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weird-wizard:spells:summon_water_elemental

Summon Water Elemental

Summon Water Elemental

Tradition: Hydromancy

Rank: Master

Castings: 1

Duration: 1 hour

Water rushes into the target space and assumes a snake-like form. The water elemental becomes your controlled companion. The effect ends early if it becomes incapacitated.

Defense: 17, Health: 40 Attributes: Strength 13 (+3), Agility 13 (+3), Intellect 8 (–2), Will 15 (+5) Size: 2, Speed: 5 (Slippery, Squeeze 1/4 inch, Strider, Swimmer, Water Walk) Immune: asleep, blinded, deafened, held, frightened, impaired, on fire, poisoned, prone, weakened Watery Strike: The water elemental targets one creature or object within reach and makes a Strength roll with 2 boons against the target's Defense. On a success, the target takes 4d6 damage. On a critical success, the target becomes grabbed until the end of the elemental's next turn.

weird-wizard/spells/summon_water_elemental.txt · Last modified: by 127.0.0.1