Difference between revisions of "Part Water (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(13 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Part water.jpeg|thumb|350px|]]
+
[[File:Part Water (spell).jpg|right|525px|thumb]]
 +
'''Part water''' creates a clear, walkable path through a [[Lake|lake]] or [[River|river]], exposing the dry ground beneath. This passage allows individuals to walk, ride mounts or transport goods safely across bodies of water without becoming submerged. The spell forces the water outward and downward, holding it at bay for the duration of the effect according to the area of effect defined by the caster.
  
 
{{Spelltable
 
{{Spelltable
Line 5: Line 6:
 
| range = 20 ft. per [[Experience Level|level]]
 
| range = 20 ft. per [[Experience Level|level]]
 
| duration = 10 minutes per level
 
| duration = 10 minutes per level
| area of effect = 10 ft. wide path per level, 10 yards long per level
+
| area of effect = 10 ft. wide path per level,<br>30 ft. per level horizontally<br>and vertically
 
| casting time = 3 [[Combat Round|rounds]]
 
| casting time = 3 [[Combat Round|rounds]]
 
| save = none
 
| save = none
 
| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
}}
 
}}
 +
__TOC__
 +
To cast the spell, the initial end of the passage must begin at a shoreline or riverbank, ensuring a natural point of entry. The spell removes all residual moisture, preventing travelers from sinking into mud or silt, but it does not alter the underlying terrain. Any exposed cliffs, rock formations, deep chasms or impassable surfaces remain obstacles, requiring careful navigation.
  
Creates a path through water, so as to produce a dry surface upon which travellers can walk, perhaps ride. The water on either side of the path is driven back and held, where it can be freely touched or sampled, but will not rush in until the spell duration has expired.
+
The displaced water remains stable, allowing for safe interaction — it can be touched, collected or tested without disrupting the spell's effect. The water itself does not behave as though it is dammed, meaning flowing bodies of water continue their movement. This water can be entered at will.  In the case of rivers and streams, the spell redirects the current from one side of the path to the other, ensuring that water beyond the spell's influence continues to flow normally without causing a backup or flood.
  
Though any depth of water may be pushed apart, the origin of the part water spell must begin upon some shore.
+
== Effect on Creatures & Others ==
 +
Fish and other aquatic creatures are pushed aside with the displaced water and will not be caught within the parted area. However, larger sea creatures are not restricted from breaching the surface, allowing them to enter the exposed passage if they choose. Burrows, coral formations and other stationary underwater structures remain in place, with any cavities left empty of water but otherwise unchanged.
  
Rivers and streams, too, may be parted—in which case the path of the water is obstructed without creating a dam (the river will continue to flow, but beneath the surface, even through solid rock).
+
If the spell's duration expires while travellers are still within the passage, the water collapses instantly, restoring the body of water to its original state. Anything within the path at that moment will be fully submerged unless they reach the shore in time.
  
Though the path will be made dry, the rocks, embankments, sand, stones or cliffs will remain unchanged.
+
[[Category: Clerical Spells]][[Category: Reviewed]]
 
 
 
 
[[Category: Cleric Spells]][[Category: Don't Review until 2022]]
 

Latest revision as of 17:54, 8 March 2025

Part Water (spell).jpg

Part water creates a clear, walkable path through a lake or river, exposing the dry ground beneath. This passage allows individuals to walk, ride mounts or transport goods safely across bodies of water without becoming submerged. The spell forces the water outward and downward, holding it at bay for the duration of the effect according to the area of effect defined by the caster.

Part Water
Range 20 ft. per level
Duration 10 minutes per level
Area of Effect 10 ft. wide path per level,
30 ft. per level horizontally
and vertically
Casting Time 3 rounds
Saving Throw none
Level cleric (6th)

To cast the spell, the initial end of the passage must begin at a shoreline or riverbank, ensuring a natural point of entry. The spell removes all residual moisture, preventing travelers from sinking into mud or silt, but it does not alter the underlying terrain. Any exposed cliffs, rock formations, deep chasms or impassable surfaces remain obstacles, requiring careful navigation.

The displaced water remains stable, allowing for safe interaction — it can be touched, collected or tested without disrupting the spell's effect. The water itself does not behave as though it is dammed, meaning flowing bodies of water continue their movement. This water can be entered at will. In the case of rivers and streams, the spell redirects the current from one side of the path to the other, ensuring that water beyond the spell's influence continues to flow normally without causing a backup or flood.

Effect on Creatures & Others

Fish and other aquatic creatures are pushed aside with the displaced water and will not be caught within the parted area. However, larger sea creatures are not restricted from breaching the surface, allowing them to enter the exposed passage if they choose. Burrows, coral formations and other stationary underwater structures remain in place, with any cavities left empty of water but otherwise unchanged.

If the spell's duration expires while travellers are still within the passage, the water collapses instantly, restoring the body of water to its original state. Anything within the path at that moment will be fully submerged unless they reach the shore in time.