Difference between revisions of "Part Water (spell)"

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[[File:Part water.jpeg|thumb|525px|]]
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[[File:Part Water (spell).jpg|right|525px|thumb]]
'''Part water''' creates a path through water, providing a dry surface on the bottom of a lake or river upon which individuals can walk, or even ride mounts. According to the area of effect, the water on either side of the path is driven back in held to distance outwards and downwards as indicated.
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'''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.
  
 
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| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
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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.
  
To effect the spell, the initial end of the affected area must touch the shoreline or bank of the water to be crossed.  Although the spell eliminates all moisture, so that travellers won't be bogged down in mud, there's no change made to the actual terrain underlying the water.  Thus, the spell might expose cliffs, impassable stone walls or huge boulders and stones — as well as gravel and sand.  
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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.
  
The held water can be freely touched or sampled without breaking the spell, as the water won't break its constraint until the spell's duration has ended.
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== Effect on Creatures & Others ==
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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.
  
Additionally, the water is not "dammed" by the spell, causing rivers and streams to back up; instead, the usual flow of water is transferred from one side of the path to the other, so that outside the spell's effect, a river or current flows normally.
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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.
  
 
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[[Category: Clerical Spells]][[Category: Reviewed]]
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
 

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.