An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
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.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
element: Water
range: 60
saving_throw: AC
source: Player Core pg. 336
spell_type: Spell
target: 1 creature or unattended object
tradition: ArcanePrimal
type: Spell
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet. Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The bludgeoning damage increases by 2d6.