell without losing access to it's benefits for the remainder of the spell's duration.

Additionally, affected creatures gain the ability to breathe normally while submerged entirely in a liquid. They retain their normal methods of respiration as well.

**WATERY SPHERE Spell 5**

* CONJURATION
* WATER

**Traditions:** arcane, primal

**Cast:** 2 actions material, somatic, verbal

**Range:** 90 feet **Area** 10-foot burst **Duration** Sustained up to 1 minute

**Saving Throw:** Fortitude

You conjure up a sphere of water with a 10-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

Any creature in the sphere's space must make a Fortitude saving throw. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many creatures as can fit within it's radius If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

When you sustain this spell, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

**Critical Success:** The creature automatically escapes the sphere and moves to a space of their choice within 5 feet of it.

**Success:** The creature is flat-footed by the sphere instead of restrained. They may swim through it as if it is calm water.

**Failure:** The creature is restrained by the sphere as per the spell description.

**Critical Failure:** The Creature is Stunned 2 in addition to being restrained by the sphere.

**Heightened (+2)** The radius increases by 5 feet.

**GREATER CONTROL WATER Spell 5**

* TRANSMUTATION
* WATER

**Traditions:** arcane, primal, divine

**Cast:** 3 actions material, somatic, verbal

**Range:** 120 feet **Area** 50-foot burst **Duration** Sustained up to 10 minutes

**Saving Throw:** Fortitude

Until the spell ends, you control any freestanding water inside an area within a 50-foot radius. Including raising or lowering the water level, creating waves and whirlpools, redirecting the flow of the water (even in seemingly impossible directions, such as up a wall.) Part the water, and more at the game master's discretion.

Creatures attempting to resist the changes you make to the water must make a Fortitude saving throw. If your changes to the water are violent enough to cause damage, it will deal 2d8 damage by default. Creatures consisting mostly of water, such as elementals, take a saving throw result one step worse then their actual result.

**Success:** The creature does not take damage, and is able to resist the effects of the changed water.

**Failure**: The creature takes damage, and if they are struggling against the motion of the water, they are brought up to 10 feet in the direction of it's flow.

**Critical Failure:** The target takes double damage and is brought up to 20 feet in the direction of the water's flow.

**FLUID FORM Spell 6**

* TRANSMUTATION
* WATER

**Traditions:** arcane, primal

**Cast:** 2 actions material, somatic, verbal **Targets**: Self

**Duration:** 10 minutes

For the duration of the spell your body takes on a translucent, watery form. You gain Resistance 10 to all damage, but instead suffer weakness 5 to cold damage. You can stretch and shift with ease, granting you a natural 10-foot reach with touch and melee-range effects, as well as being able to fit through any crack or crevice large enough to let liquid pass. Finally, you can breathe in water, and move through it with a natural swim speed of 60 feet. You are concealed while fully submerged in water.

**DOWNPOUR Spell 6**

* CONJURATION
* WATER
* AIR
* ELECTRIC

**Traditions:** arcane, primal, divine

**Cast:** 10 minutes material, somatic, verbal

**Range:** 120 feet **Area** 1 mile radius **Duration:** 1 hour.

When this spell takes effect, it gradually begins to rain, and swiftly thereafter begins to pour down in a mighty storm. Heavy winds, precipitation, and thunder blanket the affected area. Once the storm is in full effect, anything beyond 30 feet of a creature's position is concealed to them. High speed winds cause all terrain to function as rough terrain, and all airborne creatures must succeed with the Maneuver in Flight action every round or fall from the sky. Perception checks and missile attacks take a -5 penalty, and all creatures gain fire resistance 10.