Life's Flowing River
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.
Traits
An action with this trait requires a degree of mental concentration and discipline.
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.