Difference between revisions of "Part Water (spell)"

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[[File:Part water.jpeg|thumb|520px|]]
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{{Spelltable
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| name = Part Water
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| range = 20 ft. per level
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| duration = 10 minutes per level
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| area of effect = 10 ft. wide path per level, 10 yards long per level
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| casting time = 3 rounds
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| save = none
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| level = [[Cleric 6th Level Spells|cleric (6th)]]
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}}
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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.
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Though any depth of water may be pushed apart, the origin of the part water spell must begin upon some shore.
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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).
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Though the path will be made dry, the rocks, embankments, sand, stones or cliffs will remain unchanged.
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Revision as of 09:43, 21 February 2020

Part water.jpeg
Part Water
Range 20 ft. per level
Duration 10 minutes per level
Area of Effect 10 ft. wide path per level, 10 yards long 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.