Marid
Large elemental- Challenge
- STR
- 6
- DEX
- 2
- CON
- 8
- INT
- 4
- WIS
- 3
- CHA
- 4
- Soak
- 2
- Fort
- +8
- Ref
- +7
- Will
- +7
Amphibious. The marid can breathe air and water.
Elemental Demise. If the the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.
Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.
Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise spell at will, often with a longer duration than is normal for that spell.
Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence.
To be granted a wish, a creature within 10 meters of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit.
Spellcasting. The marid uses Primal (cha) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 11 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: detect evil and good, detect magic, fog cloud, rain
Cantrips (at will, 14th-level spellcaster): hydraulic push, shape water
1 mana: aquatic adaptation, desiccate, ebb and flow, liquid body, locate water, slick skin, tidal break, tidal surge, water jet, water whip
2 mana: animate water, aqueous form, control water, drown, horrid wilting, purify, tidal wave, wall of water, water walk
3/day: comprehend languages (augmented to tongues)
1/day each: gaseous form, image (augmented to major image), invisibility, plane shift (self only)
Actions (2)
Trident. Melee or Ranged Weapon Attack: +9 to hit, reach 1 m. or range 5/20 m. Hit: 15 (2d8 + 6) piercing damage, or 17 (2d10 + 6) piercing damage if used with two hands to make a melee attack.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 1 m. or range 3/10 m. Hit: 11 (2d4 + 6) piercing damage.
Water Jet (1/turn). The marid magically shoots water in a 10-meter cone or line. Each creature in that line must make a Difficulty 16 Reflex saving throw. On a failure, a target takes 49 (11d8) bludgeoning damage and, if it is Huge or smaller, is pushed 4 meters away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Spells
As an action, you shoot a jet of water at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.
On a failure, it takes 1d6 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).
Dampen flame
As an action, you shoot a jet of water at a creature or an object that you can touch or see within 5 meters. Reduce its burning condition by 2.
As an action, you choose an area of water that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 1 meter in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).
At higher levels
The cube increases by 1 meter when you reach 9th level (2 meters) and 17th level (3 meters).
1 hour/mana
As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.
Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.
Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.
Augment
You can expend 1 additional mana to gain the benefit of both effects.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
(ritual); 1 hour/mana
As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Tongues. You can expend 1 additional mana so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.
As an action, you drain the moisture from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.
On a failure, it takes 5d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 6d6 for each additional mana expended.
concentration, 5 minutes/mana
As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 meters of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
(ritual); concentration, 5 minutes/mana
As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.
As an action, you can unleash a stream of water that drains and heals life forces. Choose one of the following options.
Ebb. Life ebbs from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 3d8 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A willing creature within 5 meters of the target can regain health equal to half the amount of necrotic damage dealt.
Flow. A creature that you can touch or see within 10 meters regains 3d6 health. A creature that you can touch or see within 5 meters of that creature must make a Fortitude saving throw.
On a failure, it takes necrotic damage equal to half the amount of healing.
Augment
You can increase Ebb’s necrotic damage by 3d8 and Flow’s healing by 3d6 for each additional mana expended.
concentration, 1 hour/mana
As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the area are wet while within the fog and remain wet until the end of their turn that they leave the area.
concentration, 5 minutes/mana
As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 20 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As long as you are within 20 meters of the illusion, you can use an action to cause the image to move up to 5 meters to a space you can see, but the illusion must remain within 20 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.
Augment
Major Image. You can expend 1 additional mana so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.
Indefinite. You can expend 1 additional mana so the spell lasts until dispelled, without requiring your concentration.
Programmed Image. You can expend 2 additional mana so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 5-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take fire damage, you can create a rushing torrent of water as a shield. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.
Additionally, you are wet until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked or takes fire damage. The attacked creature gains the benefits instead.
(ritual)
As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.
Rain
(ritual)
As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. You can focus the cylinder so that the rain falls within an open container or specific area that is smaller than the normal cylinder size. Creatures and objects in the area become wet until the end of their next turn. You can create up to 20 liters of clean water.
Continuous rain
concentration, 1 hour/mana
As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured and creatures and objects in the area become wet until the end of their next turn. You can create up to 20 liters of clean water each turn, 200 liters of water every minute, and 12,000 liters of water every hour.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and its body becomes slick until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) and it becomes wet. This wetness does not end if it takes fire damage. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As a reaction, which you use when you are hit by an attack or missed by 4 or less, jets of water shoot out from you. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.
On a failure, it takes 2d10 bludgeoning damage, is wet until the end of its next turn, and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.
