TEXT: 1
  5 Control Water 
  Spell FeatS
  #1 With a Bullet point
  	
  One	Idea.	One	Page.	One	Dollar.
  	
  Sometimes	rules	supplements	read	like	the	world-setting	bible	of	frustrated	
  novelists.	While	solid	world-building	is	a	useful	skill,	you	don’t	always	need	four	
  paragraphs	of	flavor	text	to	tell	you	swords	are	cool,	magic	is	power,	shadows	are	
  scary,	and	orcs	are	savage.	Sometimes	a	GM	doesn’t	have	time	to	slog	through	a	
  page	of	history	for	every	magic	weapon.	Sometimes	all	that’s	needed	are	a	few	
  cool	ideas,	with	just	enough	information	to	use	them	in	a	game.	Sometimes,	all	
  you	need	are	bullet	points.
   
  #1 With A Bullet Point is	a	line	of	very	short,	cheap	PDFs	each	of	which	
  gives	the	bare	bones	of	a	set	of	related	options.	It	may	be	five	spells,	six	
  feats,	eight	magic	weapon	special	abilities,	or	any	other	short	set	of	
  related	rules	we	can	cram	into	about	a	page.	Short	and	simple,	these	
  PDFs	are	for	GMs	and	players	who	know	how	to	integrate	new	ideas	
  into	their	campaigns	without	any	hand-holding,	and	just	need	fresh	
  ideas	and	the	rules	to	support	them.	No	in-character	fiction	setting	
  the	game	world.	No	charts	and	tables.	No	sidebars	of	explanations	
  and	optional	rules.	Just	one	sentence	of	explanation	for	the	High	
  Concept	of	the	PDF,	then	bullet	points.
  
