Quench

Rank 2CommonprimalLegacy
Range120 feet
Area20-foot burst
Durationsustained
DefenseBasic Fortitude
Heightened(+1) 2d8
Damage4d8 untyped

You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take 4d8 damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 Flaming Longsword would become a +1 Longsword ). If the target is an artifact or similarly powerful item, you automatically fail to counteract it.

The first time each round you Sustain this spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires.

If you have the Counterspell reaction, you can use quench to counter any spell with the fire trait instead of needing to have the triggering fire spell prepared or in your repertoire.


Heightened (+1) Increase the damage to fire creatures by 2d8.

Traits

Concentrate

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

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.

Water

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