Blood in the Water

Rank 3FocusUncommonRemaster
Range30 feet
Target1 creature that can bleed
Durationsustained up to 1 minute
RequirementsThe target is taking persistent bleed damage or your last action dealt slashing damage to the target.
DefenseBasic Reflex
Heightened(+2) 2d6
Damage2d6 spirit

Requirements The target is taking persistent bleed damage or your last action dealt slashing damage to the target.


Predators are drawn to the scent of blood, and blood can disperse shockingly far in the water. You summon the spirits of aquatic predators to appear as a spectral swarm around the target. When you Cast or Sustain this Spell, the target takes 2d6 spirit damage (basic Reflex save). If the target takes any damage from the spell, it treats all water as difficult terrain for 1 round as the predators try to drag them down. The spectral predators don't take up space, grant flanking, or have any other attributes a creature would. If you deal slashing damage to the target while the spell is active, you automatically Sustain this Spell. If you cast blood in the water while a previous casting of this hex is still in effect, the previous effect ends.


Heightened (+2) The damage dealt increases by 2d6.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Hex

A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Witch

This indicates abilities from the witch class.