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Life's Flowing River

Rank 4 (uncommon) — occult (concentrate, manipulate)

Source: Pathfinder Season of Ghosts Hardcover Compilation

Cast 3 actions
Components somatic, verbal
Range 120 feet
Duration 1 minute
You create a flowing river of ghostly water and that sheds dim light for 10 feet on each side. The river begins in an adjacent square to you and extends in a straight 5-foot path to its maximum range or until it hits a solid barrier, whichever comes first. A creature that begins its turn in the glowing waters of the river or who enters one of the river's spaces must attempt a Will save. If the creature is undead or a nindoru, it takes 4d6 mental damage, modified by the result of their Will save. **Critical Success** The creature ignores the river's effects until the start of its next turn. If the creature is undead or a nindoru, it takes no damage. **Success** The creature treats all squares occupied by the river as difficult terrain until the start of its next turn. If the creature is undead or a nindoru, it takes half damage. **Failure** As success, but the creature is also knocked Prone. If the creature is undead or a nindoru, it takes full damage. **Critical Failure** As failure, but the creature is pushed 20 feet along the river's path in the direction of flow. If the creature is undead or a nindoru, it takes double mental damage. Heightened (+1) The mental damage increases by 1d6.

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Season of Ghosts Hardcover Compilation, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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