  2
  The High Concept:	 Five	 feats	
  that	 greatly	 expand	 the	 options	 available	
  to	 characters	 who	 wish	 to	 specialize	 in	 the	
  classic	and	venerable	control water	spell.
  Eldritch WEll
  You	can	summon	up	water	into	the	spaces	
  you	magically	create.
  Prerequisites:	 Knowledge	 (engineering)	
  1	rank,	ability	to	cast control water.
  Benefit:	Whenever	you	use	a	spell,	spell-
  like	 ability,	 magic	 item,	 or	 supernatural	
  ability	 to	 create	 a	 space	 able	 to	 hold	 water	
  (such	 as	 with	 create pit,	 an	 encircled	 wall of 
  stone,	or	even	a	portable hole),	as	a	swift	action	
  you	 may	 fill	 that	 space	 with	 water	 up	 to	 1	
  foot	 deep.	 This	 effect	 acts	 as	 a	 create water 
  spell	cast	at	your	character	level	(so	any	effect	
  or	magic	that	would	prevent create water,	also	
  prevents	this	feat	from	functioning).	
  The	water	within	this	area	can	be	affected	
  by	control water	normally.
  GrEatEr WatEr control
  Your	 ability	 to	 control	 water	 is	 greatly	
  expanded.
  Prerequisites:	 Knowledge	 (planes)	 1	
  rank,	ability	to	cast	control water.
  Benefit:	 When	 you	 cast	 control water,	
  you	 have	 significantly	 more	 options	 than	
  most	casters.	First,	you	can	raise	and	lower	
  the	 water	 multiple	 times	 as	 a	 move	 action	
  each	time	(even	switching	between	the	two	
  versions	 of	 the	 spell	 during	 one	 casting).	
  Second,	as	a	standard	action	you	can	attempt	
  to	make	a	combat	maneuver	against	anything	
  in	the	water,	as	long	as	it	is	smaller	than	the	
  volume	 of	 the	 water	 you	 are	 controlling.	
  Your	CMB	for	these	checks	is	equal	to	your	
  caster	level	plus	your	ability	modifier	for	the	
  ability	that	grants	you	bonus	spells	per	day.	
  Unless	 you	 have	 the	 appropriate	 improved	
  maneuver	feat,	such	maneuvers	do	provoke	
  attacks	 of	 opportunity	 from	 creatures	 that	
  threaten	you.
  WatEr lord
  You	have	become	a	duke	of	the	element	
  of	water.
  Prerequisites:	 Greater	 Control	 Water,	
  Water	 Knight,	 Knowledge	 (nobility)	 and	
  Knowledge	 (planes)	 7	 ranks,	 ability	 to	 cast	
  control water.
  Benefit:	When	you	have	an	area	of	water	
  controlled	 through	 a	 control water	 spell,	 as	
  a	 standard	 action	 you	 may	 also	 summon	 a	
  water	elemental	as	if	you	had	cast	a	summon 
  monster or summon nature’s ally	 spell	 of	 no	
  higher	 level	 than	 1/2	 your	 caster	 level.	 The	
  water	elemental	cannot	leave	the	area	of	the	
  water	you	control,	and	you	may	only	have	
  one	water	elemental	active	at	a	time.
  WatEr KniGht
  You	have	become	a	knight	of	the	element	
  of	water.
  Prerequisites:	 Knowledge	 (nobility)	 1	
  rank,	ability	to	cast	control water.
  Benefit:	You	can	command	water	in	the	
  sense	 of	 giving	 creatures	 associated	 with	
  it	 orders.	 You	 add	 half	 your	 caster	 level	 to	
  Diplomacy	 and	 Intimidate	 checks	 made	
  against	 creatures	 with	 the	 water	 subtype.	
  You	also	gain	a	+1	bonus	on	attacks,	damage,	
  saving	 throws,	 and	 CMB	 checks	 against	
  creatures	 of	 the	 water	 subtype,	 and	 a	 +1	
  bonus	on	your	AC	against	attacks	from	such	
  creatures.
  WatEr of lifE
  Your	water	spells	are	also	blood	magic.
  Prerequisites:	
  Knowledge	
  (nature)	
  and	Knowledge	(religion)	1	rank,	ability	to	
  cast	control water.
  Benefit:	 You	 can	 control	 and	 create	
  blood	 with	 spells	 designed	 to	 control	 or	
  create	 water.	 You	 can	 use	 create water 
  or create food and water	 to	 create	 enough	
  blood	to	feed	one	Medium	bloodsucking	
  creature	 per	 four	 caster	 levels.	 You	 can	
  treat	 all	 creatures	 with	 blood	 as	 if	 they	
  were	water-based	creatures	when	casting	
  the	 lower	 water	 version	 of	 create water.	
  When	you	cast	the	raise	water	version	of	
  control water,	any	creature	in	the	area	with	
  blood	and	an	injury	gains	a	2d6	bleed	(Fort	
  negates).	 If	 you	 happen	 to	 come	 across	
  pools	 of	 blood	 at	 least	 1	 inch	 deep,	 you	
  can	raise	and	lower	them	using	the	control 
  water	spell.
  Also	 any	 time	 you	 cast	 a	 spell	 that	
  creates	or	summons	water	(such	as	aqueous 
  orb),	 you	 may	 have	 it	 instead	 create	 or	
  summon	 blood.	 This	 first	 time	 each	 day	
  living	creatures	see	you	do	this,	they	must	
  make	a	Will	save	(DC	as	a	spell	of	the	level	
  used	 to	 create	 blood)	 or	 be	 shaken	 for	 1	
  round.
  
