← Home

Sea Surge

Rank 2 (uncommon) — arcane, primal (concentrate, manipulate, water)

Source: Pathfinder #151: The Show Must Go On

Cast 2 actions
Components somatic, verbal
Duration until the start of your next turn
  • 3d6 bludgeoning damage
You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save. **Success** The creature is unaffected. **Failure** The creature is knocked Prone. If the creature was Swimming, it gets a critical failure instead. **Critical Failure** The creature is pushed 20 feet in the wave's direction, is knocked Prone, and takes 3d6 bludgeoning damage.

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder #151: The Show Must Go On, 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.

Full licenses · Privacy · Terms

Cast Sea Surge in your encounter, tracked automatically, free, no install.

Open in PathfinderGM →