Difference between revisions of "Part Water (spell)"
From The Authentic D&D Wiki
Jump to navigationJump to searchTao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
Line 20: | Line 20: | ||
− | [[Category: | + | [[Category: Clerical Spells]][[Category: Don't Review until 2022]] |
Revision as of 20:58, 20 September 2021
Range | 20 ft. per level |
Duration | 10 minutes per level |
Area of Effect | 10 ft. wide path per level, reaching outwards 30 ft. per level |
Casting Time | 3 rounds |
Saving Throw | none |
Level | cleric (6th) |
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.
Though any depth of water may be pushed apart, the origin of the part water spell must begin upon some shore.
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).
Though the path will be made dry, the rocks, embankments, sand, stones or cliffs will remain unchanged.