Mud

Wizards who specialize in an elemental arcane school can further refine their studies by choosing a focused school.

Wizards who choose a focused school keep the bonus spells from their elemental school and must select an opposition elemental school as normal, but a focused school replaces some of the powers granted by their elemental school. Once a focused school is chosen, it can’t be changed.

Associated Schools: Earth, water.

Replacement Powers: The following school powers replace the acid cloud and earth glide powers of the earth school and the cold blast and wave powers of the water school.

Hindering Muck (Su)

As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Mud Missile (Su)

At 8th level, you can fling a ball of hardened mud at a foe within 30 feet as a standard action.

If you succeed at a ranged touch attack, the mud slams into the target’s face, dealing 1d6 points of bludgeoning damage for every 2 wizard levels you have and blinding the target for 1d4 rounds. A creature can remove the blinding mud from itself or another creature with a successful Strength check (DC = 10 + half your wizard level) as a standard action. You can use this ability a number of times per day equal to half your wizard level.

Section 15: Copyright Notice

Pathfinder Player Companion: Blood of the Sea © 2017, Paizo Inc.; Author: Amber E. Scott.

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