Dehydrate

Rank 1CommonarcaneprimalRemaster
Range30 feet
Area5-foot burst
Duration1 minute
DefenseFortitude
Damage1d6 fire

You stir the inner fire of all things within the area, driving out moisture. All creatures in the area take 1d6 persistent fire damage with a basic Fortitude save; creatures with the water or plant traits get a result one degree of success worse than they rolled. The spell ends for a creature when its persistent damage ends.

A creature affected by dehydrate attempts an additional Fortitude save at the end of each of its turns, before rolling to recover from the persistent damage. It can forgo this additional save if it consumed water or a similar hydrating liquid within the last round (drinking typically requires a single action).


Success The creature takes no additional effect.

Failure The creature is Enfeebled 1 until the end of its next turn.

Critical Failure The creature is Enfeebled 2 until the end of its next turn.


Heightened (+2) The range increases by 10 feet, the burst increases by 5 feet, and the persistent fire damage increases by 3d6.

Traits

Concentrate

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

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

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.