  3
  3
  We err on the Side oF aWeSome!
  Contents	©2012	Super	Genius	Games
  For	more	information	about	Super	Genius	Games	and	our	upcoming	products,	follow	us	on	Facebook:	www.facebook.com/supergeniusgames,	via	Twitter:	Owen:	@Owen_
  Stephens,	and/or	Super	Genius	Games:	@SuperGeniusRPG,	or	at	our	Yahoo	Group:	http://games.groups.yahoo.com/group/super-genius/
  All	logos	are	the	trademark	of		Super	Genius	Games	All	rights	reserved.
  Published	Under	the	SRD,	OGL,	and	d20	(v	3)	License	©2000,	Wizards	of	the	Coast,	Inc.
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	Pathfinder	Roleplaying	Game	from	Paizo	Publishing,	LLC.	See	http://paizo.com/pathfinderRPG	for	more	information	on	the	Pathfinder	Roleplaying	Game.	Paizo	Publishing,	LLC	does	not	guarantee	compatibility,	and	does	
  not	endorse	this	product.
  Pathfinder	is	a	registered	trademark	of	Paizo	Publishing,	LLC,	and	the	Pathfinder	Roleplaying	Game	and	the	Pathfinder	Roleplaying	Game	Compatibility	Logo	are	trademarks	of	Paizo	Publishing,	LLC,	and	are	used	under	the	Pathfinder	Roleplaying	Game	Compatibility	License.	See	http://
  paizo.com/pathfinderRPG/compatibility	for	more	information	on	the	compatibility	license.
  DESIGNATION	OF	PRODUCT	IDENTITY:	The	Super	Genius	Games	(SGG)	and	OtherWorld	Creations	(OWC)	company	names	and	logos;	the	“#1	With	a	Bullet	Point:	5	Control	Water	Feats”	name	and	logo;	all	artwork,	backgrounds,	and	logos;	all	trade	dress,	and	graphic	design	elements.
  DECLARATION	OF	OPEN	CONTENT:	All	game	mechanics,	proper	names	of	classes,	prestige	classes,	archetypes,	feats,	skills,	spells,	magic	items,	monsters,	rituals,	artifacts	AND	OR	the	names	of	abilities	presented	within	this	book	are	Open	Game	Content	as	described	in	Section	1(d)	
  of	the	License.
  OPEN	GAME	LICENSE	Version	1.0a	
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	(“Wizards”).	All	Rights	Reserved.	
  1.	Definitions:	(a)”Contributors”	means	the	copyright	and/or	trademark	owners	who	have	contributed	Open	Game	Content;	(b)”Derivative	Material”	means	copyrighted	material	including	derivative	works	and	translations	(including	into	other	computer	languages),	potation,	
  modification,	correction,	addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	other	form	in	which	an	existing	work	may	be	recast,	transformed	or	adapted;	(c)	“Distribute”	means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	(d)”Open	Game	Content”	means	the	game	mechanic	and	includes	the	methods,	procedures,	processes	and	routines	to	the	extent	such	content	does	not	embody	the	Product	Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	content	clearly	identified	as	Open	
  Game	Content	by	the	Contributor,	and	means	any	work	covered	by	this	License,	including	translations	and	derivative	works	under	copyright	law,	but	specifically	excludes	Product	Identity.	(e)	“Product	Identity”	means	product	and	product	line	names,	logos	and	identifying	marks	
  including	trade	dress;	artifacts;	creatures	characters;	stories,	storylines,	plots,	thematic	elements,	dialogue,	incidents,	language,	artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	representations;	names	
  and	descriptions	of	characters,	spells,	enchantments,	personalities,	teams,	personas,	likenesses	and	special	abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	any	other	trademark	or	registered	
  trademark	clearly	identified	as	Product	identity	by	the	owner	of	the	Product	Identity,	and	which	specifically	excludes	the	Open	Game	Content;	(f)	“Trademark”	means	the	logos,	names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	or	the	
  associated	products	contributed	to	the	Open	Game	License	by	the	Contributor	(g)	“Use”,	“Used”	or	“Using”	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	create	Derivative	Material	of	Open	Game	Content.	(h)	“You”	or	“Your”	means	the	licensee	in	terms	of	
  this	agreement.	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	this	License.	You	must	affix	such	a	notice	to	any	Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	
  subtracted	from	this	License	except	as	described	by	the	License	itself.	No	other	terms	or	conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	this	License.	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	of	the	terms	of	this	License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	exact	terms	of	this	License	to	Use,	the	Open	Game	Content.	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	You	have	sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	You	must	add	the	title,	the	copyright	date,	and	the	
  copyright	holder’s	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	each	element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co-
  adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	
  Game	Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.	
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	originally	distributed	under	any	version	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	Game	Content	You	Distribute.	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	Contributor	to	do	so.	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	termination	of	this	License.	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	Inc.
  System	Reference	Document.	Copyright	2000,	Wizards	of	the	Coast,	Inc.;	Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.
  Pathfinder	RPG	Core	Rulebook.	Copyright	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
  The	Book	of	Experimental	Might.	Copyright	2008,	Monte	J.	Cook.	All	rights	reserved.
  Tome	of	Horrors.	Copyright	2002,	Necromancer	Games,	Inc.;	Authors:	Scott	Greene,	with	Clark	Peterson,	Erica	Balsley,	Kevin	Baase,	Casey	Christofferson,	Lance	Hawvermale,	Travis	Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	from	TSR.
  #1 With a Bullet Point: 5 Control Water Feats.	Copyright	2012	Super	Genius	Games,	Author	Owen	K.C.	Stephens.
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  The	Geniuses
  Art:
  Redpeggy,	Larry	Elmore
  Production Assistant:
  Andy	Belmore
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
  Super	Genius	Games
  www.supergeniusgames.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Bulletpoints/#1 with a Bullet Point - 5 Control Water Feats.pdf