Pathfinder 2 Parch Spell
Domain dust
Cast [2 Actions] somatic, verbal
Range 60 feet
Targets 1 creature
Saving Throw Fortitude
Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the water trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch.
If a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the water trait or are made primarily of liquid, as well as affected creatures that can’t drink, can end the effect as a two-action activity, which has the concentrate trait.
Critical Success The target is unaffected.
Success The target takes a –1 status penalty to its checks and DCs for 1 round.
Failure The target takes a –1 status penalty to its checks and DCs for 1 minute.
Critical Failure The target takes a –2 status penalty to its checks and DCs for 1 minute and is dazzled as long as it has this penalty.
Heightened (4th) You can target up to 4 creatures.
Similar Spells
Dust Storm H
Domain dust
Level 4
Cast [2 Actions] somatic, verbal
Range 120 feet
Area 20-foot-radius burst
Duration 1 minute
Tempest Surge H
Level 1
Cast [2 Actions] somatic, verbal
Range 30 feet
Targets 1 creature
Saving Throw Reflex
Gust of Wind
Traditions arcane, primal
Level 1
Cast [2 Actions] somatic, verbal
Area 60-foot line
Duration until the start of your next turn
Wind blows out fires and knocks back objects and creatures.