Undertow
SPELL 3 primal
120 feet
20-foot burst
Fortitude
1 minute
You create an area of water 20 feet deep. The DC for Athletics checks to Swim in the area is equal to your spell DC. A creature that starts its turn in the area must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes 2d6 bludgeoning damage.
Failure The creature takes 4d6 bludgeoning damage and takes a –2 circumstance penalty to Athletics checks to Swim and a –10-foot circumstance penalty to its swim Speed, if it has one, until it leaves the area.
Spell Effect: Undertow
Critical Failure As failure, and the creature is pulled 10 feet down.
Pathfinder Lost Omens High SeasORC