Difference between revisions of "Part Water (spell)"
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| 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, 30 ft. per | + | | area of effect = 10 ft. wide path per level, 30 ft. per<br>level horizontally and vertically |
| casting time = 3 [[Combat Round|rounds]] | | casting time = 3 [[Combat Round|rounds]] | ||
| save = none | | save = none |
Revision as of 03:57, 23 May 2022
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.
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) |
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.
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.