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Grasp of the DeepSpell 4


ConcentrateManipulateMentalWater
Source Pathfinder Rage of Elements
Traditions Arcane, Primal
Cast Two Actions
Range 60 feet
Target 1 creature
Duration 1 minute
Saving Throw Will

You grip one target with the phantasmal pressure of the deep sea, disorienting and crushing its lungs and joints. The target takes 6d6 bludgeoning damage and other effects, depending on its Will saving throw.


Critical Success The creature is unaffected.

Success The target takes half damage.

Failure The target takes full damage, and feels as though it's being crushed. The target also becomes Grabbed, but it can attempt to Escape with an Escape DC equal to your spell DC.

Critical Failure As failure, but the target takes double damage.


Heightened (6th) You can target up to 5 creatures.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

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

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.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

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.