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==1st-Level Spells== '''Evocation'''<br> ''Dancing Wind'' - Allows an immediate 5 ft. step for the target OR checks target OR diffuses a cloud OR leaves a square of checking wind in place.<br> ''Ground Flex'' - Makes a section of ground unstable, causing those standing to be flat-footed.<br> ''Splasher'' - Sudden water burst deals 1d10 damage, imposes -1 penalty to foe's next roll.<br> '''Transmutation'''<br> ''Razored Air'' - Blades of air deal 1 damage to creatures within or entering an area. ==2nd-Level Spells== '''Abjuration'''<br> ''En'shah Ruq'ya'' - Incantation reveals fiends or ghuls, burns them.<br> ''Proactive Ward'' - Blocks the evil power of a curse or cursed item, or weakens a trap.<br> '''Divination'''<br> ''Know Thy Enemy'' - Divines the natural defenses of your foe.<br> '''Evocation'''<br> ''Plunge'' - Water bubble deals 2d4+CL damage, dazes foe.<br> ''Tideswell'' - Water courses along the ground, sliding the target away.<br> '''Illusion'''<br> ''Seductive Shroud'' - Glamer makes you appear attractive to the viewer.<br> ==Splasher== '''Evocation [Water]'''<br> Sor/Wiz 1<br> ''Components:'' V, S, U<br> ''Casting Time:'' 1 standard action<br> ''Range:'' Medium (100 ft. + 10 ft./level)<br> ''Target:'' One creature<br> ''Duration:'' Instantaneous<br> ''Saving Throw:'' None<br> ''Spell Resistance:'' No<br> <br> You evoke a sphere of water and send it careening into your target, creating a distracting splash. Delivering this effect requires a ranged touch attack. If it strikes, it deals 1d10 damage plus 1d10 damage per four caster levels (max 3d10) and the subject takes a -1 penalty to its next attack roll or saving throw. This penalty increases to -2 at CL 4th and -3 at CL 8th.<br> A creature with the Fire subtype struck by a ''splasher'' takes 50% more damage from this spell.<br> Unique component: If you speak Aquan, you get a +2 bonus on your ranged attack roll to hit with ''splasher.''<br> ==Plunge== '''Evocation [Water]'''<br> Sor/Wiz 2<br> ''Components:'' V, S, U<br> ''Casting Time:'' 1 standard action<br> ''Range:'' Close (25 ft. + 5 ft./2 levels)<br> ''Target:'' One creature<br> ''Duration:'' Instantaneous<br> ''Saving Throw:'' Fortitude partial<br> ''Spell Resistance:'' Yes<br> <br> You cause a bubble filled with water to close around the target, cutting off air and applying pressure. This surge of water deals 2d4 + CL damage and causes the foe to be dazed for 1 round. A successful Fortitude save halves this damage and negates the daze effect.<br> A creature with the Fire subtype affected by ''plunge'' takes 50% more damage from this spell, and becomes shaken for 1 round rather than dazed.<br> Unique component: If you speak Aquan, this spell deals an additional 2d4 damage and has its DC increased by 2.<br> ==Tideswell== '''Evocation [Water]'''<br> Sor/Wiz 2<br> ''Components:'' S, U<br> ''Casting Time:'' 1 standard action<br> ''Range:'' Close (25 ft. + 5 ft./2 levels)<br> ''Target:'' One creature<br> ''Duration:'' Instantaneous<br> ''Saving Throw:'' Reflex negates<br> ''Spell Resistance:'' Yes<br> <br> A rushing wave of water ploughs the foe back in a straight line, or sweeps an ally to a safer location. The target creature moves along the ground up to 20 ft. in a straight line as you direct. The creature stops being pushed if it collides with a wall, obstacle or other barrier which would not easily be pushed along by the water (including other creatures). This spell has no effect on creatures in the air or underground.<br> If used on a creature in the water, ''tideswell'' can push them up to 40 ft. in a straight line, and the subject takes a -4 penalty to the Reflex save to remain in place. A creature with a Swim speed can elect to make a Swim check in lieu of a Reflex save.<br> Creatures with the Fire subtype are immune to ''tideswell.''<br> Unique component: If you speak Aquan, increase the save DC of this spell by 2.<br>
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