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Realm of Water in Pathfinder 2e

Realm of Water - unknown -
AQUAMANCYARCANEOCCULTPRIMAL

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
Touch You and up to 4 other willing creatures whom have all linked hands to form a circle of sorts Instant N/A
Description
As an Aquamancer becomes more in tune and in sync with the Primordial Force of the Sapphire Currents, that of Water, this ancient force seems to develop a kinship, a mutual respect for the flexibility and adaptability that the magister time and again proves to have. This change is heralded much like those of the Ruby Order, as reaching its apex when a magister is so blessed as to come to understand how to visit the very heart of this primordial energy, the Realm of Water.


Spell-Save DCs: 21, Tier II: 26, Tier III: 31

Weaving the flow of Uisce in a unique and almost effortless way, you structure a massive spell-form in a fashion most would not think capable so easily. But that is the hallmark of an Aquamancer, after all. This spell-form, in its swift but complex nature, is to allow planar travel. This spell form is limited, it may only target the Realm of Water, and a destination within it. The most common destination of course is the City of Coral, but if you have another in mind, a place you are aware of, you may target that place instead. You and your allies are not subject to any of the negatives most mortals would be on the Plane, as you are welcomed by Uisce, so the environment is not hostile towards you. This does not mean the monsters and creatures and their abilities can not effect you, just that environmental factors do not harm you.

Tier -1: Fail to cast, roll a Minor Miscast.
Tier 0: Fail to cast
Tier II: You may bring an additional two willing creatures with you.
Tier III: You may bring an additional two willing creatures with you.

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