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. It deals physical damage, reduced normally by DR.
The caster chooses the current's point of origin within Medium range, then its direction. The table gives the width and length of the affected area. A target in that area takes damage once, even if the water remains afterward.
Damage = listed dice × caster level.
A level 3 Aqua Surge cast at CL 12 therefore deals 2d12 × 12 physical damage to every target caught in the current.
Swept Away
The spell can move any number of creatures within the current, provided they do not exceed its size limit. Maximum movement is measured in ft per CL.
Movement is not automatic. The GM prescribes each creature's chance to hold position, considering Strength, size, weight, experience, footing, handholds, and nearby obstacles. A Strength Check — 1d20 + STR + level is a useful measure when physical resistance is the deciding factor.
A creature above the size limit normally remains in place but takes full damage. For example, a Large giant struck by a level 1 Aqua Surge suffers the impact, but a current limited to Medium creatures cannot carry it away. Resisting movement never reduces the spell's damage, and movement causes no additional damage unless the path itself is dangerous.
Falls and Collisions
A creature swept over an edge takes normal falling damage. Striking a wall, rock, vehicle, or another creature may deal additional physical damage at the GM's discretion, based on speed, distance, mass, angle, and surface hardness. A fraction of the damage from a comparably sized Hurl Rock can serve as an upper benchmark for an exceptionally violent collision.
Water After Impact
After the initial surge, the water loses its magical momentum and obeys gravity. It falls, flows, fills depressions, and may cause flooding, erosion, or drowning depending on the terrain. Powerful versions can carve a riverbed, fill a lake, or permanently 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 |