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Dehydrate in Pathfinder 2e

Dehydrate - unknown -
AQUAMANCYARCANEOCCULTPRIMAL

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
60 feet A single creature in range. Concentration, up to 1 minute Power and Logic Saves
Description
Even more complex and delicate of a spell-form than making someone hypothermic is the idea of making them dehydrated, removing and drawing out the Sapphire Manna from within them. It is a terrifying thought, and one that those with an exceptional level of mastery over the magickal arts of Aquamancy can make reality.


Spell-Weave DCs: 24, Tier II: 29, Tier III: 34

Drawing out the Uisce from the target in a most delicate fashion, you actually, in a strange twist, do not manifest an effect directly with this spell-form, in fact it is the removal of the manna you are simply displacing that causes the effect, instead of any shaping or effort on your part. Your target must make both a Power and Logic Save.

Should they fail the Power Save, they take 3d6 fire damage and are afflicted with the Slow (1) condition. Should they critically fail the Power Save they will also be afflicted with Exhaustion (1). Should they succeed they merely take half damage but are still suffering the effect. Should they critically succeed they take half damage but break free of this part of the spell's effect entirely.

Should they fail the Logic Save, they take 3d6 Psychic damage. If they critically fail, they are also afflicted with Stupified (1) as well. Should they succeed they merely take half damage, and if they critically succeed they break loose from this part of the spell's effect entirely. These saves and this damage recurs each round at the start of your turn until they have been critically successful on both tests at least once, or succeeded both tests in the same round.

Firestorm: If a creature is suffering from the Ablaze condition (persistent fire damage), the fire damage from this spell becomes 3d10 .

Tier -1: Fail to cast, roll a Minor Miscast
Tier 0: Fail to cast, OR, suffer a Minor Miscast and get the Tier I (base effects above) version but it only lasts 1 round.
Tier II: You may target a second creature in range.
Tier III: You may target a third creature in range.

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