Part Water (spell)

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Part Water (spell).jpg

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.

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 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 the expected gravel and sand.

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.

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.