Aqua Surge
Conjures a vast current of water and hurls it with destructive force
Aqua Surge conjures a vast volume of pure water and drives it in a direction chosen by the caster. The current strikes every creature and object in its path once, dealing physical damage.
The caster chooses the current's point of origin within Medium range, then its direction. The table gives its width and length.
Swept Away
The current can carry any creature up to the listed size, as far as the listed distance. The GM prescribes each creature's chance to hold its ground, considering Strength, size, footing and handholds; a Strength Check — 1d20 + STR + level serves when raw strength decides it. A larger creature takes the damage but stays in place.
A creature swept over an edge or into a wall suffers the consequences of the terrain. A comparably sized Hurl Rock is the upper benchmark for the most violent collision.
After the Impact
Then the water obeys gravity. It falls, flows, fills hollows, and may flood or drown depending on the ground. The greatest versions can carve a riverbed, fill a lake, or reshape a region. The water is pure and drinkable.
| Level | Water volume | Current width | Damage per CL | Creature size | Maximum length and movement | Duration |
|---|---|---|---|---|---|---|
| 1 | Large | 10 ft | 1d12 | Medium | 5 ft per CL | days per CL |
| 3 | Huge | 20 ft | 2d12 | Large | 10 ft per CL | days per CL |
| 5 | Gargantuan | 40 ft | 4d12 | Huge | 15 ft per CL | days per CL |
| 7 | Colossal | 80 ft | 8d12 | Gargantuan | 20 ft per CL | permanent |
| 9 | Colossal+ | 160 ft | 16d12 | Colossal | 25 ft per CL | permanent |
| 10 | Colossal++ | 320 ft | 32d12 | Colossal+ | 30 ft per CL | permanent |