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Call of the QuenchingSpell 7


UniqueConcentrateImpossibleManipulateWater
Source Pathfinder Impossible Magic
Traditions Primal
Cast Three Actions
Cost a conch from the Plane of Water worth 1,000 gp × the spell's rank
Duration 1 minute
Saving Throw basic Reflex

Area 1-mile burst centered on you

Legends say Aroden and Arazni called upon the Boundless Sea itself to defeat the fiery lizard Cuetzmonquali and the Army of Fire. Using yourself as the planar key, you blow the conch to call forth a boundless sea and its inhabitants to aid you. Water falls as a torrential shower, making the area of the spell difficult terrain for all enemies. You and all allies within the area gain resistance 15 to fire and are Concealed. Countless sea creatures swim through the sky and attack your foes. An enemy that ends its turn within the area takes 7d4 piercing and 7d4 bludgeoning damage (basic Reflex save).

When you Fuel Call of the Quenching, you cast an 8th-rank Summon Animal spell without expending a spell slot. The animal you summon must have the amphibious or aquatic trait and gains a fly Speed equal to its swim Speed. You can Sustain any number of animals created this way whenever you Sustain this spell.


Lethologic Mark You become closely aligned with elemental water and constantly feel sluggish while away from it. You take a –5-foot status penalty to your land Speed that's suppressed when you're within 1 mile of an ocean or a portal to the Plane of Water. You heal the mark if you take damage from dragon breath from three different dragons with the primal or water trait.


Heightened (+1) The bludgeoning and piercing damage both increase by 1d4. The rank of the summon animal spell increases by 1.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Impossible

All impossible spells have the impossible trait, which labels them as spells that can be cast only once in a creature's existence. After casting a spell with the impossible trait, the same creature can't cast any spell with the impossible trait ever again. An hour after casting the spell, the caster starts experiencing the consequences detailed under the spell's lethologic mark entry. The entry also includes how the effects of the mark can be healed. Spells with this trait are also more difficult to counteract. Any counteract check against the spell gets an outcome one degree of success worse than was rolled, and any effect that would automatically counteract the spell fails. Spellshape effects cannot be applied to impossible spells.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.