As an action, a tidal wave surges forth from you or retreats to you. Choose to have the wave surge or retreat. Each creature other than you in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 1d10 bludgeoning damage, is wet until the end of its next turn, is knocked prone if it is Medium or smaller, and is pushed or pulled 2 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d10 and affect a creature of a larger size for each additional mana expended.
You can expend 2 additional mana so it deals no damage, but the waves surge continuously. The duration changes to 1 minute/mana, concentration and the waves surge toward and away from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.
You can change the direction of the waves as an action.
As an action, you unleash a jet of water. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage, is wet until the end of its next turn, and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
As an action, you create a whip of water that pulls and unbalances a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage, is knocked prone if it is Medium or smaller, and is pulled 2 meters toward you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 4d8 and affect a creature of a larger size for each additional mana expended.
concentration, 5 minutes/mana
As two actions, you call forth a water elemental or water weird which appears in an unoccupied space that you can see within 10 meters. The water weird must be summoned in an unoccupied space containing water such as a river, lake, pool, or fountain. The elemental is a water elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Augment
You can use an additional resource for each additional mana expended.
You can expend 2 additional mana to call forth another elemental.
concentration, 1 hour/mana
As two actions, you, along with everything you’re wearing and carrying, transforms into a watery form. The spell ends if you drop to 0 health.
While in this form, the following rules apply:
- your only methods of movement are a speed of 2 meters and a swimming speed of 5 meters
- you can enter and occupy the space of another creature
- you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
- you have advantage on Reflex and Fortitude saving throws
- you can move through a space as narrow as 2 centimeters wide without squeezing.
- you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
- you are wet. This wetness does not end if you take fire damage.
- the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to water form.
If you are in water form and swimming when the effect ends, you ascend 10 meters per round for 1 minute until you reach the surface.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Water Glide. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your swimming speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As two actions, you can control any freestanding water within 100 meters inside an area that is a cube up to 20 meters on a side. You can choose from any of the following effects when you cast this spell.
Flood. You cause the water level of all standing water in the area to rise by as much as 5 meters. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 5-meter tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25% chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
On subsequent turns, you can use two actions to repeat the same effect or choose a different one.
concentration, 1 minute/mana
As two actions, you form a swirling globe of magical water around the head of a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.
On a failure, it loses 3d8 health, is deafened, can’t speak, can’t use breath weapons, and can’t see anything beyond 2 meters until the start of its next turn.
On a critical failure, it loses twice as much health.
On a success, it loses half as much health and and the effect ends.
On a critical success, it loses no health and the effect ends.
Augment
You can cause the target to lose 3d8 more health for each additional mana expended.
concentration, 1 hour/mana
As two actions, you, along with everything you’re wearing and carrying, transforms into a misty cloud. The spell ends if you drop to 0 health.
While in this form, the following rules apply:
- your only method of movement is a flying speed of 2 meters (hover)
- you can enter and occupy the space of another creature
- you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
- you have advantage on Reflex and Fortitude saving throws
- you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
- you can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
- you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
- if you are burning, the condition ends.
- the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to cloud form.
If you are in cloud form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Wind Walk. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your flying speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As two actions, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.
On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.
Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.
Augment
You can increase the damage by 2d6 for each additional mana expended.
As two actions, you touch a creature and can remove the blinded, deafened, or poisoned condition.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Greater Purification. You can expend 1 additional mana to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.
As two actions, you create a wave of water that crashes down at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage, is wet until the end of its next turn, is knocked prone if it is Large or smaller, and is pushed 3 meters away from the center of the sphere if it is Large or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The water then spreads out across the ground in all directions, causing all creatures and objects in the area to become wet until the end of their next turn.
Augment
You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
concentration, 5 minutes/mana
As two actions, you create a wall of water twice as big as normal at a point you can see within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.
A creature must spend 2 meters of movement for every meter it moves through the wall. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 2d8 bludgeoning damage, is wet until the end of its next turn, and is knocked prone if it is Large or smaller.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Any creature or object in the area becomes went until the end of its next turn, any ranged attack that enters the wall’s space has disadvantage on the roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 1-meter square section is frozen). Each 1-meter square frozen section has 10 Defense, 1 Soak, and 15 Health. Reducing a frozen section to 0 health destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
(ritual); 1 hour/mana
As two actions, you grant the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) to a creature that you can touch or see within 5 meters.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 10 meters per round.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As two actions, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Augment
You can transport five additional willing creatures for each additional mana expended. The creatures must link hands with you in a circle.