Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder Second Edition

Compendium

Type to search for a spell, item, class — anything!

Aqueous Orb

Ready to play? Build unlimited Pathfinder 2e characters Create Now

Edit Page Content

Aqueous Orb [two-actions] (Spell 3)
Concentrate, Manipulate, Water

Traditions Arcane, Primal
Range 60 feet
Defense Reflex; Duration sustained up to 1 minute

A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast this Spell and each time you Sustain it, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. The orb can move through the spaces of any creatures or obstacles that wouldn’t stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any Magical fires it moves through. If it fails to counteract a given fire, it can’t counteract that fire for the duration of the spell.

The orb can engulf Large or smaller creatures it moves through, and it can contain as many creatures as fit in its space. The orb can try to engulf the same creature only once per turn, even if you roll it onto a creature’s space more than once. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save.

Success The creature can either let the orb pass (remaining in its space or moving out of the orb’s path into a space of the creature’s choice) or allow itself to be pushed in front of the orb to the end of the orb’s Movement.

Failure The creature is engulfed in the orb. It moves along with the orb and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for Aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water.

The creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your Spell DC. A freed creature exits the orb’s space and can immediately breathe.

Critical Failure As failure, but the creature can’t Swim to get free.

Attributes

cast_actions
Two-action
category
spell
description
A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast this Spell and each time you Sustain it, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. The orb can move through the spaces of any creatures or obstacles that wouldn’t stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can’t counteract that fire for the duration of the spell. The orb can engulf Large or smaller creatures it moves through, and it can contain as many creatures as fit in its space. The orb can try to engulf the same creature only once per turn, even if you roll it onto a creature’s space more than once. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save.
duration
sustained up to 1 minute
level
3
magic_traditions
arcane, primal
range
60 feet
save_critical_failure
As failure, but the creature can’t Swim to get free.
save_failure
The creature is engulfed in the orb. It moves along with the orb and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. The creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A freed creature exits the orb’s space and can immediately breathe.
save_success
The creature can either let the orb pass (remaining in its space or moving out of the orb’s path into a space of the creature’s choice) or allow itself to be pushed in front of the orb to the end of the orb’s movement.
save_type
reflex
saving_throw
NORMAL
subcategory
spell
traits
concentrate, manipulate, water
Advertisement Create a free account